安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








- German localization is missing, maybe I could provide something
- Generally, are the many nouns starting with upper case letters intentional?
- Typo in first paragraph: 'measuere'
- In the first paragraph after the list it should be 'the Age of Beasts' instead 'the Age of Bronze'.
- First sentence of second to last paragraph needs to be corrected: 'Certain actions will generate accumulated innovation Innovation and accumulated chaos Chaos.'
- Last sentence of second to last paragraph needs to be corrected: 'If you don't have the wealth Wealth though, (...)'
- More instances of 'wealth Wealth' need to be corrected in the last paragraph, and one fullstop is missing.
Edit:I have looked up the German text of the Age of Bronze. The doubled terms stem from some graphical icons representig innovation, chaos, and wealth, respectively.
Ummm... wait! There are spawning more and more of those megafauna dwellings. This gives me the impression of being a bit overdone. We'll see.
Ok, I really like it! Hefty development!
The resulting effect was that I (and everyone else on the map) was flooded with creatures. After I killed a huge number of them I could destroy and loot their dwellings (which gave a huge leap of progress; the megafauna dwellings are easy to conquer. I went for the national spirit 'Hunters' and got tons of exploration XP from the megafauna dwellings, so I could unlock the ideals really fast). Not sure yet whether this is as it should be. Once you weathered the creature storm you get the feeling this could be op.
Yeah, I've heard about the increasing spawning of Megafauna dens. It's implemented the same as the barbarian camps in Blood, so I'm not sure yet what's causing this.
For today, I'm done. Time for bed.
- Belief: found no problems
- Shipbuilding: found no problems
- Breeding:
- Rush culture and production both work.
- This didn't spawn an animal cultivator for me. Instead, it spawned when I unlocked the tech Megafauna Trading. The cultivator worked correctly when used (e.g. add Llama to hill).
- Nevertheless, it gave me the exploration domain force to spawn an animal cultivator for 30 exploration XP.
- Draft Animals: worked as expected, but: Shouldn't this give 1 prod + 2 IP only when worked? Seems overpowered to me. And should maybe also consume 1 or even 2 food when worked, and maybe give 1 IP less.
- Beast-Powered Crane: This seems a bit overpowered to me. If you really want to give 3 IP with a building that early in the game this should cost much more food, maybe 3 food or even more. Note that the deduction of 1 food is working correctly, though it is also multiplied with 1.25 if you buff your region with the culture force 'Lokale Reformen' (German; English 'Local Reforms'?), so you may need to decide whether you would like this as it is or this deduction of food should be reduced in that case (e.g. reduced to 0.8) - and all this holds for other stuff (including imporvements) that deduct food, too. Everything except the name of the building and the flavour text is shown in German, so only these two texts would need localizing (and the same holds if this building is shown in the city screen); this behaviour is typical for other buildings as well.
- Megafauna Trading:
- Domain power 'Bestechung': (German; English 'Bribery'?) found no problems
- Domain power 'Territorium beanspruchen': (German; English 'Claim territory'?) found no problems
- Mühle: (German; English 'Mill'?) found no problems
- Beast-Powered Sawmill: missing German localization
- Megafauna Market: missing German localization
- Brennofen: (German; English 'Kiln'?) found no problems
- War Beasts:
- War Beast Pit: worked as expected, missing German localization
- Trained Armodon: upgrading worked as expected, missing German localization
- Trained Smilodon: upgrading worked as expected, missing German localization
- Rest: found no problems
- Draft Animals:
- Beast-assisted Mine: works as expected; missing German localization
- Beast-assisted Quarry: works as expected; missing German localization
- Lumber Beasts: foresters can be updated for 2 IP as expected; it still counts correctly for lumbertowns, and production bonus from lush forests is correct as well; food is deducted correctly (see Beast-powered Crane, though); missing German localization
- Steinmetz: (German; English 'Stonemason'?) found no problems
Unexpected Age of Blood-Counter:Please note that killing a player unit during this age leads to the start of the Age of Blood counter, though there is no option shown for Age of Blood in the tech screen. This needs somehow to be suppressed, or alternatively you can have a non-standard age after the Age of Beasts.
Proceeding to Age of Iron:
On the main screen, proceeding to the Age of Iron is shown as [TECHAGE2_BEASTS-ADVANCE-CardTitle] (also in the tooltip), and the small icon there is just pure white. In the tech screen evereything looks fine, though.
Btw, I need to know: Would it make sense to suggest German translations for the German localization? Or wouldn't you do localization anyway?
I'll be frank: I'm not so sure about translations in general, since I don't know if the popularity of Millennia in general and this mod in particular warrants it. But German certainly seems the second most popular language I've seen it played in, in the visible community.
I know some German, but not at any level of real fluency. Ideally I would just receive a localization file, like the one that can be found know for english in the mod files, with each term replaced with a German translation, and I would just add it in, no questions asked.
But, even if you just want to provide a list, I promise I will get around to adding it myself eventually.
However, I never modded games so far. Though I have worked in the software industry as a programmer and later as a software tester, but I'm out of it for many a year now. Well, I'm going to give it a try; should that turn out to be too much for me I would fall back to just providing a list.
Just to make it easier: if you can find your millennia workshop folder, it will be listed under:
1736418785-->Strings-->AgeOfBeasts-Strings (XML)
The excel file is not necessary, and to be honest I didn't use or change it.
What you need to change within the XML file is just what's between the inner brackets here:
<![CDATA[Advance to Age of Beasts]]>
So in that case just "Advance to Age of Beasts".
Sounds easy, thank you for providing this. How can I deliver the file to you?
Edit:
Fyi, I found the file in the follwowing folder:
...\Steam\steamapps\workshop\content\1268590\3364539290\Strings
So it seems that such numbers are stored in folders numbered individually per PC or something similar. The first number is for the steam app, the second number for the mod.
I got the following chaos event:
Title: [CHAOS-TECHAGE2_BEASTS-INVADERS-CardTitle]
Text: [CHAOS-TECHAGE2_BEASTS-INVADERS-CardText]
Tooltip: 'Erstellt: Erfahrener Barbar' (German; English 'Creates: Seasoned Barbarian'?)
A victim of me mass-replacing things!
Should be fixed internally now.
Title: [EXPLORE-TECHAGE2_BEASTS-FINDSPEAR-CardTitle]
Text: [EXPLORE-TECHAGE2_BEASTS-FINDSPEAR-CardText]
Can I assume that this is already fixed as well?
I need probably to update your mod.
Concerning the text file: Ah ok. I already saved that file at another place. If I replace a text in the file in the folder, it is shown if I start the game the next time. Clearly, it will be overwritten there when I update or reload your mod.