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Messages - Protok

#1
Translations / WordInfo-Case [Русский]
December 19, 2019, 04:15:07 PM
Объясните мне как это работает?
В каких случаях игра использует падежи из WordInfo-Case?
Там уйма текста, а в игре его задействованным не вижу.
#2
Mods / Re: [Question] How to mod an existing translation?
December 17, 2019, 06:43:31 AM
I expect that's will not heavier then do the next patching:
Mods\HybridForest\Languages\Russian\PatchingCore.xml
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationReplace">
   <xpath>/Defs/BiomeDef[1]/description</xpath>
   <value>
               <description>Густая смешанная растительность с обилием озёр и болот. Множество диковинных цветов и трав. Изредка попадаются снежные возвышенности окружённые ледяными грунтовыми водами. Низинами проходят мшистые дороги. Обилие влаги приводит к высокой степени распространения инфекций, как в тропиках. Большое разнообразие растительности привлекает множество видов травоядных, а за ними и хищников всех мастей. Иногда сюда забредают отбившиеся от улья насекомые, которых можно приручить. Говорят гибридный лес ещё опаснее тропического.</description>
   </value>
</Operation>

<Operation Class="PatchOperationReplace">
   <xpath>/Defs/BiomeDef[1]/label</xpath>
   <value>
               <label>гибридный лес</label>
   </value>
</Operation>
</Patch>


But thats do nothing...
#3
Mods / Re: [Question] How to mod an existing translation?
December 09, 2019, 01:16:56 AM
Quote from: LWM on December 06, 2019, 10:50:30 AM
You have vanilla defs you want to change the translation for?
Third. My mod need another description for vanilla def.
#4
Mods / [Question] How to mod an existing translation?
December 06, 2019, 09:42:15 AM
So, I have new defs and translation for them worked properly.
But, when I try to change translation of existing defs it's not working.

What should I do to change original translation in my mod?
#5
Ideas / Re: Your Cheapest Ideas
December 02, 2019, 11:31:18 AM
Hello, Tynan

The idea is simple and important for better replayability. Refers to the scenario editor.
Add an "offset" parameter to the create the incident function, which will offset the time of creation of the incident by a random value. This is for a more unpredictable scenario.

Example. "Manhunter pack" on day 4 at 18:00 - <intervalDays> 3.5 </intervalDays>
I'll know the time it happens. Exactly. Adding more detalised number (like 3.58192) does not change much.
Now. The new offset parameter, set for 12 hours - <offsetDays> 0.5 </offsetDays>
Will be calculated from -X to X and added to the specified time of the incident.
It's change a lot. I know that the incident will apear on day 4, but now it can be between the 4th at 6:00 and 5th at 6:00.
Maybe in the morning, maybe in the afternoon, and maybe at night. Anything can be! Thats matter!

Example 2. "Toxic fallout" on day 45 - <intervalDays> 45.10635 </intervalDays>
I'll know it will happen exactly time. No problem. Just get ready to that time.
The new offset parameter, set for 15 days- <offsetDays> 15 </offsetDays>
Will be calculated from -X to X and added to the specified time of the incident.
Now I know only thing - it can happen on second month, any day from 31 to 60.

It's change everything for those who playing game by scenarios.

If it is repeated incident then the calculation of the offset occurs anew for next incident after triggering.

And of cource, the <offsetDays> value can't be bigger then <intervalDays>. May be need an autocheck.

Thanks for RimWorld.
Have a good day.