Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
For this scenario, the quests are manually designed. There are radiant quests but they're just filler. It would probably take more work to write a new story that makes sense and design quests around it, than the other story-less scenarios.
But there's no main quest or mission for this framework yet, and I haven't worked on it for 2-3 years. If anyone's interested, you can pick it up from my Google drive.
https://drive.google.com/file/d/1GiQcyhwg8u7RARoPRlDOxfnh0KPNocce/view?usp=sharing
As long as we are trying to maximize our income though, I would suggest adding the ability to sell looted cars, boats, and aircraft to the resistance (or a fence or some other intermediary) as well as just weapons and ammo. Can't remember how many perfectly vehicles we left sitting around empty, because we had no further use for them.