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Fordítási probléma jelentése
The best way is to find the 'EncounterBuckets' lines in Waterworld, and place semicolons in front of the equivalent lines in the Golden Path mod. Make sure to get both the +EncounterBuckets and the -EncounterBuckets in the the Golden Path mod.
Example:
This way you still have the code if you every need to do anything funky with it. The result is that Golden Path will get out of the way when Waterworld determins the 'sets of pods' spawned. However the Golden path will still effect the contents of certain spawned pods.
In the example below (the code above, the -EncounterBuckets, is what the both remove from the base game, while the code below, the +EncounterBuckets, is what the waterworld replaces it with), Waterworld determines the contenent of the 'AHW_WaterworldGuards' pod, while the Golden Path determines the 'Showdown_Purge' pods.
Furthermore, the 'ConfigurableEncounters' sections are what the 'EncounterBuckets' sections call on to fill those specific pods. For example:
The effect of this is that, for this encounter, the base game states two pods made of '2 gatekeepers', and '2 secotpods'. The Golden Path changes that to '2 gatekeepers and one random follower', and '2 sectopods and one random follower'. Waterworld then further mutates it to '2 gatekeepers and one random follower', '2 sectopods and one random follower', '2 random boss-leaders', and '3 random boss leaders'.
If you semicolon-out both the 'EncounterBuckets' and the 'ConfigurableEncounters' sections then Golden Path doesn't add those two random followers on top of the nonsense that Waterwold adds.
Repeat 'semicoloning out' the matching 'EncounterBuckets' section from Waterworld in the two matching sections in the Golden Path file until you have found them all. Then repeat for the matching pairs of any 'ConfigurableEncounters' you dislike in the Golden Path file to return those to the basegame level.