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Author Topic: Language Tokens in Raws  (Read 1025 times)

Hague

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Language Tokens in Raws
« on: January 27, 2008, 11:13:00 pm »

I thought maybe it would be interesting to allow certain creatures, plants, and other things and so on to be given language tags for their names.

I mean, what's dwarven for "fire man?" Is it the same as humans and elves? It seems a simple enough word like fire man would allow you to give detail names to the mystical and unnatural creatures of the world.

Maybe add a few tokens or a allow a character to dictate words via the language dictionary. Maybe [DICT_NAME:ADJECTIVE:COMPOUND1:COMPOUND2]
If the dictionary fails to yield a word for that creature, the raw will default to [NAME:::]

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Armok

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Re: Language Tokens in Raws
« Reply #1 on: January 29, 2008, 03:43:00 pm »

Seconded.
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Alfador

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Re: Language Tokens in Raws
« Reply #2 on: January 30, 2008, 03:17:00 pm »

How about also allowing the creature files themselves to dictate a dwarven name, an elven name, a goblin name, etc. for it? These names could ALSO be in the language file, where one or the other would prevail where both exist. This would make it easier to mod in new creatures and civs; just make sure your civ's language file has entries for all creatures, and your creature entries have names in all civs.
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Armok

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Re: Language Tokens in Raws
« Reply #3 on: January 31, 2008, 02:46:00 pm »

Idea!
Have every civ have a English name like now, but also a game language name that IS NOT A STRING BUT CONSISTING OF WORD REFERENCES, bad explanation.

Some random example might help:

[CREATURE :DWARF]
   [NAME:dwarf:dwarves:dwarven:STONE+CHILD]
   [TILE:1][COLOR:3:0:0]
   ...

Then dwarves would call themselves Lamtilat.
([T_WORD:STONE:lam], [T_WORD:CHILD:tilat])
Elves would call them Quecaimi.
([T_WORD:STONE:queca], [T_WORD:CHILD:imi])
Goblins would call them Toxngomstu.
([T_WORD:CHILD:tox], [T_WORD:STONE:ngomstu])
and so on.

What do ya think?  :D

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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Alfador

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Re: Language Tokens in Raws
« Reply #4 on: February 01, 2008, 02:31:00 pm »

Then you could do this for words within that civ's language file, so for example dwarves have a separate word for "beard" since it's culturally important, but elves would just use "FACE+HAIR" or something. (can't get the real words 'cause I'm at work)
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Xenomorph

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Re: Language Tokens in Raws
« Reply #5 on: February 01, 2008, 02:54:00 pm »

You could probably take that a stage further and let dwarves have, say, twenty words for beards.  Or different types of beards.  Or something.
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Bricktop

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Re: Language Tokens in Raws
« Reply #6 on: February 01, 2008, 03:40:00 pm »

Some elves probably have beards as well.
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Sean Mirrsen

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Re: Language Tokens in Raws
« Reply #7 on: February 01, 2008, 03:51:00 pm »

In the many elf-containing universes I've seen, not a single elf had any facial hair, let alone a beard.

Therefore it is fun that one of the elven civs (in one of the posted worldgen dumps) worshipped a god that contained Beard in his name...

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Pollux

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Re: Language Tokens in Raws
« Reply #8 on: February 02, 2008, 07:11:00 pm »

quote:
Originally posted by Sean Mirrsen:
<STRONG>In the many elf-containing universes I've seen, not a single elf had any facial hair, let alone a beard.

Therefore it is fun that one of the elven civs (in one of the posted worldgen dumps) worshipped a god that contained Beard in his name...</STRONG>


The myriad varieties of elves of The Elder Scrolls 2: DaggerFall had them.

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