[Religion and Revolution]: Mod Development

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Wow, cool events! :goodjob:

Go on, Ray, go on...! :goodjob:

Thanks. :)

I need the encouragment, because my list of possbile events is still pretty long.
And although they are generally pretty simple to create it sometimes takes lots of time to test (finally provoke the event) and find small bugs if they exist.
 
And the next. :)
 

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I'm still pursuing my translation efforts.

I have a question:
"TXT_KEY_CIV_####_SHORT_DESC", which describes the name of the civilization can be either plural (as in the Guaranis or the Tupis) or singular (as in New Spain or New England). This generates grammatical issues in French. The scores list will tell "Contact [LEADER] of [CIV NAME]" and the French word for "of" varies in plural and singular form. This issue already existed in the Vanilla version.

On line 3211 of "Civ4GameTextInfos_original.xml", I've tried writing this:
<French>Contacter %s1_PlyrName [NUM2:du:de la:des:des] %s2_CivName</French>

Unfortunately it doesn't work, everything is in masculin singular, no matter if the TXT_KEY_CIV_###_SHORT_DESC specifies if it's plural or singular and what gender to use. The information isn't taken into account. You probably have similar problems in German.

Do you know how I should handle this?
 
Do you know how I should handle this?

It can't be handled.
The current system does not allow a solution.

I already discussed the problem (or something similar) a while ago here.

Simply don't worry about it. :)
 
It can't be handled.
The current system does not allow a solution.

I already discussed the problem a while ago here.

Simply don't worry about it. :)
Alright I see. So you're implying I'm wasting my time in specifying gender for all the French text as that's not even taken into account by the game. :blush:

Bloody Brits with their primitive grammar rules. First the accents and now this! :gripe:

Alright then, I have other questions but as they are related to that topic, I'll post them in that thread. :)
 
So you're implying I'm wasting my time in specifying gender for all the French text as that's not even taken into account by the game.

More or less, yes.

The existing system is simply to primitive to handle more complicated grammar as in German or French.
(And I am not motivated to improve the system. Too much work for too little outcome.)

As I said:
Simply don't worry about it. :)
 
Alright, I have one very last question on the topic.

The TXT_KEY_CIV_####_DESC is always plural (Dutch colonies, Spanish colonies...)

Is it possible to use it instead of the TXT_KEY_CIV_####_SHORT_DESC without modifying DLL coding?
 
...without modifying DLL coding?

Probably not, because the DLL will have decided what it will put into a specific variable to replace the placeholder in XML.

The DLL programmer told the logic if "Civ Description" or "Civ Short Description" is to be used.
The possibilites in XML to later influence anything are really very limited.
 
Probably not, because the DLL will have decided what it will put into a specific variable to replace the placeholder in XML.

The DLL programmer told the logic if "Civ Description" or "Civ Short Description" is to be used.
The possibilites in XML to later influence anything are really very limited.
Yes, that's what I figured out from your answer on the other thread.

I first thought that variables could be recognized from their name as written in XML but that's not the case, they are only comments. They have first to be defined in DLL (which makes sense).

Anyway, forget about the idea I'll do otherwise.

I'd probably be a lot more autonomous if I could simply read DLL files, but I haven't the required software for that.
 
I'd probably be a lot more autonomous if I could simply read DLL files, but I haven't the required software for that.

Notepad++ will allow you to open / read the Source Files (.cpp) as well.
That is not the problem.

But if you are not a programmer, you will most likely simply not know where to look or understand what the code does.
 
Notepad++ will allow you to open / read the Source Files (.cpp) as well.
That is not the problem.
Yes it is. Because you need to extract first the C++ files from the dll in order to be able to read them.

But if you are not a programmer, you will most likely simply not know where to look or understand what the code does.
From my little experience (I've developped complete tools from scratch in PHP/MySQL, but I know nothing of C++), I would say the problem isn't really about being able to find out (if you're stubborn enough you always will in the end), it's more about the time needed to find out. :)

And that's actually more for that reason that I don't want to start messing in that field.
 
Yes it is. Because you need to extract first the C++ files from the dll in order to be able to read them.

No, it is not.
You do not need to extract anything.

Our mod does contain all sources in this folder:
/DLL_Sources

What did you think was in there ? :)

... it's more about the time needed to find out. :)

Well, yes of course.
Everything in modding does require time. :dunno:
(And of course, if you are a beginner in some field, you will need much more time than somebody already experienced.)
 
No, it is not.
You do not need to extract anything.

Our mod does contain all sources in this folder:
/DLL_Sources

What did you think was in there ? :)
Oops. :D
You've done things well! :goodjob:

Anyway, I had planned to dedicate this evening to translate NewNations.xml and I'm only on line 523 out of 3734 in total. Thanks again for your valuable help and advices. Instead of trying to do stuff which are not in my field, I'll go back to a more useful activity and translate that damn' file. :p

I hope I'll be able to deliver soon a 100% French-translated version of this awesome mod.
 
By the way:

It would be possible to give each of those events its own image/picture.
(Basically just like the achievments.)

It would surely be cool to have such images for each event but this would be an incredible amount of work. :dunno:
(We currently already have 94 events. And I am planning to create several more.
If I only finish my current remaining list, we will have around 120 events total for Release 2.1.)
 
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