Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
Otherwise my plan is to add more to those, especially with the other two vanillas merged (as in the experimental version) maybe actually a scenario where you actually build Hope from scratch...
Another thing I think of is having more generic hirelings with random looks just split into categories (i.e. hire "farmer", "miner", "builder")
For those things I needed to make my own scenario in my own mod that I can further work on.
I knew the Mercenary scenario does a similar thing but didn't check it's code till after I released this, indeed the main idea or merging vanilla scenarios and the way to achieve it are similar but otherwise there are differences mainly in starting resources and available techs.
And agreed with Nissen. Why not just share the issue you're aware of and the workaround instead of making it difficult for lukeh_ro?
Gives more time for the author to make an even better mod and might give you insights in return as well :)