cityNameDict = {
(66, 32): { iDefault:'Mut', iArabia:'Mut al-Khorab' },
(66, 34): { iDefault:'Siwa', iArabia:'Siwah' },
(66, 36): { iDefault:'Xou', :iArabia:'Sakha' },
(66, 36): { iDefault:'Kyrene', iRome:'Cyrene', iArabia:'Shahat' },
}
(66, 32): { iDefault:'Mut', iArabia:[COLOR="Red"](iPersia, [/COLOR]'Mut al-Khorab'[COLOR="Red"])[/COLOR], },
Sorry about that.Uh-oh, I'm having a bit of a headache with the way the thread evolves. Just like an amish watching The Big Bang Theory.
Not every single map tile (unless we want to - do we?) has a default name. The raw data I'm generating by script will however look at both the city name maps and the dynamic city name change code - and if there are entries for both in the current setup - then there will be a data entry for that tile. The bi-product, if you will, of this data is that the name found in the city name map can be used as a default name, to fill in the gaps in the various city name maps.Let me see if I understand correctly.
Each applicable map tile (no sea or mountain, obviously) will have:
- A default name, which will be used by any civ founding or conquering the city if there's no other entry for that civ.
- Several names for several civs for if they found a city there.
- Several names for several civs for if they conquer a city there.
Yes, that would be correct.In an example, one tile, say the aztec capital would have a default name "Ciudad de México", a name on aztec founding "Tenochtitlan", and several others like "Mexico City", "Mexico-stadt", etc. for some other civs.
I was actually thinking I'd leave the current code intact, as there seems to be few redundancies. So it would only be a lot of work to redo those also.Apart from that, we would have the question of ussr-names for Russia, and era-specific names.
All variables starting with the prefix "i" are integer values. I thought I'd hijack the value -1 for iDefault, but the values for the different game eras would collide with the Civ index values (0-31).And what about making this work?
( (X, Y), 'Mediolanum', {iEngland:'Milan', iGermany:'Mailand', iSpain:'Milán'}, iIndustrial:'Milano'),
so the default name for the city is Milano on the Industrial Era and beyond?
Yeah, by tile.I know not all tiles have a name, though it can be interesting to complete some lacking it, especially in Africa. Which would be easy when you finish a version of the new file. I suppose the entries will be sorted?
Look for the line (#5074):The modern era names already exist (for example: Edo turns into Tokyo), similarly to Carycin turning to Stalingrad. If that can remain the same then, nevermind. BTW, could you tell me which line that begins in the current RFC file?
def sovietNames(self):
def onTechAcquired(self, iPlayer):
I have made some alterations to the original file in order to be able to process it with my script, so thats what I'm planning on using. (All single quotation marks part of any city name had to be replaced with code. Among other things causing problems.)- Are you using the file from my thread or the original file?
- Will your file also be name Citynamemanager.py and will it replace the original?
- Do you need to also change other files in order to make your changes work?
Ok, then. You volunteer to check the raw output then? I can send it to you as soon as I know what exactly you want the output to be. (Tuple vs dictionary, one data structure vs two. How should it be formatted?)Okay, I'm looking forward to it, since my current (personal) changes to the file have spawned some bugs. Not serious, but at least Germany doesn't rename anymore when it conquers a city.
Ok, then. You volunteer to check the raw output then? I can send it to you as soon as I know what exactly you want the output to be. (Tuple vs dictionary, one data structure vs two. How should it be formatted?)
I'll publish the data in this thread once its ready. nody will just give it a proper thumbs up before I do - otherwise there will just be confusion with different versions floating around.Baldyr, could you send the data to me also?
Nice! I could probably make a in-game dynamic city name editor also...To help myself choosing right city names for right plots, I made a program to get x and y coordinates for any plot (see the pic), and I would like to share the program with you guys.
Usi,
I tested your program and I noticed that the y coordinates were wrong after seeing y increase while scrolling down (instead of the usual upwards increase).
Now, what if we would allow for dictionary entries like:
This would make the iArabia entry for the this tile an exception: The city would only rename to Mut al-Khorab if it was acquired from the Persians (as an example - not any kind of suggestion). Otherwise it would get the default name of Mut.Code:(66, 32): { iDefault:'Mut', iArabia:[COLOR="Red"](iPersia, [/COLOR]'Mut al-Khorab'[COLOR="Red"])[/COLOR], },