Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
But.. coloring choices i made are "intuitive" and match whichever principles of items/gameplay.
Numbers are simply sequentially distributed to early/to/later/to/end elements within groups (Tech, Weapons, etc). For example, initial "Autopsy" (Light Green) of Advent Trooper is #1.
RPGO does extensive hacks to many code functions (via Community Highlander and other scripted methods) & possibly would alter vanilla components required by my INT references... even trying to adapt pre-declared templates (manually into the INT flow) doesn't necessarily lead to proper detection of already valid string principles since their custom "hooks' would *not* match mines -- directly.
Sadly i have no intention to make their highly complex assets compatible with my stuff, sorry.
I'll have to subscribe to the Labyrinth mod now....
Rgds