I have started a new game this week-end and I have spotted a few buttons which text was too long.
The french ldl_str.txt and add_str.txt files needed to be corrected.
REGARD_EVENT_UNITS_GIFTED "Votre générosité n'a pas été oubliée."Originally posted by Martin Gühmann
So E next time if you have something to translate you should post it here.
Anyway is this string to translate a little bit to short, isn't it?
REGARD_EVENT_UNITS_GIFTED "Your generosity has not been forgotten."
It just mentions my generosity, but this is very common, so generosity for what? At least you don't find this in the message.
-Martin
This is the most obvious translation, I would prefer something like this :
REGARD_EVENT_UNITS_GIFTED "Nous n'avons pas oublié votre générosité."
I must admit that this message is rather curious, the use of the past is suggesting that a unit was given to this AI player and that the said AI Player is reminding the Human player of his own generosity.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
I have started a new game this week-end and I have spotted a few buttons which text was too long.
The french ldl_str.txt and add_str.txt files needed to be corrected.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
I spotted a few missing strings or strings that were not translated.
Here is the corrected file.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

these are three other slic messages that need translating. Thanks!Code:#New Messages# CAPTURED_CITY_OPTIONS "The city of {city[0].name} has fallen to our forces! The city is at our mercy, what are your orders? " LOST_AT_SEA "Our {unit[0].name} has been lost at Sea! Remember some units may sink and lose all cargo on board!" UNIT_UPGRADED "Our {unit[0].name} has been rearmed and trained as a {unit[1].name}! "
Code:#New Messages# CAPTURED_CITY_OPTIONS "{city[0].name} est tombée entre nos mains ! La cité est à notre merci, quels sont vos ordres ? " LOST_AT_SEA "Notre {unit[0].name} s'est abîmé(e) en mer ! Souvenez-vous que certaines unités peuvent couler avec leur cargaison !" UNIT_UPGRADED "Notre unité {unit[0].name} a été entraînée et transformée en {unit[1].name} ! "
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
E, While scrolling the Revision Report Thread I saw that you added some new strings, do I have to translate them in French ?
If yes, could you post the text that need to be translated ?
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

ok, but it might take a day or two

Hi everyone, and happy new year!!
This is my first post and i´d like to bring you a present... a Spanish Translation.
Hope all the neccesary strings are translated, if not, just tell me which ones i am missing![]()

Considering that you based your translation on heavy outdated files, you wouldn't be surprised that there are a lot of missing strings.Originally posted by ArKano
Hope all the neccesary strings are translated, if not, just tell me which ones i am missing![]()
Anyway before I search for the strings more systematically, here are two more:
By the way we also need them in French and Italian.Code:str_FileDoesNotExist "File does not exist: " str_MapSizesDiffer "The new map does not have the same size as the loaded map.\n The map sizes must fit. Map size old/new: "
- Martin
Civ2 military advisor: "No complaints, Sir!"
Happy new year !Code:str_FileDoesNotExist "Fichier introuvable : " str_MapSizesDiffer "La nouvelle carte n'a pas la même taille que la carte qui a été chargée.\n La taille des cartes doit être similaire. Taille de la carte précédente/nouvelle : "![]()
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

Well I looked onto the two strings you translated:Originally posted by ArKano
Hope all the neccesary strings are translated, if not, just tell me which ones i am missing![]()
According to wikipedia a Toroid is something ring or donought or ring shaped, and nothing that has relationship with the rotation axis of Uranus.Code:str_ldl_Uranus_World "Mundo Toroidal" str_tbl_ldl_Uranus_World "Mundo Toroidal"
OK, here are more strings, that go into ldl_str.txt and are missing in the Spanish version of that file:
- MartinCode:str_SprEd_Move " Move" str_SprEd_Attack " Atttack" str_SprEd_Idle " Idle" str_SprEd_Victory " Victory" str_SprEd_Work " Work" str_SprEd_StepPlus " Step +" str_SprEd_StepMinus " Step -" str_SprEd_PlayOnce " Play Once" str_SprEd_Loop " Loop" str_SprEd_FacingPlus " Facing +" str_SprEd_FacingMinus " Facing -" str_ldl_OptimizeSpecialists "Optimize Specialists" str_FileDoesNotExist "File does not exist: " str_MapSizesDiffer "The new map does not have the same size as the loaded map.\n The map sizes must fit. Map size old/new: " str_profile_ShowOrderUnion "Show All Army Orders" str_profile_RecentAtTop "Put New Messages At Top" str_profile_CityClick "Select City Instead Of Army" str_profile_DebugSlic "Slic Debug Messages" str_profile_EndTurnWithEmptyBuildQueues "End turn with empty build queues" str_profile_RunInBackground "Allow end turn in background" str_profile_Upgrade "Unit upgrading" str_profile_SmoothBorders "Smooth empire borders" str_profile_CivFlags "Show Civilization Unit flags" str_profile_NoAIProductionDeficit "AI No Production Deficit" str_profile_NoAIGoldDeficit "No negative Gold for AI Cities" # AI cities don't go negative in gold str_profile_AICityDefenderBonus "AI City Defense bonus" # AI population adds to city defenses str_profile_BarbarianCities "Entrenched Barbarians settle cities" # Entrenched barbarians create a city str_profile_SectarianHappiness "Conflicting citystyle unhappiness" # Conflicting religious, citystyles and city govts cause unhappiness str_profile_RevoltCasualties "Revolting Cities lose Population" # Revolting city loses 1/3 of population str_profile_RevoltInsurgents "Revolting cities create barbarians" # Revolting city creates barbarians str_profile_BarbarianCamps "Entrenched Barbarians create Tile Imps" # Entrenched barbarians create an imp str_profile_BarbarianSpawnsBarbarian "Entrenched Barbarians spawn Barbarians" # Entrenched barbs create more barbs str_profile_AINoSinking "AI ships don't sink" # AI ships don't sink str_profile_AINoCityLimit "AI No City LImit" # AI not affected by city limit str_profile_GoldPerUnitSupport "1 Gold Per Unit Cost" # All pay thins int times unit support calculation str_profile_GoldPerCity "2 Gold Per City x City Limit" # Everyone pays gold amount per city str_profile_AINoShieldHunger "AI doesn't pay Shield Hunger" # AI doesn't pay shield hunger (gets lots of units) str_profile_AINoGoldHunger "AI doesn't pay Unit Gold" # AI doesnt pay unit gold hunger str_profile_AIFreeUpgrade "AI Free Upgrades" # AI doesn't pay goldfor upgrades str_profile_AIMilitiaUnit "AI Free Militia Unit" # If city is empty at turn start AI gets cheapest unit str_profile_OneCityChallenge "One City Challenge" # If city is empty at turn start AI gets cheapest unit str_profile_CityCaptureOptions "City Capture Options" # If city is empty at turn start AI gets cheapest unit str_ldl_Army_Names_Off "Hide Army Names" str_ldl_Army_Names_On "Show Army Names" str_ldl_Civ_Flags_Off "Hide Nation Flags" str_ldl_Civ_Flags_On "Show Nation Flags" str_ldl_SmoothBorders_On "Smooth Icon Borders" str_ldl_SmoothBorders_Off "Thin Pixel Borders" str_tbl_ldl_CityCaptureOptions_On "City Capture Options" str_tbl_ldl_CityCaptureOptions_Off "No City Capture Options" str_tbl_ldl_OneCityChallenge_Off "Normal City Expansion" str_tbl_ldl_OneCityChallenge_On "One City Challenge" str_tbl_ldl_RevoltCasualties_Off "No Revolt Casualties" # Revolting city loses 1/3 of population str_tbl_ldl_RevoltInsurgents_Off "No Revolt barbarians" # Revolting city creates barbarians str_tbl_ldl_SectarianHappiness_Off "No Conflicting citystyle Unhappiness" # Conflicting religious, citystyles and city govts cause unhappiness str_tbl_ldl_SectarianHappiness_On "Conflicting Citystyle Unhappiness" # Conflicting religious, citystyles and city govts cause unhappiness str_tbl_ldl_RevoltCasualties_On "Revolting Cities lose Population" # Revolting city loses 1/3 of population str_tbl_ldl_RevoltInsurgents_On "Revolting cities create barbarians" # Revolting city creates barbarians str_tbl_ldl_BarbarianSpawnsBarbarian_On "Barbarians Spawn Barbarians" # Entrenched barbs create more barbs str_tbl_ldl_BarbarianSpawnsBarbarian_Off "Barbarians Don't Spawn Barbarians" # Entrenched barbs create more barbs str_tbl_ldl_NoAIProductionDeficit_Off "AI Has Production Deficits" str_tbl_ldl_NoAIGoldDeficit_Off "Normal Gold for AI Cities" # AI cities don't go negative in gold str_tbl_ldl_GoldPerUnitSupport_Off "No Gold Per Unit Cost" # All pay thins int times unit support calculation str_tbl_ldl_GoldPerCity_Off "No Gold Per City Cost" # Everyone pays gold amount per city str_tbl_ldl_AINoShieldHunger_Off "AI pays Shield Hunger" # AI doesn't pay shield hunger (gets lots of units) str_tbl_ldl_AINoGoldHunger_Off "AI pays Unit Gold" # AI doesnt pay unit gold hunger str_tbl_ldl_AIFreeUpgrade_Off "No AI Free Upgrades" # AI doesn't pay goldfor upgrades str_tbl_ldl_AIMilitiaUnit_Off "No AI Free Militia Unit" # If city is empty at turn start AI gets cheapest unit str_tbl_ldl_NoAIProductionDeficit_On "No AI Production Deficits" str_tbl_ldl_NoAIGoldDeficit_On "AI Cities Gold always > 0" # AI cities don't go negative in gold str_tbl_ldl_GoldPerUnitSupport_On "1 Gold Per Unit Cost" # All pay thins int times unit support calculation str_tbl_ldl_GoldPerCity_On "City Gold Maintenance" # Everyone pays gold amount per city str_tbl_ldl_AINoShieldHunger_On "AI doesn't pay Shield Hunger" # AI doesn't pay shield hunger (gets lots of units) str_tbl_ldl_AINoGoldHunger_On "AI doesn't pay Unit Gold Cost" # AI doesnt pay unit gold hunger str_tbl_ldl_AIFreeUpgrade_On "AI Free Upgrades" # AI doesn't pay goldfor upgrades str_tbl_ldl_AIMilitiaUnit_On "AI Free Militia Unit" str_ldl_DebugAI "Debug AI" str_ldl_ShowEnemyHealth_On "Show Enemy Health" str_ldl_ShowEnemyHealth_Off "Hide Enemy Health" str_ldl_Debug_AI_On "Show Debug AI Text" str_ldl_Debug_AI_Off "Hide Debug AI Text" str_tbl_ldl_NonRandomCivs_On "Non-Random AI Nations" str_tbl_ldl_NonRandomCivs_Off "Random AI Nations" str_tbl_ldl_AINoCityLimit_On "AI Has No City Limit" # AI not affected by city limit str_tbl_ldl_AINoCityLimit_Off "AI Has City Limits" # AI not affected by city limit str_tbl_ldl_NoCityLimit_On "All Players No City Limit" # AI not affected by city limit str_tbl_ldl_NoCityLimit_Off "Normal City Limits" # AI not affected by city limit # Not Implemented str_SE_DebugAI "debug" str_SE_ShowEnemyHealth "show" str_tbl_ldl_AICityDefenderBonus_Off "No AI City Defense Bonus" # AI population adds to city defenses str_tbl_ldl_BarbarianCities_Off "Entrenched Barbarians settle cities - Off" # Entrenched barbarians create a city str_tbl_ldl_BarbarianCamps_Off "Entrenched Barbarians create Tile Imps - Off" # Entrenched barbarians create an imp str_tbl_ldl_AICityDefenderBonus_On "AI City Defense bonus - On" # AI population adds to city defenses str_tbl_ldl_BarbarianCities_On "Entrenched Barbarians settle cities - On" # Entrenched barbarians create a city str_tbl_ldl_BarbarianCamps_On "Entrenched Barbarians create Tile Imps - On" # Entrenched barbarians create an imp str_tbl_ldl_AINoSinking_On "AI ships don't sink" # AI ships don't sink str_tbl_ldl_AINoSinking_Off "AI ships can sink" # AI ships don't sink
Civ2 military advisor: "No complaints, Sir!"

Here is the same for the French ldl_str.txt:
- MartinCode:str_tbl_ldl_XWrap "XWrap" str_tbl_ldl_YWrap "YWrap" str_tbl_ldl_Cut "Cut Selected Region" str_tbl_ldl_Copy "Copy Selected Region" str_tbl_ldl_Paste "Paste Region" str_tbl_ldl_SmallBrush "Small Brush" str_tbl_ldl_MedBrush "Medium Brush" str_tbl_ldl_LargeBrush "Large Brush" str_tbl_ldl_SaveClip "Save Clip" str_tbl_ldl_LoadClip "Load Clip" str_tbl_ldl_Explore "Set Map Explored" str_tbl_ldl_Unexplore "Set Map Unexplored" str_tbl_ldl_Fog "Toggle Fog of War" str_profile_EndTurnWithEmptyBuildQueues "End turn with empty build queues" str_profile_RunInBackground "Allow end turn in background" str_profile_Upgrade "Unit upgrading" str_profile_SmoothBorders "Smooth empire borders" str_profile_CivFlags "Show Civilization Unit flags" str_profile_NoAIProductionDeficit "AI No Production Deficit" str_profile_NoAIGoldDeficit "No negative Gold for AI Cities" # AI cities don't go negative in gold str_profile_AICityDefenderBonus "AI City Defense bonus" # AI population adds to city defenses str_profile_BarbarianCities "Entrenched Barbarians settle cities" # Entrenched barbarians create a city str_profile_SectarianHappiness "Conflicting citystyle unhappiness" # Conflicting religious, citystyles and city govts cause unhappiness str_profile_RevoltCasualties "Revolting Cities lose Population" # Revolting city loses 1/3 of population str_profile_RevoltInsurgents "Revolting cities create barbarians" # Revolting city creates barbarians str_profile_BarbarianCamps "Entrenched Barbarians create Tile Imps" # Entrenched barbarians create an imp str_profile_BarbarianSpawnsBarbarian "Entrenched Barbarians spawn Barbarians" # Entrenched barbs create more barbs str_profile_AINoSinking "AI ships don't sink" # AI ships don't sink str_profile_AINoCityLimit "AI No City LImit" # AI not affected by city limit str_profile_GoldPerUnitSupport "1 Gold Per Unit Cost" # All pay thins int times unit support calculation str_profile_GoldPerCity "2 Gold Per City x City Limit" # Everyone pays gold amount per city str_profile_AINoShieldHunger "AI doesn't pay Shield Hunger" # AI doesn't pay shield hunger (gets lots of units) str_profile_AINoGoldHunger "AI doesn't pay Unit Gold" # AI doesnt pay unit gold hunger str_profile_AIFreeUpgrade "AI Free Upgrades" # AI doesn't pay goldfor upgrades str_profile_AIMilitiaUnit "AI Free Militia Unit" # If city is empty at turn start AI gets cheapest unit str_profile_OneCityChallenge "One City Challenge" # If city is empty at turn start AI gets cheapest unit str_profile_CityCaptureOptions "City Capture Options" # If city is empty at turn start AI gets cheapest unit str_tbl_ldl_Rand_Test "Rand test (playtest)" str_ldl_Army_Names_Off "Hide Army Names" str_ldl_Army_Names_On "Show Army Names" str_ldl_Civ_Flags_Off "Hide Nation Flags" str_ldl_Civ_Flags_On "Show Nation Flags" str_ldl_SmoothBorders_On "Smooth Icon Borders" str_ldl_SmoothBorders_Off "Thin Pixel Borders" str_tbl_ldl_CityCaptureOptions_On "City Capture Options" str_tbl_ldl_CityCaptureOptions_Off "No City Capture Options" str_tbl_ldl_OneCityChallenge_Off "Normal City Expansion" str_tbl_ldl_OneCityChallenge_On "One City Challenge" str_tbl_ldl_RevoltCasualties_Off "No Revolt Casualties" # Revolting city loses 1/3 of population str_tbl_ldl_RevoltInsurgents_Off "No Revolt barbarians" # Revolting city creates barbarians str_tbl_ldl_SectarianHappiness_Off "No Conflicting citystyle Unhappiness" # Conflicting religious, citystyles and city govts cause unhappiness str_tbl_ldl_SectarianHappiness_On "Conflicting Citystyle Unhappiness" # Conflicting religious, citystyles and city govts cause unhappiness str_tbl_ldl_RevoltCasualties_On "Revolting Cities lose Population" # Revolting city loses 1/3 of population str_tbl_ldl_RevoltInsurgents_On "Revolting cities create barbarians" # Revolting city creates barbarians str_tbl_ldl_BarbarianSpawnsBarbarian_On "Barbarians Spawn Barbarians" # Entrenched barbs create more barbs str_tbl_ldl_BarbarianSpawnsBarbarian_Off "Barbarians Don't Spawn Barbarians" # Entrenched barbs create more barbs str_tbl_ldl_NoAIProductionDeficit_Off "AI Has Production Deficits" str_tbl_ldl_NoAIGoldDeficit_Off "Normal Gold for AI Cities" # AI cities don't go negative in gold str_tbl_ldl_GoldPerUnitSupport_Off "No Gold Per Unit Cost" # All pay thins int times unit support calculation str_tbl_ldl_GoldPerCity_Off "No Gold Per City Cost" # Everyone pays gold amount per city str_tbl_ldl_AINoShieldHunger_Off "AI pays Shield Hunger" # AI doesn't pay shield hunger (gets lots of units) str_tbl_ldl_AINoGoldHunger_Off "AI pays Unit Gold" # AI doesnt pay unit gold hunger str_tbl_ldl_AIFreeUpgrade_Off "No AI Free Upgrades" # AI doesn't pay goldfor upgrades str_tbl_ldl_AIMilitiaUnit_Off "No AI Free Militia Unit" # If city is empty at turn start AI gets cheapest unit str_tbl_ldl_NoAIProductionDeficit_On "No AI Production Deficits" str_tbl_ldl_NoAIGoldDeficit_On "AI Cities Gold always > 0" # AI cities don't go negative in gold str_tbl_ldl_GoldPerUnitSupport_On "1 Gold Per Unit Cost" # All pay thins int times unit support calculation str_tbl_ldl_GoldPerCity_On "City Gold Maintenance" # Everyone pays gold amount per city str_tbl_ldl_AINoShieldHunger_On "AI doesn't pay Shield Hunger" # AI doesn't pay shield hunger (gets lots of units) str_tbl_ldl_AINoGoldHunger_On "AI doesn't pay Unit Gold Cost" # AI doesnt pay unit gold hunger str_tbl_ldl_AIFreeUpgrade_On "AI Free Upgrades" # AI doesn't pay goldfor upgrades str_tbl_ldl_AIMilitiaUnit_On "AI Free Militia Unit" str_ldl_DebugAI "Debug AI" str_ldl_ShowEnemyHealth_On "Show Enemy Health" str_ldl_ShowEnemyHealth_Off "Hide Enemy Health" str_ldl_Debug_AI_On "Show Debug AI Text" str_ldl_Debug_AI_Off "Hide Debug AI Text" str_tbl_ldl_NonRandomCivs_On "Non-Random AI Nations" str_tbl_ldl_NonRandomCivs_Off "Random AI Nations" str_tbl_ldl_AINoCityLimit_On "AI Has No City Limit" # AI not affected by city limit str_tbl_ldl_AINoCityLimit_Off "AI Has City Limits" # AI not affected by city limit str_tbl_ldl_NoCityLimit_On "All Players No City Limit" # AI not affected by city limit str_tbl_ldl_NoCityLimit_Off "Normal City Limits" # AI not affected by city limit # Not Implemented str_SE_DebugAI "debug" str_SE_ShowEnemyHealth "show" str_tbl_ldl_AICityDefenderBonus_Off "No AI City Defense Bonus" # AI population adds to city defenses str_tbl_ldl_BarbarianCities_Off "Entrenched Barbarians settle cities - Off" # Entrenched barbarians create a city str_tbl_ldl_BarbarianCamps_Off "Entrenched Barbarians create Tile Imps - Off" # Entrenched barbarians create an imp str_tbl_ldl_AICityDefenderBonus_On "AI City Defense bonus - On" # AI population adds to city defenses str_tbl_ldl_BarbarianCities_On "Entrenched Barbarians settle cities - On" # Entrenched barbarians create a city str_tbl_ldl_BarbarianCamps_On "Entrenched Barbarians create Tile Imps - On" # Entrenched barbarians create an imp str_tbl_ldl_AINoSinking_On "AI ships don't sink" # AI ships don't sink str_tbl_ldl_AINoSinking_Off "AI ships can sink" # AI ships don't sink
Civ2 military advisor: "No complaints, Sir!"

Well the last playtest came with two new enslaving messages, I post them with the context so that you can see how I modified one of the existing messages:
English:
French:Code:## Enslave ## ## Slaver Attack ## SLAVERY_COMPLETE_ATTACKER "{player[0].sir_cap}, our slave raid has been successful! The captives have been put to work in {city[0].name}." SLAVE_COMPLETE_VICTIM "Foreign slavers have attacked our city of {city[0].name}. Scores of citizens have been enslaved." SLAVE_FAILED_VICTIM "The defenders of {city[0].name} have caught foreign slavers in the act." SLAVE_FAILED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, fortunately our slavers could excape." SLAVE_KILLED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, unfortunately our slavres were caught and killed."
German:Code:## Enslave ## ## Slaver Attack ## SLAVERY_COMPLETE_ATTACKER "{player[0].sir_cap}, notre raid pour capturer des esclaves a été couronné de succès ! Les prisonniers ont été emmenés pour travailler à {city[0].name}." SLAVE_COMPLETE_VICTIM "Les esclavagistes étrangers ont assailli {city[0].name}, l'une de nos villes. Un grand nombre de citoyens a été réduit en esclavage." SLAVE_FAILED_VICTIM "Les défenseurs de {city[0].name} ont pris les esclavagistes étrangers sur le fait." SLAVE_FAILED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, fortunately our slavers could excape." SLAVE_KILLED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, unfortunately our slavres were caught and killed."
Italian:Code:## Enslave ## ## Slaver Attack ## SLAVERY_COMPLETE_ATTACKER "{player[0].leader_name#SIR_CAP}, unser Unternehmen 'Sklavenbeschaffung' ist erfolgreich verlaufen! Die Gefangenen wurden zur Arbeitsverrichtung in die Stadt {city[0].name} geschickt." SLAVE_COMPLETE_VICTIM "Fremde Sklavenhändler haben unsere Stadt {city[0].name} angegriffen. Dabei wurden zahlreiche Bürger gefangen genommen." SLAVE_FAILED_VICTIM "Die Verteider der Stadt {city[0].name} haben fremde Sklavenhändler auf frischer Tat ertappt." SLAVE_FAILED_ATTACKER "{player[0].leader_name#SIR_CAP}, unsere Sklavenbeschaffung in der Stadt {city[0].name} ist fehlgeschlagen, glücklicherweise konnten unsere Sklavenhändler entkommen." SLAVE_KILLED_ATTACKER "{player[0].leader_name#SIR_CAP}, unsere Sklavenbeschaffung in der Stadt {city[0].name} ist fehlgeschlagen, leider wurden unsere Sklavenhändler gefangen genommen und getötet."
Spanish:Code:## Enslave ## ## Slaver Attack ## SLAVERY_COMPLETE_ATTACKER "{player[0].sir_cap}, il nostro tentativo di catturare schiavi è riuscito! I prigionieri sono stati messi al lavoro presso {city[0].name}." SLAVE_COMPLETE_VICTIM "Gli schiavisti stranieri hanno attaccato la nostra città di {city[0].name}. Molte persone sono state ridotte in schiavitù." SLAVE_FAILED_VICTIM "I difensori di {city[0].name} hanno colto in flagrante alcuni schiavisti stranieri." SLAVE_FAILED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, fortunately our slavers could excape." SLAVE_KILLED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, unfortunately our slavres were caught and killed."
As you can see we need the translations for the French, the Italian, and the Spanish version.Code:## Enslave ## ## Slaver Attack ## SLAVERY_COMPLETE_ATTACKER "¡{player[0].sir_cap}, nuestra captura de esclavos ha sido un éxito! Los prisioneros han sido puestos a trabajar en {city[0].name}." SLAVE_COMPLETE_VICTIM "Cazadores de esclavos extranjeros han atacado la ciudad de {city[0].name}. Un gran número de ciudadanos ha sido esclavizado." SLAVE_FAILED_VICTIM "Los defensores de {city[0].name} han capturado a unos cazadores de esclavos con las manos en la masa." SLAVE_FAILED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, fortunately our slavers could excape." SLAVE_KILLED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, unfortunately our slavres were caught and killed."
- Martin
Civ2 military advisor: "No complaints, Sir!"

To fix the AI's problems with settling in cities I separated both orders, therefore we need a new name for the new order. Here is what I did for the various language versions:
Code:English: str_ldl_order_settle "Settle" str_ldl_order_settle_in_city "Settle in City"Code:French: str_ldl_order_settle "Coloniser" str_ldl_order_settle_in_city "Settle in City"Code:German: str_ldl_order_settle "Ansiedeln" str_ldl_order_settle_in_city "In Stadt ansiedeln"Code:Italian: str_ldl_order_settle "Fonda una città" str_ldl_order_settle_in_city "Settle in City"And again we need translation into French, Italian, and Spanish.Code:Spanish: str_ldl_order_settle "Establecer" str_ldl_order_settle_in_city "Settle in City"
- Martin
Civ2 military advisor: "No complaints, Sir!"

I fixed two words in the English translation and here are the Spanish translations.
English:
Spanish:Code:## Enslave ## ## Slaver Attack ## SLAVERY_COMPLETE_ATTACKER "{player[0].sir_cap}, our slave raid has been successful! The captives have been put to work in {city[0].name}." SLAVE_COMPLETE_VICTIM "Foreign slavers have attacked our city of {city[0].name}. Scores of citizens have been enslaved." SLAVE_FAILED_VICTIM "The defenders of {city[0].name} have caught foreign slavers in the act." SLAVE_FAILED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, fortunately our slavers could escape." SLAVE_KILLED_ATTACKER "{player[0].sir_cap}, our slave raid has failed in {city[0].name}, unfortunately our slavers were caught and killed."
Code:## Enslave ## ## Slaver Attack ## SLAVERY_COMPLETE_ATTACKER "¡{player[0].sir_cap}, nuestra captura de esclavos ha sido un éxito! Los prisioneros han sido puestos a trabajar en {city[0].name}." SLAVE_COMPLETE_VICTIM "Cazadores de esclavos extranjeros han atacado la ciudad de {city[0].name}. Un gran número de ciudadanos ha sido esclavizado." SLAVE_FAILED_VICTIM "Los defensores de {city[0].name} han capturado a unos cazadores de esclavos con las manos en la masa." SLAVE_FAILED_ATTACKER "{player[0].sir_cap}, la incursion de nuestros cazadores de esclavos ha fallado en {city[0].name}, afortunadamente nuestros cazadores de esclavos pudieron escapar." SLAVE_KILLED_ATTACKER "{player[0].sir_cap}, la incursion de nuestros cazadores de esclavos ha fallado en {city[0].name}, desafortunadamente nuestros cazadores de esclavos fueron atrapados y asesinados."
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.

Missed the second part.
Code:Spanish: str_ldl_order_settle "Establecer" str_ldl_order_settle_in_city "Asentarse en la ciudad"
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.

Thank you very much, I added the translations to the respository.Originally posted by Maquiladora
I fixed two words in the English translation and here are the Spanish translations.
- Martin
Civ2 military advisor: "No complaints, Sir!"
I have translated all the strings but I still need to have another look at them before posting the translation. I hope to have finished by the end of the week.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

Well, take your time. And then I can put them into the fame and then I can post the next set.Originally posted by Tamerlin
I have translated all the strings but I still need to have another look at them before posting the translation. I hope to have finished by the end of the week.
- Martin
Civ2 military advisor: "No complaints, Sir!"
Here is the French translation of the missing strings.
I think that the strings will need to be reworked as I have no idea of the allowed number of letters. French is often requiring far more space than the translated text.
Be careful, some of the explanations given after the string texts are not correct (Copy and Paste side effects I presume). I have corrected some of them in the translated file but I might have missed some others.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

For the advanced options window the following has four caracters to much:Originally posted by Tamerlin
I think that the strings will need to be reworked as I have no idea of the allowed number of letters. French is often requiring far more space than the translated text.
And here are two more for French, Italian, and Spanish:Code:str_profile_SectarianHappiness "Mécontentement si styles de ville en conflit"
-MartinCode:str_profile_DebugSlicEvents "Slic Event Debug Messages" str_profile_DebugCityAstar "Debug road build path"
Civ2 military advisor: "No complaints, Sir!"
Thanks Martin, here is the translation :
Code:str_profile_SectarianHappiness "Mécontentement dû au sectarisme"
Code:str_profile_DebugSlicEvents "Messages de débogage des événements Slic" str_profile_DebugCityAstar "Débogage du tracé du réseau routier"
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

So far I should have added them, Tamerlin. Now you have to look into two files. On the one hand the civ_str.txt and on the other hand the str_loc.txt.Originally posted by Tamerlin
Thanks Martin, here is the translation :
civ_str.txt contains the new civs added, which still need translations. So far it lokks like that the first civ that needs translation is the civ of Jamaica. Fortunately, you don't need to translate all the city names since they aren't too familiar to be subject of language change.
str_loc.txt contains inflected forms. Those forms end with the malian civ, so that it has to be extended, to include all the civs we have in civ_str.txt.
In addition this file needs also more strings about goods. For that check the goods.txt or gl_str.txt to figure out what has to be added.
-Martin
Civ2 military advisor: "No complaints, Sir!"
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