Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
I'd have to read through each faction's description in order to determine wheter compatibility could be an issue.
However, I think it will work. Just maybe not take some faction-specific playstyles into account. The only things I really did something with to support BlackArchons mod in this regard was:
Teaching the Pirate-faction-AI to build mines on water and figuring out how to do the pacific-rim-style machs walking through water (which wasn't even a code-change, just me figuring out how that can be realized by modding).
So worst that would happen would be factions not really using their advantages.
Oh and for the new buildings: Since I had converted the entire mechanism of how the value of buildings is determined, that also didn't need any additional work to support the buildings from the mod. The AI just recognized what they are and built them according to its needs.
Edit: Just glanced over their descriptions. I think Atreides looks like the only faction that potentially doesn't use their faction-bonus too well. But I'm not even sure about that. It's just that I'm not sure whether the AI knows about the different-tile-yields in advance. I think what could happen is that they don't consider desert as good tiles to build farms on and build something else instead.