Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Trung giản thể)
繁體中文 (Trung phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bulgaria)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraina)
Báo cáo lỗi dịch thuật










This mod functions correctly in that regard in that the mission won't end until they are all dead.
You have likely hit an issue where there is a single/pod of Lost in some corner of the map, or indeed INSIDE a shipping container (the most common cause of this issue).
If you feel this mod is stopping your mission from ending, you can use the console-commands as discussed in the description to kill-off the anchor and return to 'normal' gameplay rules.
Personally, if I start a lost mission without a third party, I use
X2AllowSelectAll true, followed by tab to select it, move the cursor to it
KillClosestUnitToCursor
to remove it. This may cycle your through some enemies showing their location but I prefer that over a couple lost just seeming to randomly run away and the continuous lost waves that result.