Full Changelist 1.2.0 (12/18/2017) - Foreign Language Support --- Non-English languages are now supported, and fan-made translations can be imported. A fan-made Chinese translation is in the works. --- A language file with all strings can be imported, as can language specific images (such as the main logo), and font files. - Ship Design --- Form fitting, concave armor is allowed on ships. Concave armor has a smaller cross section and can sometimes save mass, but also can suffer from multiple bullet ricochets. --- Polygonal cross section armor for ships allowed, such as triangular, hexagonal, and so on. --- Spinal modules can be pushed inwards or outwards, allowing setups such as propellant tanks around crew modules. --- Front and back facing attached modules also can be pushed inwards or outwards, allowing setups such as frontal guns stacked with different frontal guns. --- Ship armor can be radially rotated about the ship (you can now edit the start and end percent for each radial span). --- Radiation shielding is more properly calculated. --- Weapon firing arcs can be limited by ship armor now. Ship design warns of these cases. - Module Design --- Added Fuse modules, which are tiny modules which can trigger Ordnances or Engines after a set amount of time. Allows for time-delayed flares or timed explosives, or for launching dumbfire missiles (with optional timers). --- Reduced Remote Control size. - UI --- Materials, modules, and spacecrafts are all listed in a grid view when choosing them. The grid organizes items by mass, cost, and every other property, each of which can be toggled or sorted. --- Ship and Module Design menus can be toggled to a grid view rather than the default list view. --- Can enter degrees into radians sliders. - Graphics Updates --- Spacecrafts cast shadows on themselves and each other in combat and design. --- Many stock spacecrafts are updated to have form fitting armor and sloped nose cones. Some have polygonal cross sections now. --- Radiators are animated in module design. Engines bells and gun barrels too. - Mods --- Exposed ship armor limits in Limits.txt. - Other --- Renamed weapon Payloads to Ordnances to prevent confusion with ship Payloads. --- Numerous bug and crash fixes. Notable bugs include: Temporal Burn Dragger no longer deletes previous burns, dozens of small material and chemical reaction tweaks, radiators start out cooler in combat if you have more than enough, ship design no longer stacks heat and power incorrectly.
I also copied it and inserted all the Chinese strings you've used to make a partial Chinese language file. When the next patch drops, the language file should be importable as a simple mod or downloadable via Steam Workshop. (Note: Make sure to download the file, opening it in a browser seems to corrupt the Chinese characters.)
ADDIT: I also feel the need to say: I've played a lot of computer games over the years. I've been military board games, and roleplaying games since 1983, and computer games for nearly that long. I am pretty good at estimating what is going on with the algorithms that comprise my computer opponents under the hood, and I tend to suspect that Admiral Voitenko is a big fat cheater!
There is as yet, no such thing as "AI" and certainly not in the emergent decision-making patterns which can arise from the algorithms in a little game app for PC. With the exception of specialty opponents like chess opponents or other relatively simple board games, MOST so-called "AI" in computer games cannot possibly pose a credible competitive threat to a typical human player if they meet on a level playing field. In short, I understand that "cheating" computer opponents are in fact, the norm and I have been party to them myself.
But there is blatant "this don't seem like we are being bound by the same rule set" cheating and then there is "Hmmm, how did he do that so fast/easy/direct?" Vesta Overkill falls into the former, more blatant category and I can imagine that many would be fans did not take well to that experience.
The AI in Children of a Dead Earth is bound by the exact same rule set as the player. An AI that doesn't cheat was a major rule I followed when developing the game. The only unfair aspect is that the AI always starts with more units than you.