[Community Effort] French Translation

That might work, but it wouldn't be the most elegant solution.

I don't know if it's similar in French, but in German "deutsch" etc. is usually used starting with the medieval period, i.e. the transitional period between East Francia and the Kingdom of Germany, while "Germanen" is exclusively used to refer to the more tribal peoples contemporary with the Roman Empire.

Holy Roman Empire is supposed to be the empire name for the HRE civ, starting with three cities I believe. Doesn't it appear in your games?
 
I don't know if it's similar in French, but in German "deutsch" etc. is usually used starting with the medieval period, i.e. the transitional period between East Francia and the Kingdom of Germany, while "Germanen" is exclusively used to refer to the more tribal peoples contemporary with the Roman Empire.
It's a bit more complicated in French, where "germanique" primarily refers to ancient Germanic peoples, but can also be used in a more general sense to refer to Germany. For instance, the HRE is often called "Saint-Empire romain germanique". The medieval Kingdom of Germany (Regnum Teutonicum) would be "Royaume de Germanie" (or "Royaume teutonique") and not "Royaume d'Allemagne". But I would still call the people living in those polities "les Allemands", not "les Germains". The words "Teutons" and "teutonique" are also floating around and I'm not sure what to do with them, if anything.

Any other French speakers have ideas?

Holy Roman Empire is supposed to be the empire name for the HRE civ, starting with three cities I believe. Doesn't it appear in your games?
Couldn't remember and couldn't find the "Holy Roman" adjective in the dynamic names files. Based on the code I feel it should appear as "German Empire", but I'll have to check at what happens in game. I was asking because I had been expecting a translation challenge, since the word Empire appears in the middle of the name "Saint-Empire romain", but there was nowhere to write the translation.
 
Ah I see, I guess whatever the outcome is it needs to be bifurcated to allow for different text keys that have different French texts but are Germany in every case in English. The more I think about it the more likely it seems that each language will have some custom code in the DynamicCivs file. Unless I suddenly come up with a completely different way of implementing this.

Yeah, it uses EMPIRE_ADJECTIVE, but keep in mind the civilization is still Holy Rome, so "Holy Roman" is just their default adjective and no further custom code is needed.
 
I have submitted a pull request that covers most of the remaining translation, except:
  • strategy texts
  • pedia texts
  • some tech quotes
  • most stuff in Text/External (not sure if any of it shows up in game and therefore should be translated)
After it is merged, I invite French speakers to try the translation and report any mistakes, inaccuracies, etc. Also if anyone wants to translate what is left, please do, I don't think I will.
 
most stuff in Text/External (not sure if any of it shows up in game and therefore should be translated)

Most of these text are related to BUG. During normal game you won't see them, but they appear in the BUG customizing screen. (A lot of those texts are already translated)
 
Hello, sorry for question, but I have download this translation, but is not work, game load in french (main menu and certain civ) but is very buggy (600 AD scenario not work for exemple), after that I have tested other solution, I have only replace text ASSET/XML with your translation text version, but is not work too, so this translation is not ready for moment or I missing something ?
 
Everything was merged into the main mod so you don't need to download the translation. I don't recall if everything worked fine in my experience, but I think so? Unfortunately I am unable to check right now.
 
Everything was merged into the main mod so you don't need to download the translation. I don't recall if everything worked fine in my experience, but I think so? Unfortunately I am unable to check right now.
Ok thank you for your answers but, in original link (actually, 1.15 version) is not work in french, for exemple, the main menu not translated (nothing is displayed) ect, it is very strange. I guess it's really hard to translate all of this anyway. Good luck
 
Oh, c'est vrai. The translation is incorporated into the current development version (with git), not the latest official release (1.15). See here to get the development version.

La traduction est censée être à peu près complète mais il y a sûrement des erreurs, merci de les signaler si tu y joues!
 
Oh, c'est vrai. The translation is incorporated into the current development version (with git), not the latest official release (1.15). See here to get the development version.

La traduction est censée être à peu près complète mais il y a sûrement des erreurs, merci de les signaler si tu y joues!

Ok je le ferais bien sur, thank you for your precision, I will play and tested that.
 
Hey Steb, do you have time to give this another round of attention? I made some text changes since your translations were merged, and some additional text keys were added. If it was obvious what to do (e.g. changing a number) I updated the French text along with my changes, but there is still untranslated and now wrongly translated (as in, translation of the previous now changed text) French text in the mod as of now. I marked it with "needs update" or "needs translation" as XML comment when I thought of it, but I can't guarantee that all discrepancies are marked.

Would be great if we could fix these before 1.16 is released.

Also, do you mind summarising the cases where I need to support the translation with code changes that you discovered over the course of the thread? Having a to do list would help. What I can actually do before release depends on the complexity of the task though.
 
Hey Steb, do you have time to give this another round of attention? I made some text changes since your translations were merged, and some additional text keys were added. If it was obvious what to do (e.g. changing a number) I updated the French text along with my changes, but there is still untranslated and now wrongly translated (as in, translation of the previous now changed text) French text in the mod as of now. I marked it with "needs update" or "needs translation" as XML comment when I thought of it, but I can't guarantee that all discrepancies are marked.

Would be great if we could fix these before 1.16 is released.

Also, do you mind summarising the cases where I need to support the translation with code changes that you discovered over the course of the thread? Having a to do list would help. What I can actually do before release depends on the complexity of the task though.
Sure, I'll be glad to. However, I am unable to play the mod and therefore playtest at the moment, so I don't think I'll be able to find problems involving the code, or indeed debug anything.

Rereading the thread, the issues that were found are:
  • Some civ-related XML tags are automatically generated from the name of the civ. The generation is language-dependent — so we get TXT_KEY_CIV_JAPON_DEFAULT instead of JAPAN — but probably shouldn't be.
  • Some prepositions in dynamic civ names should be contracted (de le -> du, apostrophes before vowels), either with some dynamic processing or by creating separate code for French dynamic names.
  • "Holy Roman Empire" can't be translated directly. I don't remember if there are other cases like that.
 
Sure, that works. I think you can do all the work from the XML alone, I can check afterwards if there are any issues in the game.

I thought about what the best solution for different languages should be and I think it's impossible to maintain dynamic names code that is the same for all languages and solve the translation by just translating text keys differently. So I guess I will introduce additional code to handle it.

(I guess this is what you are referring to with the HRE example where it's not just a generic empire + adjective)
 
(I guess this is what you are referring to with the HRE example where it's not just a generic empire + adjective)
That's right. In French, the word "Empire" comes between "Holy" and "Roman". I can't imagine there would be many cases like that, but additional code would be useful to solve the preposition issue anyway.
 
Here's an issue I'm having: is there a way to specify the gender (and possibly the number) of a term that is dynamically included in a string? For instance, if an interface string has a feminine phrase ending with a civ adjective, I'd need to indicate that the adjective should be feminine, and I don't know how.

There is also the issue of determiners that should be elided if the inserted string begins with a vowel (or silent h). Not sure if we can do anything about that. Often I try to circumvent the issue by using a construction like "la civilisation : %civname".

Cases with gender/plural/vowel problems should be easy to spot by a French speaker playing the translated mod, so if anyone finds them please report.

---

On a different note, I am translating the new units and have some questions.
  • Fusilier (German unique unit): Fusilier is already the French word for Rifleman. Would it make sense to call the German one "Fusilier prussien"?
  • Steamship: can anyone show it to me in a screenshot? I'm hesitating between "paquebot", "vapeur" and "bateau à vapeur" and I think seeing it would help me choose.
  • Lanternas: I don't know how to translate that. In fact, I am questioning the use of this name in English. First, it's plural, unlike virtually all other units. Second, there are very few references to lanternas or lantern galleys on the web, except a few instances on the wikipedia page for galley. Third, I couldn't find any references to it on the Italian wikipedia. Fourth, the "bastard galley" or "galea bastarda" or simply "bastarda" was the name of the galleys used as flagships in the Venetian navy, so that could be an alternative name.
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EDIT: Also, the diplomacy texts for Bumin, Alp Arslan, Tamerlane, and Khosrow (first contact and demand tribute) all sound nonsensical to some degree. I translated them as best I could, but I suggest revising the English text.
 
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Here's an issue I'm having: is there a way to specify the gender (and possibly the number) of a term that is dynamically included in a string? For instance, if an interface string has a feminine phrase ending with a civ adjective, I'd need to indicate that the adjective should be feminine, and I don't know how.
Not sure what your use case is and which of those you already knew about, but here's some things you can do:
Code:
    <TEXT>
       <Tag>AI_DIPLO_ATTITUDE_PLAYER_FURIOUS_2</Tag>
       <English>%s1 is a snake in the grass! Do not trust [NUM1:him:her:x:x]! (Furious)</English>
       <French>%s1 est un serpent tapi dans l'herbe ! [NUM1:Il:Elle:x:x] n'est pas digne de confiance ! (Col&#232;re)</French>
       <German>%s1 ist wie eine Schlange, die im Gras lauert! Ihr solltet [NUM1:ihm:ihr:x:x] nicht &#252;ber den Weg trauen! (W&#252;tend)</German>
       <Italian>%s1 &#232; un serpente a sonagli! Non mi fido di [NUM1:lui:lei]! (Tono furioso)</Italian>
       <Spanish>&#161;%s1 es una serpiente en el Ed&#233;n! &#161;No os fi&#233;is de [NUM1:&#233;l:ella]! (Furiosa)</Spanish>
   </TEXT>
As you can see, NUM1 here refers to the string included with %s1, and then the entries following that are masculine/feminine in singular and plural.

I haven't been able to find examples of controlling the gender of an inserted string itself for French, but Spanish seems to do this in a couple of cases:
Code:
   <TEXT>
       <Tag>TXT_KEY_MISC_CIV_DESTROYED</Tag>
       <English>The %s1_CivAdj Civilization has been destroyed!!!</English>
       <French>Les %s1_CivAdj ont &#233;t&#233; &#233;cras&#233;s !</French>
       <German>Die %s1:3_CivAdj Zivilisation wurde vernichtet!!!</German>
       <Italian>La civilt&#224; %s1:4_CivAdj &#232; stata distrutta!</Italian>
       <Spanish>&#161;La civilizaci&#243;n %s1:2_CivAdj ha sido destruida!</Spanish>
   </TEXT>
Strangely, the French translation seems to avoid doing this, so there may be an issue that I am not seeing, but it's worth a try.

There is also the issue of determiners that should be elided if the inserted string begins with a vowel (or silent h). Not sure if we can do anything about that. Often I try to circumvent the issue by using a construction like "la civilisation : %civname".
I'm not sure if there's a way to do this, because unlike case, number and gender the game does not seem to have initial vowel information on hand about an inserted string.

Fusilier (German unique unit): Fusilier is already the French word for Rifleman. Would it make sense to call the German one "Fusilier prussien"?
I don't like unique unit names that are just the basic name plus civ adjective, maybe there's another synonym you could use instead?
 
Thanks for the pointers.
I don't like unique unit names that are just the basic name plus civ adjective, maybe there's another synonym you could use instead?
Me neither, but I couldn't find anything. Maybe "carabinier", but that refers mostly to a different thing, i.e. mounted units with longer guns. Or "füsilier" with an umlaut...
 
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