![]() I also find it odd that these strings seem to be commented out (for some reason, is this intentional?), but they still appear in the pot-files? This reduce the workload for translators and eliminate the possibility for the buildings to get different translations in different places.Īt the same time, I wonder if something like "Barbarians: " or "Barbarians > " could be an alternative to "The barbarian". This way, the existing translations for building names can be reused and we only need to translate one extra string. ![]() I think it would be better to split it up to something like "Barbarians: %s", building_name like has been done it other places. (I suspect this is only a question of time) It also means there might be different people at different times doing these translations, which means they might not be consistent. In effect, all building names need to be translated twice, once for the name on its own and one time for the headlines, which means additional work for translators.Ģ. These headlines use the form "The barbarian building name", and comes in addition to "Building name". That said, I have one main complaint, and that is the headlines for the buildings. In the end, Widelands will be extensible, so that you can create your own tribe with their own set of buildings, create new worlds to play in, and even create new types of worlds (who says you can't build a settlement on the moon?).First of all, I'd like to say the in-game help is really great and I'm really happy to see something like it finally in the game! :) Widelands also offers an Artificial Intelligence to challenge you. Widelands offers single-player mode with different campaigns the campaigns all tell stories of tribes and their struggle in the Widelands universe! However, settling really starts when you unite with friends over the Internet or LAN to build up new empires together - or to crush each other in the dusts of war. You're really a ruler: You delegate in times of war and in times of peace! Similarly, whenever you want to attack an enemy, just place an order to attack one of their barracks, and your soldiers will march to fight. There is no need to tell every single one of your subjects what to do - that would be impossible, because there can be thousands of them! Instead, all you need to do is order them to build a building somewhere, and the builders will come. It is your job to lay out the roads as efficiently as possible.Īnother refreshing aspect of the game is the way you command your clan. This is done by carriers, and those carriers always walk along the roads. For example, a system of roads plays a central role in your economy: all the goods that are harvested and processed by the tribe must be transported from one building to the next. However, if you want to rule the world, you will have to train soldiers and fight. Some of them may be friendly and you may eventually trade with them. ![]() The economic network is complex and different in the three tribes (Barbarians, Imperials, and Atlanteans).Īs you are not alone in the world, you will meet other clans sooner or later. Every member of your clan will do his or her part to produce more resources - wood, food, iron, gold and more - to further this growth. In the course of the game, you will build an ever growing settlement. You start out with nothing but your headquarters, where all your resources are stored. In Widelands, you are the regent of a small clan. Kas allalaadimisega on probleeme? Palun taaskäivitage allalaadimine. ![]()
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