Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
This would better represent regional/state/provincial/colonial governments attempting to handle the zombie crisis on their own. Thanks to in-game unrest, they’d eventually break free from their former overlord anyway - just in a more gradual, organic way and richer world-building. For reference, I did tried this in an observer game and it works beautifully.
Another idea that might help performance is implementing a “Zombie Survivor” decentralised tag consolidation for split states. For example, you shouldn’t end up with 2+ separate decentralised Guyana, Jujuy, or Mato Grosso tags just because the region was previously divided between two countries before the zombie invasion. Perhaps a monthly on_action script could auto-merge these into a single entity.
Now, I did a whole lot better than the rest of the world but the mod was very different than my expectations. I look forward to further updates and will keep my eyes on it. I hope to see in the future our ability to fight zombies directly with our armies and also news reports when major cities or countries fall to the zombie menace!