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  1. #1
    FC2 烏 Member Kurulham's Avatar
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    Default Language mods

    Good morning, all and sundry.

    Because I am a colossal nerd, and an almost-as-colossal philellen, I've been going through and replacing the Greek in the various display files (EU, expanded_bi, SHARED, etc.) with actual Greek. I personally like my Σωματοφυλακες Στρατηγου much better than I ever did my Somatophylakes Strategou.

    But that's me; would anyone be interested in seeing this sort of thing, or something even more extensive, posted? I have demented fantasies of playing as a Hellenistic faction and seeing no word on the screen that wasn't in Greek (probably an oddish mix of Attic and Koine, given the time period); not bloody likely to happen, of course, but is anyone outside myself interested in moving in that direction?
    ...et Boston delenda est.

  2. #2

    Default Re: Language mods

    Since it won't be too terribly long before the next release is out, could you talk with some folks about how to possibly work a way to replace those text entries automatically? I don't know if that's possible really, but I'd just hate to see us update something and all your work be out the window on it. If you *could* find a way to do it automatically, it would be easy to keep it updated for future builds.

  3. #3
    FC2 烏 Member Kurulham's Avatar
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    Default Re: Language mods

    Shouldn't be too difficult, actually; auto-find/replaces are fairly easy to do. The main problem is making sure the installer can understand the Unicode.

    Unfortunately the Neo-Punic alphabet doesn't appear to be in Unicode, so the Qart-Hadastim may have to make do with an archaic alphabet... ::hums and grins::

    Should I take that as a "yes, I'm interested and I think other people might be too"?
    ...et Boston delenda est.

  4. #4

    Default Re: Language mods

    Oh, sorry to give that impression. Just trying to give a little advice - I've got my hands more than full with EB, and all those Latin tests I should be grading right now too. ()

  5. #5
    FC2 烏 Member Kurulham's Avatar
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    Default Re: Language mods

    Hmm, mistaken communications all around, I suppose. I'm not asking for help; I'll be doing this whether or not anyone else cares. Just if other people want to see it I'll go to the trouble of making the installer vice doing the changes by hand, because they actually only took about an hour to do and the installer'll be a pain in the neck.
    ...et Boston delenda est.

  6. #6
    Gisgo Governer of Ippone Member madmatg's Avatar
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    Default Re: Language mods

    i would definitely be up for the nerdiness, i studied attic greek my first year in college and this will be an easy way for me to at least keep up my ability to read and remember vocabulary, if not those evil endings

    Phil 2:9-11 Phil 4:4

  7. #7
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Language mods

    .
    I'm definitely interested.

    Since not all period scripts are in Unicode, some remotely suitable replacements can be considered, such as Hebrew for Kart-Hadasht and Arabic for Saba.
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  8. #8

    Default Re: Language mods

    First of all: hey you stole my idea! (Back before 0.81 was out...)

    However, I must inform you that changing settlement names in descriptions will require you to edit a bunch of other files (trait & script) as well; as would changing the names of generals... So for your own sake I suggest you don't do this unless you are really familiar with all the files involved.

    ---

    But apart from that I think this is a wonderful idea. Mind you that the next release will come with some heavily edited descriptions though.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


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  9. #9
    Member Member Christianus's Avatar
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    Default Re: Language mods

    Kurulham: Are you planning to replace all the text, or just parts of it, like the unit names?
    Ὦ ξεῖν', ἀγγέλλειν Λακεδαιμονίοις ὅτι τῇδε
    κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.
    - Σιμωνίδης ὁ Κεῖος

  10. #10
    The Galatian, AtB Member Member Admetos's Avatar
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    Default Re: Language mods

    I'd certainly be interested in this, I think it would definetly add something to the game. One question though, would you still keep a translation of the name in english, eg. Σωματοφυλακες Στρατηγου (Somatophylakes Strategou).


    Support Asia ton Barbaron, the Eastern Mod for EB, on The Guild and TWC.
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  11. #11
    FC2 烏 Member Kurulham's Avatar
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    Default Re: Language mods

    Progress update!

    I've changed the unit labels, and I'm working on changing the map labels (turning "Ptolemaioi Diplomat" into "Κηρυξ Πτολεμαικος", for example).

    Tellos: I ran into the problem you mentioned and am working on acquiring the necessary familiarity. I had changed the settlement names and was enjoying life as the KH until I realized I couldn't save or load. D'oh!

    Admetos: Personally, I like not having the English explanations there beside the Greek; I end up looking at the English. So I've been taking them off.

    Christianus: Heh! My sick fantasies involve eventually turning the entire game into Greek, but baby steps, baby steps; especially with a beta build... not to mention my Greek has more rust on it than the Kitty Hawk's anchor chain. So I'm sticking to labels for the time being.
    ...et Boston delenda est.

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