Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
thanks
I miss only the possibility of Hacking these ships :(
[] 0.00 Cannot match path '/ships/ship[@id='hev_plunderer']/@macro' in patch file 'extensions\terratechs_shippack\libraries\ships'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[] 0.00 Cannot match path '/ships/ship[@id='sov_plunderer']/@macro' in patch file 'extensions\terratechs_shippack\libraries\ships'. Skipping node.
But in case it helps, the scanning and hacking points are generated in md\RML_Scan_TargetPoints.xml via:
<create_target_points cue="$MissionCue" groupname="$Targets" object="$Object" tags="$TagList" sequence="$ObjectBuildSequence" stage="$ObjectBuildStage" type="scan" />
in Boarding.xml, $TagList is defined as:
<param name="TagList" value="[tag.ship_xs, tag.scan]"/>
My XR is running in german, so it's perfect :)
The rest of the ships should get placeholders in english
Thx a lot!
You can bye the Wolf at any AlbionSY (PMC, HOA + Transcend).
For testing I started a new game and your showcase and there is the =TextDNotFound= too.
@Universe, anyway i've found a way to solve the incorrect astrobee launchers seen when inspecting the minotaur. (They are infact of the type Flail Barrage Turret). Fix will be ready tomorrow.