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Mods King's Bounty: Crossworlds Mods

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  #1  
Old 05-26-2011, 07:46 PM
saroumana saroumana is offline
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It's easy to translate this mod. All file are in one folder.
But :

-You need to know Russian
-And lot of time.

First prerequisites is the major problem.

For your mod you should make a localization folder for all .LNG files and put here rus_XXX.lng and eng_XXX.lng.
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  #2  
Old 05-26-2011, 11:25 PM
Fatt_Shade Fatt_Shade is offline
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It looks like it`s good mod hope to see it translated soon
I dont know russian so can help with it, but good luck with it ppl.
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  #3  
Old 05-27-2011, 09:29 PM
zini4_tha_grunt zini4_tha_grunt is offline
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Hie every1.
I'am the one russian spekaing lead creator of Red Sands.
I do know english, but all out of time.
You can ask me here for assistance.
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  #4  
Old 05-27-2011, 09:40 PM
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Mystic Phoenix Mystic Phoenix is offline
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How is the text organized? I think automatic translation does a good job nowadays, wasn't the fan manual translated that way?
Maybe, much of the text needs only to be copied pasted; let's assume we find enough volunteers who can split the work in several pieces, so maybe we can have an English version which is playable.

Can you tell us some of the features in Red Sands? When we know what we will have as an end product, there might be a bigger chance in finding volunteers.
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  #5  
Old 05-27-2011, 09:44 PM
zini4_tha_grunt zini4_tha_grunt is offline
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You see, there are realy lot of text, there humor, sarcasms, jokes and some cultural references. I realy don't think, that google tramslate is cappable to outstand such a task.

As far as i know, literaturic translation of the campaingn costs about 300-350 usds. I guess, my free time costs much more.
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  #6  
Old 05-27-2011, 09:50 PM
zini4_tha_grunt zini4_tha_grunt is offline
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Quote:
Originally Posted by Mystic Phoenix View Post
Can you tell us some of the features in Red Sands? When we know what we will have as an end product, there might be a bigger chance in finding volunteers.
Well then.

There about 15 new playable units, 6 unplayable enemy units, which can be met in the very end of the campaign. Each unit can gain expirience in battles, lvl4 rewards for hero. ultra-beholder Asmadeo, which gain exp in battle too and has it's own level-up system with various upgrades. About 30 new items, 5 companions, about 8 new item sets, new race bonuses for each race (like Adrenaline for Orcs in Orc's March). Huge all-new story which is tainted in main story-line (about 10 hrs of gameplay) with various quests (about 15). And this list is not even half fulled...

As i said already, we spent about 7 months to create this masterpiece.
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  #7  
Old 05-28-2011, 12:02 AM
Fatt_Shade Fatt_Shade is offline
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Wow it`s allot of content, i like what i see here.
So you spend 7 months making this, we`ll give you 7 days to translate it to english and release that version for public OR . . . well there is nothing we can actually do but we would appreciate new mod playable in english
And question : how is individual unit exp related to enemy units ? Do they also advance during game, or all enemy stay on 1 lexp vl ? I referred to this in Adventure mod tread, since this `Red Sands` mod for KB looks allot like `In the wake of Gods` mod for Heroes of might & magic 3.

Last edited by Fatt_Shade; 05-28-2011 at 01:44 PM.
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  #8  
Old 05-28-2011, 12:12 AM
zini4_tha_grunt zini4_tha_grunt is offline
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The advance of enemy is mastered by locations difficulty and somehow by your creatures expirience.
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