[Religion and Revolution]: Mod Development

Status
Not open for further replies.
I finished writing a perl script to turn all untranslated French lines into <French></French>
Thanks Nightingale, I've tested the script on a copy of the XML folder that I added in my backup folder.

It will be very helpful to polish the translation. :)
 
I'm still working on my translation... yes I know it takes time.

Anyway, I've slightly adapted the names in French for the warehouse buildings and was wondering if the equivalent couldn't be done in English too. Currently we have:
  1. Warehouse (surplus wasted)
  2. Warehouse expansion (surplus sold at 50% of the price)
  3. Large Warehouse expansion (surplus sold at 60% of the price)
  4. Custom House (surplus sold at 80% of the price)
  5. Central customs Authority (surplus sold at 90% of the price, national wonder)

Considering that being able to sell surplus, even at a minimal price, is still a big improvement compared to waste, I was thinking about renaming the building as follows:
  1. Storage house (surplus wasted)
  2. Warehouse (surplus sold at 50% of the price)
  3. Warehouse expansion (surplus sold at 60% of the price)
  4. Custom house (surplus sold at 80% of the price)
  5. Central customs authority (surplus sold at 90% of the price, national wonder)

What do you think?

EDIT: () Tags in grey aren't part of the name. I've put them in grey to make it clear they are only additional informations about the differences between buildings.
 
The only real issue I have with those names is if somebody decides to change the XML at some point, then we could have Storage house (surplus wasted), which sells at 20% of the price. I like the idea of adding this important info to the name though and maybe the issue isn't that great as we only deal with XML changes. If somebody modifies an XML file, they should detect and update other XML files anyway.

It would be possible to make the DLL print the number, but maybe that would be overkill for this issue. Also I don't think Ray would accept such a DLL change for something this minor. Presumably it will be "people can just edit the XML themselves".
 
Ah sorry. I didn't meant to add the () description in the name of the building. I only wanted to highlight the criteria to differentiate a warehouse from a storage house.

So it would actually be:
  1. Storage house
  2. Warehouse
  3. Warehouse expansion
  4. Custom house
  5. Central customs authority

I think it's good enough if the properties of each buildings are highlightened in hovering with the mouse on the city screen. I didn't want to change that.
:)
 
Alright, I've just committed new updates.

I've added new strategy descriptions in both English and French for all warehouse and custom house buildings (as it was already done for religious buildings). The purpose is to better explain how these buildings work for newcomers.


Regarding translation in French, here's the currently committed situation :
  • _Achievements.xml : 3056 lines - 100% translated
  • _Colonization.xml : 4240 lines - 100% translated
  • _Colonization_Diplomacy.xml : 2947 lines - Partially translated
  • _Colonization_Events.xml : 3308 lines - 100% translated before Ray's new additions
  • _Colonization_Objects.xml : 15477 lines - 100% translated
  • _Colonization_Pedia.xml : 2291 lines - 100% translated
  • _Colonization_Strategy.xml : 1640 lines - 100% translated
  • _Credits_Readme.xml : 1289 lines - 100% translated
  • _ImpTerFeaPedia.xml : 406 lines - 100% translated
  • _RaR_Founding_Fathers.xml : 1320 lines - Partially translated
  • _RaR_New_Nations.xml : 3724 lines - 100% translated
  • _RaR_New_Ressources.xml : 6201 lines - 100% translated
  • _RaR_Release1.xml : 4843 lines - 100% translated
  • _RaR_Release2.xml : 371 lines - 100% translated
  • _TAC.xml : 3189 lines - 100% translated
  • _Objects_Original.xml : 4188 lines - 100% translated
  • _Original.xml : 17346 lines - 100% translated

There is still some work, but the way things are going, the RAR mod will most likely turn out to be better translated in French than the vanilla version!
 
  1. Warehouse
  2. Warehouse expansion
  3. Large Warehouse expansion
  4. Custom House
  5. Central customs Authority

----

  1. Storage house
  2. Warehouse
  3. Warehouse expansion
  4. Custom house
  5. Central customs authority

What do you think?

Generally I wouldn't really care. :dunno:

However:

There are several texts that would need to be adjusted.
(e.g. events)

So I'd rather leave it as it is.
 
Alright, I've just committed new updates.

There is still some work, but the way things are going, the RAR mod will most likely turn out to be better translated in French than the vanilla version!

Awesome ! :goodjob:
 
Generally I wouldn't really care. :dunno:

However:

There are several texts that would need to be adjusted.
(e.g. events)

So I'd rather leave it as it is.
Don't worry I took care of this. I'm starting to know the whole text of this game by heart and the "find" tool of Notepad++ is a good additional help.: )

No, my major worry is actually more about the German version of the text tags I have added. I've stacked them all in _RAR_Release2.xml so that you could quickly find them and take care of this (search "Marla" and you'll see where it begins).

As a matter of fact, between TAC and RAR, the original version of this game seems more to be German than English! So that would be sad to spoil your collective work with few English tags being added by a French newbie. :)
 
Don't worry I took care of this.

Ok then. :)

No, my major worry is actually more about the German version of the text tags I have added. I've stacked them all in _RAR_Release2.xml so that you could quickly find them and take care of this (search "Marla" and you'll see where it begins).

I will check, once I find the time. :thumbsup:
(My vacation is over again and I can only spend very little time on modding during the weekends currently.)

As a matter of fact, between TAC and RAR, the original version of this game seems more to be German than English!

Yes indeed, in the beginning of TAC, English was heavily neglected. :(
(The mod was originally created by a German speaking modding team for a German speaking community.)

Only in the last releases before the TAC base mod ended, the team tried to translate it all in English.
(A lot of texts are still much more atmospheric in German though.)

When we started RaR, we decided that English was the main language, simply because we were an international team.
(However, several modders working on RaR are/were speaking German as their mother language so even in RaR some of the texts created might be a lot better in German, than in English.)

Edit:

@Marla:

I just took a look at the German entries for the new TXT_Keys you had created in _RAR_Release2.xml.
They were not as many, as I had feared.

I translated the ones that were still English, improved the rest a bit and uploaded the file again to SVN.
 
Edit:

@Marla:

I just took a look at the German entries for the new TXT_Keys you had created in _RAR_Release2.xml.
They were not as many, as I had feared.

I translated the ones that were still English, improved the rest a bit and uploaded the file again to SVN.
Yes! Translating the game in French is already a long task and I didn't want to start wandering in other tasks. Religious buildings and Warehouses badly deserved new strategy texts though. That's why I really felt the urge to do something for those.

For the rest, of course things could always be better but it's not so bad. The game is still easily enjoyable in English the way it is. :)
 
Hi Folks,

Due to the new feature "health" - would it make sense to implement one or two Found Fathers in this regard?

I'm currently thinking that

- Thomas Sydenham and
- Antonie van Leeuwenhoek

could be the right persons for that (AND there exist very good pictures of both).

What do you think?
 
What do you think ?

We already have Benjamin Rush (giving +25% Health).
(He is the last political Founding Father)

So I think we should add only 1 other considering Health.
(Having 3 FFs for Health would be too much.)

We could give that new one a Bonus like:
Free Medical Office in all Cities and 2 Free Renowned Medics

--------

So if you like, go ahead and create the FF image. :thumbsup:
(Of whichever FF you consider most suitable for that.)

--------

But I am completely open for adding even more Founding Fathers. :thumbsup:
(If we have further good ideas. But we do not need to overexagerate. One more in each category would be enough for me.)

Edit:

If we create new Founding Fathers, I would really like, that those have at least some connection to the New World and have lived in the time period of the game.
(With New World I of course don't only think of North America, but Central and South America as well.)
 
If we create new Founding Fathers, I would really like, that those have at least some connection to the New World and have lived in the time period of the game.
(With New World I of course don't only think of North America, but Central and South America as well.)

Yes, I know but it is a Problem to find a good FF

- You need a good picture
- The person should have lived between 1600 and 1800
- the person shall have reference to America
- should have the nationality of one of the nations implemented in the game or reference (e.g. as Germans have to the American Colonies) to one of these nations...

thats is quite difficult!
 
- should have the nationality of one of the nations implemented in the game...

That would not be necessary at all.
(Actually I believe, we already have Germans in there for example.)

thats is quite difficult!

I know but we should really try.

If would only like to add a further new FF if we can fulfill both criterias:

1) Good idea for a Bonus
2) Finding a suitable historic person (good image, background, timeline)

At least a minimal connection to the New World should really exist.
(There is currently no need to force anything and give up on quality thinking. We have a lot of FFs already.)
 
I've done some spelling corrections in the texts for the events, and ray asked me to share them here, so here they are:

Thanks. :thumbsup:
(I will merge it with my current work and upload to SVN.)
 
Ok, guys.

I am now done with adding events. :)
(We now have exactly 130 in total as I had told here.)

There would be more events possible, but for now it should be enough.
(Maybe some day even more might be created.)

The file is uploaded to SVN.
(I have also merged the English improvments from agnat86. :thumbsup:)

@Marla:
If you like you could start French translations for the file.
(..._Colonization_Events.xml)

The new Events start at:
<!--New Event RaR 2.1 -->
 
One of our new Maps was buggy:
RaR America Huge (with fixed players / starting location)

"The Church" couldn't be created.

I corrected that and uploaded to SVN.

All other maps seem to be fine.
 
@Team and Partners:

New revision available in SVN.
I have reworked the Events (Triggers and Python).

If you want to help testing, please start new games.
 
@Team and Partners:

New revision available in SVN.

1) I have reworked the Events again a bit.
2) Feature Jungle is not generated on Plains and Grasland anymore (because of Yield Cocoa)

Otherwise my tests are going really well. :)
 
Status
Not open for further replies.
Back
Top Bottom