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
However the easiest solution if you want to run with the new mixed cyborg species when you were originally playing as human would be to use the expanded non-standalone varsion and disable the standard and standalone for this particular game. Then activate them and disabling the non-standalone afterter you are finished with this run.
My original 'RPG'-styled idea was to start with Soviet Human SA and after reaching a certain tech level to switch to little cyborg helpers by changing over to Cyborg SA. After my first try...I recognized, I will loose the Soviet clothing if I change it that way. So ... I guess I'll have to come back to non-SA version to simply replace the Human portraits and keep the Soviet outfit. Theoretically. But I fear I have to do it by In-Game command.