AND SVN Build Thread

Revision 733

- Internal: Add a missing script to enter the credentials the first time new strings are uploaded / downloaded.

NOTE FOR DEVS: Just execute this script in Translations/ the first time you'll try to upload/download strings as it will ask your credentials. If you do not do that, the upload/download scripts will fail without showing messages just because you aren't allowed to do operations on the platform.
 
Revision 732

Could you at this page, download the language pack named "CIV4BtS_Rus_3_19_2.zip" and send it to me please ? I want to integrate the base translation but i don't understand russian for the inscription in the forum.

Attached link is the language pack, it will install into the civ4 folder and allow selection of Russian as a language when in the game. You may need to run langfusion.exe (afak it is only needed in multiplayer games to allow Cyrillic typing by players in chat). The installer is in Russian but fairly straight forward.

https://www.dropbox.com/s/r6txxn1pem4c8xt/CIV4BtS_Rus_3_19_2.exe


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Attached link is the language pack, it will install into the civ4 folder and allow selection of Russian as a language when in the game. You may need to run langfusion.exe (afak it is only needed in multiplayer games to allow Cyrillic typing by players in chat). The installer is in Russian but fairly straight forward.

Thanks. In fact, i've tried it already this afternoon. I've figured out that russian characters are marked as latin with accents, so if you change it to utf8, that's untranslatable. The trick is done with a new in-game font.
Do you know how the russian translators have written strings and how have there been converted to this format ?
I think i'll hold on the russian, chinese and japanese for a while since i need to figure out how to handle non-latin characters.
 
Thanks. In fact, i've tried it already this afternoon. I've figured out that russian characters are marked as latin with accents, so if you change it to utf8, that's untranslatable. The trick is done with a new in-game font.
Do you know how the russian translators have written strings and how have there been converted to this format ?
I think i'll hold on the russian, chinese and japanese for a while since i need to figure out how to handle non-latin characters.

This thread: http://www.civfanatics.ru/threads/5544-Создание-совместимости-любого-мода-с-русификацией

Talks about how to integrate BtS translation into any mod.

There is also some work on getting RoM translated. As well as RoM:AND (paused in 2011). Funny enough CtC was found to be changing too rapidly and in too big of scale to warrant a translation.

http://www.civfanatics.ru/threads/7218-Русификация-Rise-of-Mankind

I will look at both threads when I have time.

I'll communicate by PM to keep this a build only thread.

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Talks about how to integrate BtS translation into any mod.
Ok. I'll try to understand with google translate. We can continue on the translation thread. I've removed russian atm.
 
Suggestion: Tone down the benefits the Diplomat/Magistrate specialist assignable on the City Screen gives. It's just absurd the amount of :commerce: and :espionage: it gives, and the governor favors it in almost every situation. Science? Favors the Magistrate over Scientists. Commerce? Provides more income than a Merchant, so why bother assigning them.

Either that or just lower the weighting the AI puts on it, but even then it just seems pretty strong for a non-superspecialist.
 
Suggestion: Tone down the benefits the Diplomat/Magistrate specialist assignable on the City Screen gives. It's just absurd the amount of :commerce: and :espionage: it gives, and the governor favors it in almost every situation. Science? Favors the Magistrate over Scientists. Commerce? Provides more income than a Merchant, so why bother assigning them.

Either that or just lower the weighting the AI puts on it, but even then it just seems pretty strong for a non-superspecialist.

I think Magistrate and Great Diplomat have their yields/commerces switched?
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I just got confused between which one was which. It's the Magistrate that you can assign in a city when you have certain buildings enabled like the City Hall line. Way too strong if you ask me.


I know that not many here use the City Governor, but some additional work on it - when more pressing matters aren't at hand - would be nice for those poor souls who do use it. Like me heh, I have to admit that most of my cities do make use of the governor unless they're a specialist farm or are working on an important build. Having to manually check every city to make sure every one isn't being flooded with just Magistrates is a bit tedious. To get Artists, manual control is pretty much required but hey, usually I only have one city set aside for pumping out Artists, or I have a border city on temporary Artist-duty. That I can handle. ^^
 
I'd enjoy having the ability to ban certain specialists from being assigned, on a per-city basis, so that e.g. new citizens from growth won't always become priests in my scientist city.
 
I'd enjoy having the ability to ban certain specialists from being assigned, on a per-city basis, so that e.g. new citizens from growth won't always become priests in my scientist city.

Yeah, would be nice but I don't know what would go into making such an addition possible. Might end up being more work than is worth =/

Honestly, I can handle this sort of micromanagement on a small or Standard map on like, Normal speed or something. But my personal preference for games is Large-ish and Epic speed, and having 40 cities and most of them requiring your attention almost every turn? Erm, that takes a lot of the fun out of Civ for me :lol:

Don't get me wrong, I still have a handful of important cities I'll keep a hawk's eye on to make sure their specialists aren't doing anything weird, and I have to remember to check them after every time I adjust the Culture slider or change civics, but I don't want my entire empire defaulting to Magistrates because they're the best thing ever to the AI, or doing odd things with the governor (Scientists when running commerce?)

As said before, most people here probably will just monitor and hand guide all 30, 40, 60, 80, whatever of their cities every turn to make sure things are going right. I can't imagine everyone who plays Civilization has that sort of dedication though, which is why the City Governor was there in the first place right? :)
 
Revision 734

- Add some missing strings of the base game
- Integrated finnish and hungarian base game translations
- Fixed missing base game polish translations
- Updated french texts

Credits for new translations:
Finnish language: http://kahkonen.arkku.net/civ4.php

* Mika M. Kähkönen (Kahkonen) - varsinainen peli
* Ville Rautapää - käänsi Warlordsin Civilopedian
* Civilopedian kääntäjät
Kahkonen
Miikka Ryökäs (Kizor) - kääntäjien rekrytoija, ahkerimpia kääntäjiä, lisäksi valtavasti korjausehdotuksia
Erkka Koski - ahkerimpia kääntäjiä
Tatu Lajunen (Flamer) - raportoi ensimmäisenä virheistä
Joonas - ahkerimpia kääntäjiä
Jouni Tolvanen (Rheinmetall) - ahkerimpia kääntäjiä
Tapani Kauppinen - kielenhuoltoa
Juho Määttä
Aleksi Roinila (Exel) - käänsi vinkit, jotka näkyvät peliä ladatessa
Juha Salminen
Jouko Salminen
Taneli Tolonen (Laahustaja)
Miikka Sohlman (Hipsu)
Jarkko Lehtola
* Vilho, Kunkku kenkku, mikkoj805, Kizor, Tapani Kauppinen, Markku Rautiainen, katapultti ja Merri raportoivat useista virheistä - kiitokset heille!
* Kaikki kiitolliset - kiitos rohkaisusta

Hungarian language: http://civilizacio.road2us.com

NOTE: Ok. That is moving fast in text files but i promise you that is the last big change for a while :) I've fixed all things that i wanted to (new languages and fixed polish).
 
Translation platform

I'm reseting the parameters of the translation platform due to a misconfiguration. You will be unable to access it for 30min.

EDIT: Everything is back to normal.
 
Revision 729

Hidden game options are forced off by the game, regardless of settings

45*, this should fix the issue where people switching from another mod (or older revision) suddenly have hidden options like Divine Prophets enabled.

I've just noticed that this is causing a problem with a couple of options we've made hidden and ON by default some months ago (i.e. Meteorology, Arctic and City Parks and Advanced Cargo). We've seen no point in playing with those options off, so we've turned them ON by default and made them invisible to reduce a bit the number of options displayed when you start the game. I'll turn them visible again in next revision so that they don't get turned off forcibly, if there's no other way to solve this issue.
 
45°38'N-13°47'E;13276102 said:
I've just noticed that this is causing a problem with a couple of options we've made hidden and ON by default some months ago (i.e. Meteorology, Arctic and City Parks and Advanced Cargo). We've seen no point in playing with those options off, so we've turned them ON by default and made them invisible to reduce a bit the number of options displayed when you start the game. I'll turn them visible again in next revision so that they don't get turned off forcibly, if there's no other way to solve this issue.

Could just hardcode them ON in the DLL.
 
I'm not an artist but i've tried to make a new icon for the mod, which is more colored and clearer to read.

Could you give me some feedback and tell which one you prefer as an icon ?
#1 (black with text)
AND_icon.ico

#2 (black with no text)
AND_icon_notext.ico

#3 (transparent with text)
AND_icon2_transparent.ico
 
I'm not an artist but i've tried to make a new icon for the mod, which is more colored and clearer to read.

Could you give me some feedback and tell which one you prefer as an icon ?
#1 (black with text)
AND_icon.ico

#2 (black with no text)
AND_icon_notext.ico

#3 (transparent with text)
AND_icon2_transparent.ico

I vote for #1 :) Very nice icons
 
I like the 3rd more
 
Either first or third.
 
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