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I'd need to revise the LUA scripts to handle renaming regular brigades first of all, they won't be caught right now because of the whole "N Brigade of City" situation and all of that would need to be handled.
I would also want any brigade names to be consistent with the other language handling rules IF I at all decide to implement this. They're a lot more specific than mods like Europa Barbarorum, especially when you consider different dialects, languages etc
I also would never consider using things like Irish, Breton, Hebrew etc. Not sure about Hebrew, but Irish and Breton have changed a lot from ancient Celtic, which in some ways looks more like Latin for example.
I didnt loc your latin mod because of laziness tbh
-Celtic+gallic+iberians. Could separate iberians. Used some irish-breton words.
-italics+sabellics+etruscan. Etruscan is a ghost language sadly.
-Illyrians+Iyapids.
-Greeks+luwian.
-Macedonian+epirote. Mostly for Pyhrus flavor.
-Latin. Separate for roman unit.
-Punic+Berber. Used some hebrew, pheonicians and it are both very close Canaanite languages.
barb skirmishers > Light Swordsmen. Swordsmen = S. Heavy S = Heavy S.
Light Hoplites > Light Shieldwalls. Hoplites > Shieldwalls (could flavorize to Shieldbearers). Phalangites > Pikemen.
Javelineers (inc leves) > Skirmishers. Heavy Jav (inc peltasts and velites) > Heavy Skirmishers.
Javelin Cavalry > Light Cavalry. ex Light Cav > just Cav. Med Cav > just Cav too. H Cav = H Cav
Javelin Swordsmen (inc hastati, sabellic or thorakitai) > Infantry. Heavy JavS > Heavy Inf.
Triarii+hypaspists > Heavy Spearmen
Raiding Ships > Light Warships. ex Light Warships > Warships. Flagship > Artillery Warship.
Scorpio > Artillery
im done with the loc for base game, eagle dlc, your alternative start date and iberia mods. I used rome tw mods like Divide e Impera and Europa Barbarorum as sources, they are very well researched and trustworthy tbh.
The "Companions" are a special case since it's a scripted name override for what is really just a brigade of hoplites, cavalry or whatever has been set to use for the companion brigade.
It's not an actual separate brigade class.
Scripts can alter the name of an existing entity (city, brigade, general etc), but they can't change the names of brigade classes.
What this means is that in theory I could indeed use scripts to change the names of brigades after they are created, but I cannot change the way their names appear in the build menu.
This is IIRC the main reason I didn't do it.
But idk, maybe it's still cooler to have it and maybe this inconsistency isn't the worst problem.
Yes I do have automated tools to generate the tables and also to even to generate depth for the dialects using known historic sound changes.
Found strange how only rome has flavored unit names and theres no localised names for foreign faction units either. So i went and listed unit names according to historical realism and what the gameplay conveys. They are noted according to the language list you made but just without the dialects or archaicness depth you added.
Classical World has the opposite design philosophy, where things are thrown together for fun from wildly different timeframes. It'd be hard to reconcile the two.
Also Classical World is not really set up to guarantee good cross-compatibility with other mods or even the Vanilla game.
I've thought about it, but just doesn't seem worth the effort and hard to even do it in a way where it feels like the mods fit together conceptually.
https://steamcommunity.com/workshop/filedetails/discussion/973595448/3428846977648455067/
Write-up of how names were reconstructed/rules used for each language. Recommended to read only if you have an interest in ancient languages, or just want to gloss over it to get a general idea of what went into creating the mod, or fancy getting a headache:
https://steamcommunity.com/workshop/filedetails/discussion/973595448/1456202946277754707/
The mod now packs SEVENTEEN TIMES as many strings as the last version.
A write-up of the linguistic details/rules used as well as which factions use which languages will follow.
I will always welcome any additional information if you have it, if it's well sourced, and I appreciate the offer :)
I noticed that there is still plenty of room to add stuff. I could help out a bit by expanding on the Greek dialectical specifics (as well as perhaps other IE languages), but I don't have my Greek dialects book with me right now, so let me know if you wouldn't mind collaborating.
That said I'm not a professional linguist so I'd happily accept any changes or additions that are well sourced, but I'd still like to check it all out myself to make sure it's consistent etc. etc.
So any help is appreciated but I wouldn't add anything without doing some research myself to get an understanding of it myself. Hope you understand.
Right now Carthage is the only faction to not receive custom names as I didn't want to open up more research on an entire new language group for what is just a campaign enemy-only faction.
But I'll eagerly do the research for it once Carthage gets a more prominent role.
Wenchbane: always happy to assist. Also always happy to hear suggestions to make this mod more accurate or detailed.
I might hit you up on how you've done this and if I can expand upon it? IIRC I asked for something similar a long time ago to add extra flavour to the game and you've done a fantastic job!!