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Thread: Unit (and Building) Names in EB 0.8

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  1. #1

    Default Re: Unit (and Building) Names in EB 0.8

    Quote Originally Posted by MarcusAureliusAntoninus
    Is the quotation name a translation or a short explaination of the name? For example would Hastati be 'Spears' or 'Roman Infantry'?
    I daresay it'd be closer to being a description or loose translation than a literal translation. But that's just speculation...

    As to the problem, here is my (untested) suggestion:

    For #4, try opening descr_event_images.txt and scroll down to the unit_completed entry. If it's anything like the current EB0.74 format, it'll look like this:

    Code:
    unit_completed
    	icon	military
    	heading_items	5
    	format
    	{
    		title		center verdana		black
    		string		center verdana_med	khaki
    		image		center
    		spacer		8
    		string		center verdana_med	black
    		bodystring	left   verdana_sml  khaki	left
    		spacer		8
    		multistring left   verdana_sml  khaki	left
    	}
    After the second "string" entry (the one after the short spacer and just before the "bodystring"), try adding another spacer. This may stop the text from overlapping.

    #5 and 6 appear to be hardcoded, though.

  2. #2
    EBII Mapper and Animator Member -Praetor-'s Avatar
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    Default Re: Unit (and Building) Names in EB 0.8

    You can always put the translated name on first part of the unit description (both in the long one and in the short description one) instead of under the unit original name...

    Thus you would avoid all this problems... and still give us a translation of the original names.

  3. #3

    Default Re: Unit (and Building) Names in EB 0.8

    It wouldn't show up in the tooltip passover though - which is really important on the battlefield. I didn't include that too, but that is really important also, when you pass over a unit on the battlefield and see who they are. It works fine on that now.

  4. #4
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Unit (and Building) Names in EB 0.8

    Hey Telekos, would you be kind enough to direct me to the files I can edit to get rid of the translated names as to not have these problems? Thanks.
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

  5. #5

    Default Re: Unit (and Building) Names in EB 0.8

    It's one of those few files in the text subdirectory of EB/Data/text. export_units.txt maybe? Something like that. Export_buildings.txt is where you find the buildings one, but it's huge. Huuuuge. And you run into those mistakes for buildings only in my "#4" listing above. So unless you're interested in a lot more work on top of the unit ones, I'd suggest just doing those and forgetting about the building ones. But if you are, go for it.

  6. #6
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Unit (and Building) Names in EB 0.8

    Hmm... are these files likely to change a lot soon (or that means will there be a patch coming soon)?

    Is this problem hardcoded or will we eventually have a fix to this problem?
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

  7. #7

    Default Re: Unit (and Building) Names in EB 0.8

    Well, someone can try out Cheexsta's suggestion. I've been too busy releasing all this stuff today and I don't even have the 0.8 build yet, so I'm not touching any of the files right now for fear of using and making corrections on an outdated one. If it helps, we might be able to use it. One other thing I was thinking about was just making the first two lines of the unit (maybe building too) descriptions very short or hard return twice (\n\n\n\n) to make the line bump down and that way the #4 problem above at least would be tolerable. We'd love it if someone figured out a solution - we just haven't gotten one yet ourselves.

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