Εγκατάσταση Steam
Σύνδεση
|
Γλώσσα
简体中文 (Απλοποιημένα κινεζικά)
繁體中文 (Παραδοσιακά κινεζικά)
日本語 (Ιαπωνικά)
한국어 (Κορεατικά)
ไทย (Ταϊλανδικά)
Български (Βουλγαρικά)
Čeština (Τσεχικά)
Dansk (Δανικά)
Deutsch (Γερμανικά)
English (Αγγλικά)
Español – España (Ισπανικά – Ισπανία)
Español – Latinoamérica (Ισπανικά – Λατινική Αμερική)
Français (Γαλλικά)
Italiano (Ιταλικά)
Bahasa Indonesia (Ινδονησιακά)
Magyar (Ουγγρικά)
Nederlands (Ολλανδικά)
Norsk (Νορβηγικά)
Polski (Πολωνικά)
Português (Πορτογαλικά – Πορτογαλία)
Português – Brasil (Πορτογαλικά – Βραζιλία)
Română (Ρουμανικά)
Русский (Ρωσικά)
Suomi (Φινλανδικά)
Svenska (Σουηδικά)
Türkçe (Τουρκικά)
Tiếng Việt (Βιετναμικά)
Українська (Ουκρανικά)
Αναφορά προβλήματος μετάφρασης
Put one end of the small path segments above the sidewalk and position the other end approximately in the center of the quay, so that the path is perpendicular to it. Now copy and paste it several times along the quay in all the spaces between the flower beds where you want to let the cims in and out. This way they will pass by and not cross obstacles or the balustrade at the end of the quay (in most of the time, it is not infallible as a system :-D). So you should get something like this:
https://youtu.be/jF4QIJ8GlqI?t=143 (this video is obsolete, made when CSL still did not allow to make the quays walkable. There are steps no longer need).
Anyway, as soon as I can finish updating my highways collections I will come back to this as well, that there are a couple of things to fix. :-)
They actually just "blend" or "merge" the same as pedestrian paths do to road sidewalks. Just end your pedestrian path close to the edge of the quay (without Anarchy on) and cims will walk onto it the same as they do with sidewalks. It's also VERY sensitive to curves and terrain (just like the vanilla quay) so you might need to do some messing around with "Move It" in order to make it fit perfectly, with no terrain showing through.