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
People don't wan't to waste time learning to mod a game from scratch when you could just as easily be doing other things. Modding Arma is way simpler than this.
Plus, the fact that mods have zero compatibility with eachother also makes it not worth the while either. Not being to make a submod with the slightest tweak to your favorite mod to make it more suitable for yourself is just a huge turn off.
+1
no reason cant do them all i think, such a great engine could launch a dozen projects
air naval armour it simulates them all so well , in SD2 maybe 30% of this thing is turned on, its everything since RUSE in there, and good good bit of the later
I get a feeling there is a strong tradition in French Game making that came from the school of Magicians or Cinematography tradition. Way is does stuff is unique, to the point where dont want reveal the magician tricks sometimes, because a good magician never does.