Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
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
Nice mod. I play with "Tactical suppressors" from Musashi. I assumed that the gameplay is still Musashi's and that your mod just forced the name "Repeater". Accordingly, I modified your localization file and replaced the three instances of "repeaters" by "suppressors". I believe this is enough and I don't have anything else to do ?
Are there compatibility issues ? Such as class_overrides that we should be aware of ?
But you still can manually edit the file "XComGame.INT" as you wish. Just go to whatever lines & check out the corresponding strings at the end.
For example, the "Core" and its plural are on #22+23.
** Make sure the text format remains the same when saving the file back. Notepad++ does this process automatically, btw.
Even i experienced bad stuff in the past -- but eventually got it fixed after reddit'ing/google'ing proper solutions or discussing the issues with fellow modders on our Discord community!
Glad you could fix the problem(s)! ;)
artists
** \n<font color='#ACA68A' size='28'>√</font><img src='img:///INFo_UILibrary.Tag_MOD(Gb)' width='32' height='32' vspace='-8'> + FALCON STILETTO NEEDLE FLECHETTE REDSCREEN\n **
3~6~9 == Required amount of corpses to get Instant Autopsies (per Difficulty Levels)
What does 3~6~9 mean ??
My INT file (localization) has them correctly listed...
-----
[BreakthroughBullpupWeaponUpgrade X2TechTemplate]
DisplayName="<font color='#65FFFF'>[M6]</font> Modular Bullpups"
-----
Maybe you are using one of these custom different language files & that "slot" was badly edited by the collaborator?
@大魔王.. glad you do!
@Seva.. Is you game setup as a proper "English" HUD? Because that kind of flaw could certainly happen when any of the other supported languages are used by default. My files apply these changes via XComGame.INT (INT=Int_ernational English).
Refer to the pinned discussion "Localization" above for details of a possible solution.
I have other your mods that maybe causing conflicts: SwappImg, WC_qUIck_RCP, WC_GeoscApps
Previously i installed LAByrinth but desinstalled it already.
Like color