Демикус, подтверждаю: лончер настроен сразу на мод. «Те, кто готов пожертвовать хоть каплей свободы ради капли стабильности, не заслуживают ни стабильности, ни свободы и в итоге потеряют обе»
«Рабоче-крестьянская страна любит свою Красную Армию. Она гордится ею. Она требует, чтобы на знамени её не было ни одного пятна»
Current 2.0.9 Change Log ================================== Version: Release 2.0.9 Date: ??/??/2012 Name: Fallout's DoomsDay ================================== Summary: Bug fixes Change to end game war Some balance tweaks Work on Redding Reworked events for conquering former US states ================================== * Found and fixed a problem with Slavers' Guild mercenary events in Den event file. * Change the targets of the Vipers slaving events to be: New Church (or Texas Reformed), Kansas Free State, Hub, Reservation, Harlequins. Necropolis is no longer targeted. Some slaving events have a lower chance due to distance or the high security of the target nation. * Updated the End_Game.txt event file. The final war will start in June 2256 by default, but can be triggered earlier. The early trigger can start April 2250 leading to early end game war in May 2251. The trigger condition has been increased from 140 VPs to 170 VPs. * Fixed some bugs with event action labels in End_Game.txt file. * Fixed a bug in scenario_text.csv causing Enclave nation text to not show on the scenario selection screen. * Elitech spotted a bug in minister ID progression for Robot Nation. Fixed. * Added a time condition of year = 2250 to release Big Red One Powered Marine infantry unit for Former USA. * Changed the names of FUSA HQs in \db\unitnames.csv file so the first HQ name does not conflict with the name of the Big Red One Powered Marine infantry unit. * Amended many FUSA leaders to have more reasonable traits. * Made a mistake with the sprite files. My test installation has no tank sprites. Added them in. * I fixed the air transport division pictures. * I added some excellent unit graphics for Caesar's Legion, plus one for The Under-Nation and one for Mutant Infantry that Messenger had submitted some time ago. * Added Social tech Monodominance to the AI file for Reavers as per forum thread nation specifications. * Fixed a minor naming error for FUS Scout units in both \db\unitnames.csv and \scenarios\2245\Former_USA.inc files. Also, checked and amended naval and air unit names to ensure they match the unitnames.csv file. * Removed some old date references for Robot Nation events. * Found two provinces called La Paz in \config\province_names.csv file so I renamed the one not used in the mod. * Checked all the events for reconquest of the original US states in \db\general.txt. Updated provice IDs to match the current map and ensured the states are accurately represented to the Areas listed on the map. I updated and enhanced the game effects of these events. I also added commands to give the provinces as cores. So whoever conquers an original US state first will get the benefits including those provinces becoming cores for that nation. There were some bugs in these events which I fixed. * Boosted Hoover Dam from 30 energy and 4 VPs to 60 energy and 7 VPs. I also added one manpower point to represent Ghoul engineers maintaining the Dam plus a tribe of primitive humans who worship them. * Found and fixed another two bugs in mercenary hire events for Caesar's Legion. * Added wonderful new event background images made by Brother Vladimir. Also added the updated event pictures with the new frame graphic around each one. Fabulous! * Changed building costs as follows: IC 5 x 360 = 1800 Coastal Fort 4 x 240 = 960 Land Fort 4 x 240 = 960 Anti Air 3 x 120 = 360 Infra 3 x 540 = 1620 Air Base 5 x 240 = 1200 Naval Base 5 x 240 = 1200 Radar Station 6 x 240 = 1440 Nuclear Reactor 15 x 720 = 10800 Rocket Test 10 x 360 = 3600 * Added +10% Paradrop Attach and Shore Attack to Scout units for getting Attachment tech 2490 Robo Engineers. * Added +10% army detection chance for getting Attachment tech Robo Dogs. * Added +5% Paradrop Attach and Shore Attack to Scout units for getting each Attachment tech: 2100 Apocalyptic Engineers, 2110 Improved Engineers, 2120 Assault Engineers. * Added +10% Night Defense, +10% Night Attack, +5% Night Move to Beast attachments for getting each Attachment tech: 2440 Wild Dogs and 2450 Trained Dogs. * Raised the starting manpower pool of Shi Empire to 34. * Made some changes to Den ministers and added some ministers. The custom minister personality description for Head of State Rebecca Dyer explains why she is in that position. * Updated some leaders for Den with new pictures and changed one leader's statistics. * Updated Rebecca Dyer in Den to use her correct name as it was misspelt previously. * Added new custom minister personalities with names and descriptions \config\text.csv file and effects in \db\ministers\minister_personalities.csv file. * A new custom personality for Gammorin, leader of the Mutant Army, made months ago was missed. Added this into the Mutant Army minister file. * Made a change the player trait event in \db\events\general.txt file that hopefully will allow more than one player in MP games to choose a trait. * Increased manpower in Redding from 1 to 3 with a new VP total of 31. * Redding get Professional style mercenary techs. Changed their starting mercenary to that model type. * Added an option on Elitech's suggestion for a player to disable the end game war if they want. It's via an early event. * Added an event chain for finding the Six String Samurai and hunt for Elvis in the US State Reunification events located in general.txt event file. * Made Rad-Zombie Wastes a desert province to tie in with the explanation for the Rad-Zombies given in the Ohio state reunification event. * Added a flag to x_marks_the_spot_beta.txt event file to show when Vault 10 spawns. This is used in the nation conquered event for that nation. * Added Vault 10, Polar Station Zeta and Reavers to some events that every nation gets: nation gone (general.txt), entering and scavenging the Glow (general.txt), getting access to the Glow on researching Rad Away technology (refreshing_techs.txt), being fired on by Nuclear Nelly from the Reservation (reservation.txt), Respawn Kurtz's Camp from Enclave Secret Program (enclave.txt). * While doing the previous item, I found that the Rad Away events in refreshing_techs.txt file had never been updated with newer nations. Added Caesar's Legion, Darien Tribes, Junkers, Warriors of Ice, Harlequins, Kurtz's Camp, The Under-Nation, Zombie Apocalypse, Dark Cathedral, God Machine, Reservation. * Created an event file for Reavers with a welcome event and standard events. * Added Horny and The Warrior as leaders for Reavers from X-files and The Hunt event chains to \db\leaders\CAM.csv file. * Added Horny leader and Warrior events from X-files and The Hunt event chains reavers.txt event file. * While working on the Reservation event file I noticed a big bug where the Nuclear Nelly events were triggering wrong event IDs. This would have unpredictable effects. It is now corrected so that these events trigger the correct effect event for Nuclear Nelly being fired into a nation at war with them. * Events to fire Nuclear Nelly at The New Church were also missing and have been added. * Finished the text for the Vault 10 events that were already made. It's possible for someone to play them after they spawn. * Arcangelus gave an analysis of Slavery Social tech tree vs Settler Social tech tree on Terranova. Based on that, I have halved the free money from the higher Slavery techs and discovered a bug. I always intended the Settler techs to improve speed of constructing province improvements but I had used the wrong syntax on those commands. Corrected. Reduced the build time boni to unit construction for Settler techs to 10%. * Added a new \map\colorscales.csv file and updated \db\country.csv to use it. * Added new event commands to The_Huns.txt file to space out repeating events like slaving events. * Found and fixed a bug in West BoS bunker events reported by Arcangelus in \db\events\west_bos.txt file. * The Six String Samurai event chain now includes music. I added an event to \db\events\general.txt file that allows a player to restore the sound track to normal.
- Sword
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* Added new custom minister personalities with names and descriptions \config\text.csv file and effects in \db\ministers\minister_personalities.csv file.
то что Демикус говорил про 850 строчку дало результат Совершив незначительный поступок помни что этот поступок может изменить мир
AgentSmith, когда будешь отправлять, напиши разработчикам, что в файле text.csv в 850 строчке описание неправильное, не соответствует характеристике министра. Наверное, они знают, но на всякий случай лучше сказать. В переводе оставляю пустую строчку.
вот что ты говорил EvGaS, ты кто там на форуме парадоксов? также ждём оффициального включения русского в мод с версии 2.0.9 и ещё может ли кто перевести change log версии 2.0.9 чтоб было ясно что пока сделали разработчики ФОДД и надо ли после выхода версии 2.0.9 переводить обновления?
Status 18/07 I'm making solid progress but the pace is slow due to real life commitments. I am in the process of moving Caesar's Legion to Arizona. I have expanded Junkers to 4 provinces to fill the gap. Both nations have their starting armies increased.
I implemented some event file revisions done by Arcangelus. These improve the Dead Islands event chain and the General event file. I will also add in his new province control events which replace the hundreds of such events in the mod previously. This will make the mod run faster.
Cheers, Sword Совершив незначительный поступок помни что этот поступок может изменить мир
Сообщение отредактировал AgentSmith - Пятница, 20.07.2012, 18:30