Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
something that might help is that i did use map designer to make a map witch is mostly mountain, maybe the game is throwing a fit because there's not enough unrooved tiles, even though i changed the map over my playtime to have more 'open' space than when i started.
i have a base under a mountain, but i hate how, when drop pods land on thick roof, it forces a collapse, i had to disable all drop pod raids, which i dislike because i would welcome the challenge of enemies dropping behind my defensive lines, so long as several places in my base don't get caved in.
i dont get why drop pods on thick rooves force a collapse but mortar shots don't?
anyway, even with disabling all drop pod raids, when summoning the mechanitor bosses, they still
randomly scatter and cave in multiple places on my base, is there a way for you to disable the drop pod cave-ins? every part of my base has proper supports so natural cave-ins wont happen.
For the first case, it's probably generating a special "collapsed roof" effect around the arriving pods as part of the "punch through", but if it's the second case I'll review the code to see if I can stop the collapse triggering since I only disabled the "check for collapse when a supporting structure is removed"