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Messages - Emilovich

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1
Mod Releases / Re: The Language Overhaul - 1.0 released for Steam!
« on: September 26, 2023, 02:58:18 pm »
... And now also uploaded to the file depot - https://dffd.bay12games.com/file.php?id=16855

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Mod Releases / Re: The Language Overhaul - 0.6 - Forgotten Beast Edition
« on: September 26, 2023, 08:37:53 am »
The language overhaul version 1.0 is now live on Steam! https://steamcommunity.com/sharedfiles/filedetails/?id=3041526930

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Mod Releases / Re: The Language Overhaul - 0.6 - Forgotten Beast Edition
« on: January 16, 2023, 12:50:02 pm »
The names that are missing are using my new vocabulary, but the new languages added by Spellcrafts do not have matching translations. If you want to make it compatible, you could copy/paste all my new translations from e.g. the language_DWARF file into the new language files added by Spellcrafts. That should fix it... I think.

Thank you for your reply. It worked.

Copying new words from the language overhaul raws into Spellcrafts' did the trick. The only issue I've ran into was that some symbols in some words displayed incorrectly as weird and jumbled mess. Fixed it by finding and replacing the broken symbols with the normal ones. Don't know the exact cause, but since it's been an easy fix, doesn't really matter.

Can't stress enough how great this mod is. Having good sounding names has been a real gamechanger.

The jumbled letters is because I sometimes manage to mess up the encoding of the files. Or else you did. But seems you figured it out. There's some advice on it somewhere in this thread I think.

I'm happy you appreciate my mod!

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Mod Releases / Re: The Language Overhaul - 0.6 - Forgotten Beast Edition
« on: January 15, 2023, 03:45:40 pm »
Hey everyone, and thanks for all the encouraging words! I've had to spend some extra time on my exam (because I went travelling instead of working on it), so I haven't had much time to look at this, and I'm still not finished with it, but almost. I've also had some trouble understanding the new patching mechanisms of the premium version. Currently, I can get the worlds to generate with my languages, but after saving a game and then returning to the save, all names disappear mysteriously. If anyone knows what could cause this, please chime in! But anyway I'm working on it and still hope I can release something this month!

I'm also looking forward to this! Are there any guides to how the game generates names for critters or has it just been trial and error to figure out how to hone the raws?

Trial and error (lots of legends mode) and some help from the wiki pages brewer bob mentioned! I haven't been able to find a pattern for smaller critters than the great beasts though, if that's what you mean!

A great mod and a must have in my book, but I've had some problems with it recently. Hope this would be a right place to ask.

I've been trying to use this mod together with the Spellcrafts mod for 0.47.05, and had a small issue. Some of the names return blank for some reason. Esp noticeable during the worldgen, as the world's untranslated name would often be blank. The mods by themselves do not have this problem, and it appears only then combining two.

Since I'm completely new to DF modding, I'm not sure where the problem is, and both mods supposedly do not modify the same raws, besides manual addition of some lines to entity_default by the Spellcrafts mod. Spellcrafts does add new languages to the game, as additional raws, though. Still, I know too little of how the languages in DF work, to make any conclusions and act on them.

Would greatly appreciate any help on this matter.

A link to a screenshot of legends mode with missing names:
https://i.imgur.com/4LBcYNO.png


The names that are missing are using my new vocabulary, but the new languages added by Spellcrafts do not have matching translations. If you want to make it compatible, you could copy/paste all my new translations from e.g. the language_DWARF file into the new language files added by Spellcrafts. That should fix it... I think.

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Hi everyone, I'm trying to update my language overhaul for the Steam version. I can get it to show up in the menus in-game, but it doesn't seem to have any effect when creating a new world. Is it because I need to use the new "cut token" feature now or is it something else? Thanks!

EDIT: Got it to load the mod using CUT_TRANSLATION.

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Mod Releases / Re: The Language Overhaul - 0.6 - Forgotten Beast Edition
« on: December 21, 2022, 02:06:57 pm »
I haven't gotten around to getting the steam version yet, as I'm in the middle of the exam period and I know Dwarf Fortress would be detrimental to my ability to focus. So I'm not sure what's causing the issues, sorry! Could look like the game is using the vanilla entity_default file?

I've been working on this on and off for the last year though, and I'm planning to get the steam version and release a new and much improved version of this in January!

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Mod Releases / Re: The Language Overhaul - 0.6 - Forgotten Beast Edition
« on: January 20, 2022, 03:23:14 pm »
Wait, you can do forgotten beast names!? That’s incredible, how does that even work? Don’t they take names from totally random pools?

I think they take their names from certain language symbol sets (certain spheres, etc.), so probably by figuring out what they are and editing them?

exactly. I'm just splitting the complete overhaul into steps, and I think this is a nice way to divide it up.

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Mod Releases / Re: The Language Overhaul - 0.6 - Forgotten Beast Edition
« on: January 19, 2022, 07:47:17 am »
how'd you mod in settlement names??? tried to do the same (making the settlement name SYM-category be the subsymbol) but... the results aren't very promising, with group names being named what the settlement names are supposed to be

Settlement names are selected from categories ALL or REMAINING. SITE is, as you say, for groups (which doesn't make any sense). This means that settlement names for any given civilization are actually selected exactly the same way as the surnames for people from that civilization - there's no way to separate the two. Hope that helps!

In other news, I've been thinking about getting around to do a megabeast names update for this, but I have a lot of other things to do so it might be a while. Hopefully I can release a somewhat complete version fo this for when DF graphics arrive.

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I think this mod deserves more attention, it's likely the finest language overhaul mod out there IMO. Per Tolkien's own philosophy, memorable names are key to a memorable story, and it's admittedly a bit hard in vanilla DF to get attached to a place called "Beachedslopped" or something similar.

One thing I've noticed though that I'd like to report (it's probably been reported already but just in case), the game seems to register all the new names as unusual first names and so in adventure mode it can get a bit tiresome to always have NPCs commenting on how rare my character's name is (especially if they have the same name themselves). Is this intended or is it, as I suspect, a bug?

Thanks for the kind words!

I'm unfamiliar with this feature and I can't find anything about how it works. Definitely a bug though, but hasn't been reported before. If I knew which names it happens with, I might be able to fix it.

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Went ahead and fixed the problems reported here (I hope). I'm uploading a new version with fixes and new, ominous forgotten beast naming. Say hello to Hellir Spiritwither the Venomous, Hvarf the Drowned and the rest of the circus! And as always, please report any bugs you encounter, though I think this is the most polished version yet. Thanks for the feedback and help with the character sets, which should finally be fixed now :)

The forgotten beast names are in Dwarf and the other languages are using a lot of Dwarven placeholder words. This is because I've decided to finish the Dwarven language first and then move on to the others afterwards.

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Mod Releases / Re: The Language Overhaul - 0.5 - just a bugfix
« on: March 13, 2021, 05:03:12 pm »
Found a few inconsistencies in language_DWARF.txt


Thanks for the feedback and praise, khripunoff! In particular, the encoding stuff you mentioned has been causing me headaches as I don't know all that much about it. I've set notepad++ to use ANSI encoding, but as you've pointed out for some words it doesn't work right. Any tips regarding how to get the right encoding would be greatly appreciated :)


And the next release will feature new forgotten beast names!

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Mod Releases / Re: The Language Overhaul - 0.5 - just a bugfix
« on: January 13, 2021, 11:25:29 am »
I can now look at screens again and I've uploaded a quick bugfix. Perhaps I should have called it v 0.41, but no, it's version 0.5 now

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Hi everyone, haven't forgotten the mod, even fixed the issue, but then I got a concussion, which has so far lasted 5 months. I've been unable to upload the fix because I can't look at computer screens for more than a few minutes.

The problem is that civs and group are hardcoded to in some cases take the plural version of the word (50/50), even though it isn't supposed to. The workaround I'd do is replace the 0's in word entries used by civs and groups with the word preceding it (so "council;0" becomes "council;council". Hope that makes sense. If someone cares to make the fix and upload it, feel free to do so. There won't be an update from me in the next few months unfortunately, though I am getting better.

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Great read! Did you just pick this up after two years' hiatus?

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So, I decided to do a little research on this mysterious genocide, so I got LegendsViewer to produce one map showing human populations from my turn and one from the end of Eric's:

Spoiler (click to show/hide)

It appears that huge numbers of human outcasts have suddenly disappeared from settlements in the Realm of Silver. One settlements was attacked by Goblins, but in the other cases, I can't find any clues as to what may have happened.

It seems that the Realm of Silver has had a rather sharp drop in crime rates - the number of outcasts in their lands have dropped from 30 000 to 5 000. They had 30 000 outcasts and only 13 000 law-abiding citizens!

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