Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Faction-specific General and City Names
26 Comments
fisto the robo Sep 8 @ 11:17am 
ok
Fristi61  [author] Sep 8 @ 9:40am 
Thanks, but I'll follow my usual process when I get around to this, which won't be soon.
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.
fisto the robo Sep 8 @ 6:32am 
Can send you the loc strings whichever way you want.

I didnt loc your latin mod because of laziness tbh
fisto the robo Sep 8 @ 6:31am 
For language models i made 7 groups:
-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.
fisto the robo Sep 8 @ 6:31am 
Loc'ed fixed ui names to generic unit-type naming: > is changes, = is unchanged
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
fisto the robo Sep 8 @ 6:31am 
Didnt know that the ui loc wouldnt change but makes sense i guess. Doesnt change much. Dynamic naming happens so quick you dont notice it and history fans would love this. Adapted the loc for standardized names now, the standardization would bring some clarity in the menus too.

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.
Fristi61  [author] Sep 3 @ 9:08am 
It doesn't work the same way since most unique brigade names are done per faction group.

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.
fisto the robo Sep 2 @ 4:18pm 
id try to make the name switching lua function and brigade table myself (probably jsut copy things over from the companion brigade), but im not that advanced into lua and you seem to have some automated tools.
fisto the robo Sep 2 @ 3:15pm 
Are you interested in string files for historical unit names?

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.
Fristi61  [author] Jun 19, 2021 @ 2:18am 
I don't think it makes sense to do this for Classical World since this mod tries to be as historically accurate and authentic as possible.
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.
damianvincent Jun 17, 2021 @ 8:31pm 
I mean I know it would probably blow up the scale of the mod, considerabily, but a classical world mod version would be amazing beyond words.
Fristi61  [author] Aug 3, 2019 @ 11:00am 
Table of which factions use which language rules/namesets in which scenarios:
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/
Fristi61  [author] Jul 27, 2019 @ 7:39am 
Also it involved me writing a complex powershell script to do all the heavy lifting, such as generating .lua tables, .str files, as well as actually reconstructing the names themselves from input "base names" and "language rules". Pretty nifty
Fristi61  [author] Jul 27, 2019 @ 7:36am 
This mod has been basically remade from scratch. It is much, much larger in scope than the previous version. It now includes the changing of general names, extends onto certain map mods, and is much better researched in general, leading to much more variety.
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.
Fristi61  [author] Nov 12, 2017 @ 9:06am 
Well, I do have some stuff in here regarding Greek dialectical specifics. A problem I encountered a lot though was that most books/articles/whatever source of information out there deal with a much later period than what is represented in the game (starts at ~500BC) not to mention some conflicting information so I had to filter through a bunch of stuff and was left with only a minimum of "rules" which I felt fairly confident with (though I'm not claiming this mod to be 100% academic as it's too speculative).

I will always welcome any additional information if you have it, if it's well sourced, and I appreciate the offer :)
jorellaf  [author] Nov 12, 2017 @ 8:44am 
Hey Fristi. First of all, love the mod.
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.
Ca_Putt Jul 14, 2017 @ 2:00am 
No problem, I think I would feel the same way. When I stumble upon something I will note it for later use but for now my focus will remain on getting my own mod out^^
Fristi61  [author] Jul 14, 2017 @ 1:11am 
Would really prefer to do my own research to make sure it's consistent with the approach I used here.

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.
Ca_Putt Jul 13, 2017 @ 4:23pm 
But if I'd write the set you'd add it to the mod?
Fristi61  [author] Jul 13, 2017 @ 4:17pm 
Planning on adding Phoenician/Punic names if upcoming DLC will (as suspected) focus on Carthage.

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.
Ca_Putt Jul 13, 2017 @ 4:05pm 
Oh noes! I totally missed this! A must-have If you ask me. - would you add a Phoenician set if I write it?
Fristi61  [author] Jul 13, 2017 @ 4:01am 
Thanks for the kind words guys.

Wenchbane: always happy to assist. Also always happy to hear suggestions to make this mod more accurate or detailed.
Wenchbane Jul 13, 2017 @ 1:04am 
Great work Fristi!

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!!
Criz Jul 13, 2017 @ 12:57am 
Great work, the devil is in the details and this is really cool
Mastermind Jul 12, 2017 @ 2:52pm 
This is really great! And thanks for even including your rules!
Ijtzoi  [developer] Jul 12, 2017 @ 1:17pm 
Oh wow, this mod is incredible. The amount of research and attention to detail here is great, can really see the work you put into it and it does help to make the factions feel more distinct. Well done!