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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Dragon Slaughter
Thread: The Dragon Slaughter This thread is 45 pages long: 1 2 3 4 5 ... 10 20 30 ... 41 42 43 44 45 · NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 28, 2010 11:47 PM bonus applied by Cepheus on 22 Jul 2011.
Edited by Cepheus at 18:56, 01 Aug 2011.

The Dragon Slaughter

Map/mod name: THE DRAGON SLAUGHTER
Author : Woodmelon and Yunings
Full english translation, scripts and bug fixes: Salamandre and Jim Vogan
Story modifications: Jim Vogan

Credits:
Yexan and SongFx from chinese WoG forums, for explaining me the translations and Heroes meaning of the new abilities the map offers

Install: Unrar in Heroes folder and play (overwrite if asked, nothing big deal, it replace the same icons among some additions).

Description: This famous chinese mod offers the possibility to choose between 8 races and 8 unique leaders (and a hidden race as well) and accomplish the dragon slaughter destiny. Each race will have its own path, quests and abilities. A second henchman was implemented in this mod, with an unique development and features.
Choose your Hero and lead monstrous armies through a dangerous world, numerous quests and fights like you've never seen before.

Madness reigns in Jianghu, affecting even the Angels.  A precious artifact has been stolen.  How and why?  Only the High Wizards know, but they are besieged by mad dragons.  Eight Heroes set out to find answers.  Are their stories different, or threads of the same tapestry?

LEADERS:


Xarfax's Henchman and Special Ability is the Banshee.  In battle, the Banshee can either attack, or cast spells like a Faerie Dragon or Master Genie (five times per battle).  (The random spell which it will cast in a round will be shown in the battle log if the cursor is moved above the battlefield.)  If it attacks, it can either throw fireballs like a Magog and attack castle walls like a catapult, or do melee combat with a deathstare, like a Mighty Gorgon.  Also in combat it can cast curse-type spells after an attack like a Black Knight, or damage spells, like a Thunderbird.  These options are selected by right-clicking the Wait button.  The after-attack spells are selected randomly, and cast with 5% probability at level 1, 10% at level 2, ..., and 100% at level 40 or higher.

The Banshee will self-clone every five rounds (except Tactics rounds).  It has several special skills, such as no retaliation, attacking all around, attacking twice, and spell immunities.  Right-clicking on a War Banner in Xarfax's backpack will allow you to give the War Banner to the Banshee.  Ctrl-left-clicking on the Orange flag in Xarfax's Hero Screen will allow you to choose the WB's option.  Shift-left-clicking on the Orange flag will let you set a WB option to apply to all of your troops which have one.

Xarfax's second Henchman is the Angel.  (Both of Xarfax's henchmen are assigned to him automatically, and are restored automatically after being killed in battle, unlike other henchmen.)  Click on the name "Xarfax" in the Hero Screen (not his picture) to see the Angel Henchman properties.  It will learn a new skill at every five levels.  When it reaches level 20, it becomes an Arch Angel, and at level 50, a Supreme Arch Angel.  The Dream Palace will not change the skills of an Angel, but the Emerald Tower can.



All of Azrael's troops have a chance to cast Curse, Misfortune, Weakness, Slow (13% each) or Sorrow (47%) when either attacking or retaliating, provided the enemy troop is not immune to the randomly-selected spell.

Azrael's Special Abilty can be changed by Left-Clicking on any troop slot in the Hero Screen.  This will bring up a menu for selecting either Necromancy or a Creature-type Special Ability.  Once a Special Abilty has been selected, click the Special Ability icon in the Hero Screen to see its properties.  (Creatures get stat increases based on Azrael's level.)  Undead creatures will be listed in the menu if Azrael has a Necropolis.  If he has the Hidden Race (Fortress), he can select either Werewolves or Nightmares.

Ctrl-Left-Clicking on a troop slot in the Hero Screen gives Azreal the ability to upgrade an undead creature to the next higher Necropolis creature, if Azrael has a Necropolis, e.g. A Vampire Lord can be upgraded to a Black Knight - if Azrael pays the difference in the creature costs.  In addition, a Blood Dragon can be upgraded to a Dragolich.

If Azreal has a Fortress (Hidden Race), all his troops are undead and have no morale penalty in battle.  Also, Ctrl-Left-Clicking on Werewolves or Nightmares in the Hero Screen gives Azreal the opportunity to sacrifice some of them to get a stat improvement for that creature.  It takes 500 creatures for the first sacrifice, then the number doubles for each successive improvement, up to a maximum of 500,000.



The Doctor has the Sorcery Skill specialty - click on the Special Ability icon in the Hero Screen to see what this entails.

In battle, the Doctor can use one of four special magical attacks.  Right-click on the Wait button to select one from a menu.  Options 1 & 2 repeat a damaging spell which the Doctor has cast, except for Armageddon.  The repeats are the same as the original spell, except that Disrupting Ray and Titan's Thunderbolt are repeated as Magic Arrow.  Option 1 repeats the spell on all enemy troops and option 2 repeats the spell twice on the target troop.  Neither of these actions uses up any of the Doctor's spell points.

Option 3 & 4 take place after the Doctor casts a direct damage spell with the exception of Frost Ring and Armageddon.  These options do use up the Doctor's spell points (except when the Doctor is played by the AI).  Additional spells are chosen randomly from the same set of damage spells (including Chain Lightning and Inferno), and are all cast on the same hex.  Under option 3, up to 9 additional spells are cast, unless the target dies or the Doctor runs out of spell points.  Under option 4, casting continues with no numerical limit until the target dies or the Doctor's spell points are exhausted.

All of the Doctor's troops except for the Commander, War Machines, and Henchmen are given immunity to damage spells and are receptive to all beneficial spells.  Prayer and Haste special abilities have double their normal effect on his troops.  Also, there is a 5% chance of a random beneficial spell per troop per battle-turn.

The Doctor has the technology to summon elementals using the life-energy of dead enemies in battle - but only if one of the options for Neutral Creature Growth is selected at the start of this quest.  If you cancel out of this menu, many special features are disabled.

The creatures summoned are elementals, or else members of the Hidden Race if that race has been selected.  At the end of the battle, a percentage of the total summoned life-force is used to create permanent creatures who can join the Doctor's army.  The type of creature can be selected before battles by right-clicking on the Sleep/Wake Hero button.  If the Doctor already has the upgraded version of the selected creature, the upgraded type will be summoned.  Otherwise, the un-upgraded type will be summoned.  If the Doctor wears the Ring of the Magi or the Suit of the Celestial Warrior, a 6th-level creature will be summoned 95% of the time, or a 7th-level creature 5% of the time.

The percentage of the total life-energy which can be summoned is 10 plus bonuses from wearing the Ring of the Magi, any of its components, the Suit of the Celestial Warrior, or some of the Suit's components.  Right-clicking on the Sleep/Wake Hero button will display the current rate.



All of the Dragon King's troops can fly, and will have dragon-breath attacks unless they attack all around.  Dragon-breath attacks by the Dragon King's troops will never harm another DK troop, regardless of where they are located.
All of his dragons (and hydras, if he uses the Hidden Race) get +1 speed in combat, plus additional hit points, attack skill, defense skill, and damage.  The extra hit points are 2% of the creature's HP times the Dragon King's level.  The other increases are the DK's level divided by two.
Any of the Dragon King's troops which have upgrades can be upgraded (at normal cost) from his Hero Screen, by ctrl-left-clicking on the troop slot.
Brute Commanders can only keep 5% of their battle-loot gold, but sometimes they get small bonuses besides the gold.



Gem's First Aid Tent has a 30% chance to block damage, and has the properties of WoG Enhanced War Machines I (see WoG menu).

For all of Gem's troops except for Vampire Lords, Blood Dragons, and Ghosts, there is chance of [1% times Gem's level] to be resurrected/healed at the end of each battle round.  The amount of health restored is equal to Expert Resurrection (50*SP+160), times [one plus one more for very 34 levels Gem has attained] (3*HL/100 +1).

Gem can designate one type of her creatures to learn the ability to absorb Chi (soul energy) from enemies in battle.  Ctrl-Left-Click on a troop slot in the Heroes Screen to designate the creature.



Lord Haart has two catapults in battle.  One is the WoG "War Machines I" catapult (see WoG Menu), which throws a fireball, and whose properties depend on the Hero's ballistics skill.  (Other Heroes with Ballistics will also have this catapult.)

The other catapult takes the place of a Ballista, and will not appear if a Ballista is equipped.  It has many special properties which you can see in its Creature Experience display:  no range penalty, reduce target defense 50%, et cetera.  The number in its stack depends on LH's Ballistics skill level.  Its Health is 50 times LH's Experience level, and its other statistics also depend on LH's level.  It has a 50% chance to shoot twice at each turn, and has Y% chance of inflicting a critical hit which does one extra enemy creature worth of damage (always kills at least one enemy).  Y is the number of catapults (Ballistics skill level) times LH's level, up to a maximum of 75.

Lord Haart's special ability is to change the battlefield terrain (Magic Plains, Holy Ground, Cursed Ground, etc.).  During a battle, right-click on the "Wait" icon to choose the battle terrain.  The "Cancel" button restores the initial battle terrain.

Lord Haart's troops have a 26% chance of blocking X% of physical damage, where X= 2 times Hero Level, up to a maximum of 100.



The Hulk's Special Ability is Offense (5% increase in Offense skill bonus per level).  In battle, the creatures in the Hulk's troop slots get Bloodlust for 50 rounds, have a 20% chance of doing X% extra damage (where X = 2 times Hulk's level), and, except for Behemoths, can reduce an enemy's Defense skill temporarily by 1-99%.  The Hulk's Ballista has no obstacle penalty, casts Forgetfulness after its attack, has a 20% chance to block physical damage, and 20% magic resistance.


Orrin's shooters have 26 additional shots, can shoot twice, and fire piercing shots which also hit an enemy which is behind the primary target (like dragon's breath).  Shots do not penetrate a main target which has Air Shield applied.

Orrin can upgrade one type of creature to another (at the usual cost).  To use this ability, bring up Orrin's Hero Screen and left-click on the troop slot of creatures which you wish to upgrade.  Elementals, Golems, and Gargoyles can be upgraded to Ice Elementals.  All undead except Dragoliches can be upgraded to Power Liches.  Monks, Zealots, Mages, Arch Mages, Medusas, and Medusa Queens can be upgraded to Enchanters.  Archers, Marksmen, Elves, and Lizards can be upgraded to Sharpshooters.
Orrin's morale is always +2 or greater.
During Orrin's battles, right-click the Wait button to bring up a menu of shot-types:  Fireball (like a Magog), or Death Cloud (like a Power Lich).  These shots do damage to all enemy troops at and adjacent to the main target, but the amount of damage is reduced by 20%.  Friendly troops are not affected.  Choosing the Cancel option restores the natural shot-type of each creature.  War Machines, Commanders, Magogs, Liches, Power Liches, and Dragoliches are not affected.


Screens:







DOWNLOAD ORIGINAL

DOWNLOAD Jim Vogan's updated version at 1.08.11, bugs fixing

Have fun, it took us 4 months of daily work. It does not add graphics or new creatures, but its plot, story , complex customization of the difficulty and scripts ability makes it somehow very important in WoG legacy. For the password required to play with the hidden race, use your brain and read authors names

Screens are made in the final testing phase, so don't expect to start with the armies you see in them. Also included 2 screen with the weird leveling bugs we had (well, I searched for them must admit).
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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted July 29, 2010 12:02 AM

Jim and I corresponded a lot about this map. It was his white whale as far as fixing scripts. Along with fixing scripts on Ice Arrow.
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The Archives

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 29, 2010 12:09 AM bonus applied by Cepheus on 22 Jul 2011.
Edited by Salamandre at 00:15, 29 Jul 2010.

Yes, it gave us headache, I even hired a professional translator who screwed everything (not familiar with Heroes terms), so had to redo from scratch. Chinese is like alien language. Hopefully Jim adapted a great story to fit in.
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gnollking
gnollking


Supreme Hero
Supreme Hero
posted July 29, 2010 12:10 AM

Very good job, looks great , will try the map for sure .
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wog_edn
wog_edn

Promising

The Nothingness
posted July 29, 2010 12:12 AM

Just downloaded, will try .. sometime when I am not busy! Looking forward to it, great job!
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
Age of erwins is over
posted July 29, 2010 08:03 AM

I waited this map for months,good work Salamdre.Chinese have great skills in map making
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ddpro
ddpro


Known Hero
HC Adventurer From China
posted July 29, 2010 09:58 AM

Great work

I'll try it. BTW, the name of the Chinese member is Yexian, not Yexan.
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A jewel is just a pebble that found a way to shine.

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pacifist
pacifist


Famous Hero
posted July 29, 2010 11:30 AM

Waw! possible to have such high-level heroes? Not that it helps usually in other things than specialties but anyway this map looks awesome and with 8 playing colors will last long . I will not be able to play for some time but it will go in my to-play list for sure
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 29, 2010 11:58 AM
Edited by Salamandre at 12:07, 29 Jul 2010.

Added maps4Heroes download link.
You can go up to level 108 in this map, after that you will drop to 50, we fixed the "drop to zero". All the screens about level 108+ are from first version. (not Woodmelon fault, but original Heroes problem with experience overflow)
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ItachiBrolly
ItachiBrolly


Adventuring Hero
Child Killer
posted July 29, 2010 04:18 PM

WOW im playing thiS

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songfx
songfx


Adventuring Hero
posted July 30, 2010 06:05 PM

I have been looking forward to this day for a long time.

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songfx
songfx


Adventuring Hero
posted August 02, 2010 03:15 PM

It seems that you have add some story for Doctor ( Conflux Town )

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Vicius
Vicius


Hired Hero
posted August 03, 2010 06:00 AM
Edited by Vicius at 06:30, 03 Aug 2010.

Map seems great and all from the pics, but I find the difficulty rather ridiculously steep at 200%. You start with gold only, and thus can`t build much in your town, with swarm-sized neutral creature stacks right at the gates, and there`s no way to go around them (at least playing necropolis you can`t).

Granted you`re given a Blood Dragon for free, but it`s not much good with 0 stack experience and no hero experience. I have a hard time believing it is possible to leave town that way, unless you set the neutral army cap to 4000 and gather enough skeletons to fight them or upgrade to stronger monsters(which would take in-game years I suppose), and even then it`s going to take insane amounts of time until you can get out, since there`s many, many neutral stacks blocking the path.

If the town at least started with a marketplace, things would be very different, but without one or the resources to build it, this is just insanity.

If that was intended, then it`s just silly.

Possible? Not really (save for the exception mentioned).

Challenging? Definitely.

Fun? Don`t know about you guys, but hitting "end turn" for a few hours on end isn`t quite my concept of it.


Edit: Oh, and clicking troop slots in hero screen does nothing, eventhough it says it would let me choose a creature ability in Azrael`s description (whatever choosing a creature ability actually does however is beyond me, and would be nice if Azrael`s description elaborated a bit more on that).

Edit2: Changed starting bonus to extra resources to build a marketplace, which seems the only possible way of doing it. I wonder how towns which don`t get wood on the starting resource bonus would manage, though. It will still take me ridiculous amounts of time to leave town, even with the marketplace, though.

Edit3: Got bored with trying even with the marketplace, AI turns take too damn long in this map.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 03, 2010 06:45 AM
Edited by Salamandre at 07:47, 03 Aug 2010.

As specified in the introduction dialog, the map is not for novices. 200% difficulty is not the real problem, as everything else is customizable in the choices you make in the introductions dialogs too. I found that the "neutrals growth x4" is really very hard, while x2 is acceptable. So pick "growth doubles".

Then of course, the blood dragon should be choose as henchmen on first day (click on Azrael portrait while in army screen). Choose also a second henchmen clicking in his left portrait.

Change his specialty to blood dragon, so they get 18% more health + other bonuses (very important!). This will be proposed when you try to split troops by mouse dragging.




In battle strategies for Azrael are quite simple: use the skeletons as fodder and try with your blood dragon to always hit and restore health (suck life feature). Remember his description? Use every single unit to attack and cast automatically curse (% chance), slow etc. This might be very helpful in early fights.



The skeletons will all die on first fights, but once your henchmen goes level 2, you will start to get them more and more. In my test, the gnolls had double health, no retaliation, speed +2, fly and bless, so all conditions for a hard fight were reunited.



I won with only henchmen alive but full health, using the wait/hit. Got 22 skeletons which I will use as fodder in next battle and so on.

Azrael is the easiest one to play, because he gets godly strong after a while: look at later army



Quote:

Oh, and clicking troop slots in hero screen does nothing, eventhough it says it would let me choose a creature ability in Azrael`s description (whatever choosing a creature ability actually does however is beyond me, and would be nice if Azrael`s description elaborated a bit more on that).


CTRL+click...read help menu (kingdom overview) to read again all the hints.

PS: There are 90+ threads with thousand of posts in chinese forums about how to play this map. This map is not harder or easier than original HoMM custom maps : Unleashing the bloodthirsty, Empire of the world and a few others. It just stays among the top ones, while offering unlimited customization choices to make your fights easier or harder. But it takes a while to get used to such changes.

More : the translated version is much easier than the original, as we removed the codes which prohibited the plot, dialogs and leaders specialties if the player did not choose the last difficulty level, which was frustrating and unjust.
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Vicius
Vicius


Hired Hero
posted August 03, 2010 09:55 AM

Thank you for the tips and willingness to help, but I don`t quite consider myself a WoG novice.

I`m not sure, but in your screen the neutral armies are much smaller, probably due to the x2 health growth instead of x4 I picked. I find it a bit misleading that it is called "growth", leading to believe all armies start the standard size and then grow at that rate, instead of it already defining starting size.

Like I said, I had swarm-sized neutrals on day one all over the place already, an that just makes the map unplayable. If they started standard size, and then GREW 4 times as fast (like the dialog with the option makes one think it`ll happen), it would be ok and interesting, but already starting four times bigger is just stupid.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 03, 2010 10:07 AM

"Growth" is related to a script which governs the neutrals growth and starts on day one. So choosing x4 will start with 4 times more monsters. The problem is that I can not translate different the "growth" because it is a double action script. So it does what it says, and in addition it adds to the starting neutrals the HP bonuses.
If you want to play this map, pick first difficulty option and have fun, it is not a competition. No need to criticize the difficulty, as it is you who set it properly, accordingly to your skill.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted August 03, 2010 03:08 PM

This sounds like an awesome map, especially refering to the difficulty level. So this seems to be a must for me, especially because of my WoG experience over the last year.

I have a bit more time to spend next week, so I will download it and give it a try.

Feedback will be given here....
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Better judged by 12 than carried by 6.

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songfx
songfx


Adventuring Hero
posted August 03, 2010 04:04 PM

Quote:

PS: There are 90+ threads with thousand of posts in chinese forums about how to play this map. This map is not harder or easier than original HoMM custom maps : Unleashing the bloodthirsty, Empire of the world and a few others. It just stays among the top ones, while offering unlimited customization choices to make your fights easier or harder. But it takes a while to get used to such changes.

More : the translated version is much easier than the original, as we removed the codes which prohibited the plot, dialogs and leaders specialties if the player did not choose the last difficulty level, which was frustrating and unjust.

90+ threads ? Oh, no. There are more than 400 topics about TDS in chinese WOG forum. It is the most famous WOG map in china. Many thanks to the translation of Salamandre.

For this map, the first week is the most important. You'd better make the way out of the border. Otherwise the game is very hard.

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Vicius
Vicius


Hired Hero
posted August 03, 2010 07:25 PM

Quote:
"Growth" is related to a script which governs the neutrals growth and starts on day one. So choosing x4 will start with 4 times more monsters. The problem is that I can not translate different the "growth" because it is a double action script. So it does what it says, and in addition it adds to the starting neutrals the HP bonuses.
If you want to play this map, pick first difficulty option and have fun, it is not a competition. No need to criticize the difficulty, as it is you who set it properly, accordingly to your skill.


I see. My criticism on the difficulty and strange growth script behaviour was towards the map makers, not you, by the way, Salamandre, sorry if that`s how it came across.

How would one go about removing the starting size aspect of the growth script? As, like I said, I would very much like to retain neutral army x4 growth, but without insane starting sizes.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 03, 2010 10:03 PM
Edited by Salamandre at 22:42, 03 Aug 2010.

I understand your concern. The perfect map does not exist, everyone wants a bit of this and that. My goal was to make it accessible to all categories of players, be they veterans or amateurs. Thus removed the difficulty conditions. I still think that the second option (growthx2) is the right challenge for not WoG veterans. The fourth one is for those who like restarting thousand times until the right creatures are placed. Myself I can't survive the first day on 4th level, but I let it there because I read chinese topics where they show how to.

And there is an option which is even more difficult, to uncheck "AI radius = 15. This will free the AI leaders from their castle area and they will attack you with insane armies.

You can also edit the starting leader (editor), giving him an additional level 8 monster if you like. Make the map suit your desires.

Quote:
It seems that you have add some story for Doctor ( Conflux Town )


SongFx, yes. At one point we realized ( Jim was concerned about dialogs flavor) that we will never achieve an interesting translation when following word by word the original one --our chinese is not perfect, you know---. He choose then to add some additional dialogs and characters which will keep the atmosphere at same level as original. Nothing was changed in plot/story still. I hope it does not hurt anybody, Jim's characters and dialogs additions look great and keep the story enjoyable.

But I think that himself could better explain this, I will ask him to post about.
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