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Author Topic: New Utility project: Random language generator  (Read 6260 times)

Sean Mirrsen

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Re: New Utility project: Random language generator
« Reply #15 on: August 15, 2008, 09:42:37 am »

I've just remembered an idea I had and posted about it in Suggestions. I've been looking at the language_words file and it struck me - exactly the same thing, applied to "language_SPECIES" files, will achieve all the desired effects of the languages. You will have different word forms for different words, and different word placement rules for different species, maybe even different word lists. language_words will be reduced to a "general English translation" file, translating the different forms of different words into readable form for translated names.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
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Mephansteras

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Re: New Utility project: Random language generator
« Reply #16 on: August 15, 2008, 10:23:25 am »

That would be pretty cool. Toady has on his list a revamp of the language system. It'll be interesting to see what he does with it. And, of course, I'll need to write a whole new script to handle the new changes.  :D

This is turning out to be a fun little project to work on. I still haven't gotten the odd ascii characters to work right. Not sure exactly where I'm screwing up yet, but when I get that in place I can probably release the first version of this.

Although, I suppose if people are happy making languages without the odd ascii stuff I could release what I've got.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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