Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
A couple of things to mention:
1). Given how cluttered the research tree is post V67 and how ridiculous -in comparison to earlier versions- the tree has become to maintain for your cities, I have decided to merge the modded road types into the vanilla research options. This means the new road types are now included with the cost of the vanilla types.
2). I have attempted -again- to fix the issue of this mod breaking in-progress saves. I, however, do not have any saves with which to test it. So for now, I will just have to leave the big text disclaimer in place until I can properly test and confirm if my changes have fixed the issue.
Have fun, please feel free to post any issues you may find.
I have also included fulfilment, introduced in V67, into the modded road types so they should function as vanilla roads do.
I do not have the time anymore to play-test or to fully check the game systems myself. So if I have missed anything feel free to let me know.
Also, if 1.0 is likely within a short enough time frame, I will hold out making any large changes as Gammatron (Jake) has promised that versions of 1.0 and beyond will be far more Mod and Savegame friendly.
Thanks for the feedback!