Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
WeaponCore then proceeded to make keeping things functional & as intended, incredibly difficult by shifting how config lines are even read.
And by directly bricking other mods by TypeID limiting weapons & entire base block types to WC-scripting only or be deleted.
So no, while I fixed some bugs, the damnable thing has miles of incomplete work.
On the plus side, others have arrived out of the wood work , to make the effort even less worth it.
In addition, there's always the Server version which at least makes some of the hours still existant.
Love the SW and other stuff you do, please keep up the great works, and this was posted to let you know that there is something kind of unhappy going on... like i said likely Keens fault as they love breaking the already hurting game.
Imperial's HQ TIE got functional Weapons, which are gimbaled.
Neutrals got the Starviper Kit.
Guild uses Lucas' Threat system, with the space-based not having a Level-0 Entry