安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Alien variant specialisations/proficiencies! Akin to how the SPARKS class mod works:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2674677738
So imagine this. Once you get a Codex or a Black Ice Codex for example, you get it as a "base codex unit" that can be "promoted" to...a normal Codex or a Black Ice Codex with all of its abilities in either class, effectively making the "alien version" its own version and your version a special one that MUST be "assigned" a class (normal or black Ice) before it can be used, just like the Spark Proficiency Mod I've linked
This could also apply to all the different Muton, Viper, Berserker, Sectoid, Archon, Andromedon, Faceless, Chryssallid (maybe not?) variants etc here on the workshop. (Possibly excluding super variants like the Omega Berserker, Ruler & Leader Alien Variants, Muton Harriers/Berleagers and Robotic alien units as well as alien Mecs, best to leave them as there own units).
I think that could be awesome, however I realise it could also be A TON more work than just simply getting the alien as a unit you can capture/make/use/recruit like Playable Aliens/Rulers etc.
I'd like to look into the feasibility of this idea, it would certainly be nice to use for Vipers and Mutons at least as there are so many variations of them.