Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
Not sure if this is a bug, but based on the description of the Riot Rounds, it seems to imply they would only work on organic units. However they also work on robots. Is this intentional?
Perhaps the issue is connected to the existing Falcon Rounds in base game code - those get crit change and damage. Since you're using the same template name, it should (?) overwrite the base game template but it doesn't seem to. Perhaps changing ammo & ability template names would fix it.
I also found (surprising) this ability in the base game code (even there is not a related item). Also i thought the template should be overriden by the mod because the priority seem to be: base game < workshop mods < local mods. But maybe this order is only consistent by using the AML.