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  1. #1
    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

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  2. #2

    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.

  3. #3
    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

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  4. #4

    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have the 0.8 build yet, so I'm not touching any of the files right now for fear of using and making corrections on an outdated one.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.

  5. #5
    Member Member Oleo's Avatar
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    Default Re: Unit (and Building) Names in EB 0.8

    I sort of like this

    Code:
    Frameharjoz  (Germanic Spear Infantry)
    instead of

    Code:
    Frameharjoz\n(Germanic Spear Infantry)
    resulting in



    1 looks worse (in some cases), 2 and 3 dont seem to much different (in how good they look)for me, 4 is a bit better, 5 and 6 look way better. Drawback of course is that there probably are longer unit names, which sort of dont look to good, see thessalian cavalry.
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  6. #6
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Unit (and Building) Names in EB 0.8

    I had always voted in favor for having the translated unit names in the description and/or tooltips rather than the name itself, so to me I strongly prefer anything other than what we're working on here, but you guys already knew that.
    Cogita tute


  7. #7

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

    How do those look on the battlefield oleo? If they look good, that seems a viable option.

    edit: Khelvan, I agree the name in the description and tooltip would suffice, but the tooltip is just the name. So if it's in the name, it's in the tooltip, but if it's in the description, it's not in the tooltip. At least that's how buildings work and I thought that's how units work too.
    Last edited by Teleklos Archelaou; 12-06-2006 at 21:30.

  8. #8

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

    I really like the look of what oleo's has got- anyone care to upload that edu, or am I going to have to do that by hand?
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  9. #9
    Member Member Oleo's Avatar
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    Default Re: Unit (and Building) Names in EB 0.8

    Thank you for the kind words.


    Quote Originally Posted by Teleklos Archelaou
    How do those look on the battlefield oleo? If they look good, that seems a viable option.
    Here are some shots on the battlefield





    Here is a link to my export_units.txt file, for those who want it changed. Ive changed all units, according to my last post. I havent really tested it yet, but I dont see any reason why it shouldn't work properly. Still: Use it at your own risk. I included an original, but back up your own. The file has to be put in C:\program files\activision\Rome - Total War\EB\data\text, or your custom installation folder.


    http://rapidshare.com/files/6455757/Unit_names.rar.html


    I have one other question. The general format in the original text is:

    {name}>TAB<name\n(translation)

    For instance:

    {greek_missile_toxotai} Toxotai\n(Hellenic Archers)

    But sometimes units are in this format:

    {name}>TAB< name\n(translation),

    there are one or two or three spaces between the tab and the name (toxotai). Is that intentional or by accident? Cause it makes the names not line up straight in the MIC-screen (when you rightclick on the MIC/barracks)
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  10. #10
    EBII Council Senior Member Kull's Avatar
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    Default Re: Unit (and Building) Names in EB 0.8

    Quote Originally Posted by Oleo
    I sort of like this

    Code:
    Frameharjoz  (Germanic Spear Infantry)
    instead of

    Code:
    Frameharjoz\n(Germanic Spear Infantry)
    I totally agree. The offsets and overwrites resulting from the \n were downright awful. Your fix appears to be VERY effective! Thanks!

    Quote Originally Posted by Imperator
    I really like the look of what oleo's has got- anyone care to upload that edu, or am I going to have to do that by hand?
    As far as I'm concerned, it should be part of the bug fix release, and thus not too far off. For anyone who wants to "do your own", find the export_units.txt and export_buildings.txt inside the \EB\Data\text folder and eliminate every \n that lies between the native and translated names.

    A step by step "search-replace" involving "\n(" in the search and " " in the replace should allow you to process the change very quickly (a "global replace" is risky, thus the recommendation for a one-by-one).
    Last edited by Kull; 12-08-2006 at 06:38.
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  11. #11
    Poll Smoker Senior Member CountArach's Avatar
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    Default Re: Unit (and Building) Names in EB 0.8

    Those look good Oleo! However, I think that buildings should stay as they are. They look fine as is IMO.
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  12. #12

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

    Quote Originally Posted by Kull
    I totally agree. The offsets and overwrites resulting from the \n were downright awful. Your fix appears to be VERY effective! Thanks!



    As far as I'm concerned, it should be part of the bug fix release, and thus not too far off. For anyone who wants to "do your own", find the export_units.txt and export_buildings.txt inside the \EB\Data\text folder and eliminate every \n that lies between the native and translated names.

    A step by step "search-replace" involving "/n(" in the search and " " in the replace should allow you to process the change very quickly (a "global replace" is risky, thus the recommendation for a one-by-one).
    I am in agreement with this also Kull. I don't think fans should worry with it - the files are being changed up for the next build anyway, so fan changes would get overwritten. We need to do it. I'll do it if need be - if Aymar would like someone else to take it on.

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