Dynamic Civ Names

Joined
Jul 5, 2004
Messages
23,562
Location
Canberra, Australia
Currently we use the DynamicCivNames mod from the Revolutions mod. This is vey complex and ends up with a wide variety of different names for the civilizations. However it
  1. is complex code
  2. all definitions are hard coded and mixed in with the code
  3. has not been modded for C2C civics so appears not to work in game
  4. does not support languages other than English

It is also optional.

Platyping has recently put out a new version of this mod. It
  1. is straight forward code
  2. definitions are in the code but up front and straight forward
  3. default does nothing so appears not to work in game;)
  4. does not support languages other than the one you add the definitions in

In the Rev version you may get "Empire of Egypt" or "Egyptian Empire". In Platyping's version you will only get one.

I think we should move to Platyping's version just because it is much simpler to use.

Three questions
  1. Do we want it to remain optional or just have it on all the time? I am for the latter because it would be less work for me:D
  2. Do we want language support? I do even though it will make the code slightly more complex.
  3. What names are we going to use for the nations by Civic sets?

A further question would be about moving the definitions out of the Python and into XML, but then the question probably should be about moving the whole thing into the dll.
 
I know AI Andy was trying to achieve something with this... he still lurks around from time to time so maybe you can pm him and get him to weigh in on the subject. I'm totally unconcerned about civ naming until I get to the project where I'm allowing us to adopt a culture.
 
This is not about the name of the nation but the descriptor that goes with it. It will be needed even when we go to Culture naming and is an add on to that also.
 
I realize that. Descriptors are part of the naming string.

I'm just saying that of all the impressive things we could do right now, this doesn't seem to mean much until we're going to need improvements there when we go to adopting a culture.
 
It is a current bug people have been complaining about for awhile. As I am doing python now it is something I can do fairly quickly. IE good opportunity cost. It helps give the illusion we are progressing the mod:mischief:.
 
I vote Platyping.

Also a sidenote for DH, after updating 1 of my test games that is in Ancient Era today I now have a Doctor Specialist that is active that reduces Disease among other things. Question is this intended for early to mid Ancient Era to get this Doctor Specialist?

See screenshot below.

JosEPh
 
I seriously think new specialists deserves its own thread!

Anyhow, I forgot to mention that given how much support has gone into French and other translations, yes, the system should support other languages.
 
I vote Platyping.

Also a sidenote for DH, after updating 1 of my test games that is in Ancient Era today I now have a Doctor Specialist that is active that reduces Disease among other things. Question is this intended for early to mid Ancient Era to get this Doctor Specialist?

See screenshot below.

JosEPh

Comes with the healer hut. Another comes with the Doctor's Office and a couple more with Hospital. That is it just a maximum of 4 or so until the transhuman era.
 
Removing the Revolution version and installing the Platyping version with basic names would only take an hour or so. Making it support other languages would take longer and making it optional would add 30 mins or so.

However Platyping is currently expanding his version so it is probably better to leave it alone for now.
 
Removing the Revolution version and installing the Platyping version with basic names would only take an hour or so. Making it support other languages would take longer and making it optional would add 30 mins or so.

However Platyping is currently expanding his version so it is probably better to leave it alone for now.

Good, ok then as far as i am concerned then, lets proceed, but i also thought Platying was gone, is he back again?
 
Good, ok then as far as i am concerned then, lets proceed, but i also thought Platying was gone, is he back again?

Apparently. He had been pretty much only doing bug fixes in his Python mods, not participating much in the forums outside his own topics, and indicated that he didn't even have Civ4 installed for quite a while. But a couple of weeks ago he seems to have reinstalled Civ4 and started doing a bit more again.
 
Apparently. He had been pretty much only doing bug fixes in his Python mods, not participating much in the forums outside his own topics, and indicated that he didn't even have Civ4 installed for quite a while. But a couple of weeks ago he seems to have reinstalled Civ4 and started doing a bit more again.

Good to hear from you GE, and thx for the info. Wish you would help out with this mod, again thx ., . .SO
 
I am always around, just not interested in modding anything new. Was forced to reinstall civ to fix a serious bug in previous WB version. I decided that it is better to pass on knowledge than to do the job itself for others. Thus I am still available for python questions, but won't do spoonfeeding.

Dynamic Civ is an exception since it has been requested too many times and nobody wants to take on the task. It is more or less completed with functioning codes enough to cater to most mods' needs. Of course, I trust DH should have the expertise to add further enhancements such as gender.

As for language support, it uses CyTranslator() so any of the default BTS languages should work. As for new languages like Russian, not sure of that.
 
As for language support, it uses CyTranslator() so any of the default BTS languages should work. As for new languages like Russian, not sure of that.

If it does (and it does) then it will, at least in RoM:AND and C2C because of the way we each allow extra languages.
 
I am always around, just not interested in modding anything new. Was forced to reinstall civ to fix a serious bug in previous WB version.

At some time in May (2015), a C2C update- corrupted the WB edit possibility . Now, you can no longer change anything easerly. The screen is corrupted. See previouse posts.

You used to get a box that allowed you to change things. Now you get a box that fills the screen, but you can not edit anything.

Please help solve this - if you do not, I can no longer support C2C, with all it's new terrain features.

Because I can not easerly edit the WB map, to add them.

It causes crashes.
 
The problem is that the WB put in was an early Platyping and bears no resemblance to the latest one. I have no idea how to fix it without going back many versions of the code.
 
Not going well at the moment. I am still getting a suffix of "Empire" even though I have not specified it and only the human players are getting the Dynamic Names:(
 
Tried and tested, humans and AIs follow the same rules. Unless you specified new rules.
 
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