Sorry about the delay in response; I've been offline for a while.
So, does this mean that the words starting with "A" would have short translations, and ones starting with "Z" would mainly be long? That would be a bit weird looking . I like the language generator, I'll probably play around with it when I have the time. The creature generator looks good too, really interesting, but I probably won't be using it, at least not now. Still, you did an amazing job with this.
Only if you provided so few words that it didn't have enough to generate the language from. This is actually
really difficult to do - you have to intentionally provide only five words or so. It's not usually an issue. Still, I have an updated version that I'll be uploading in the near future to ward against the issue, just in case. Nothing's foolproof, right? And thank you for the compliment.
Just want to say thanks for your language generator.
-snip-
Thanks for letting me know! I'm glad you found it useful outside of DF. I'm sorry you had to jump through so many hoops to get it to work, though. If you shoot me a PM next time, I'll try to see if I can custom-rig a program for you to make your job go a little more smoothly.
When you run the program again, do the new creatures you generate replace the old ones you generated, or do both the generations add up?
Black_Legion is right. It replaces the old creatures that it genned, so they don't pile up. You can keep genning until you get something you like - although, if you're genning 1,000 creatures, you may have some difficulty deciding whether or not you like the whole batch. lol
Ah, thanks. Another question: I deleted all vanilla entity and creature files and left only the random ones. It's not generating anything properly and there are no playable civs. Just legends mode. I set [CIV_CONTROLLABLE] and [ADVENTURE_TIER:X] to all of them
Neither program changes ANY of the default raws. Redownload DF and copy-paste a clean set of raws if you need to... and for future reference, deleting the entity file is generally a bad idea.
But you do not understand.
I don't want any vanilla stuff.
Just the randomly generated shit.
DFRandCreatures does NOT create enough creature types to ensure everything is replaced. It does not, for example, create domesticated creatures. It doesn't create birds, and it doesn't create vermin. It doesn't generate fish or any other aquatic animals. It doesn't generate megabeasts, and it does NOT replace the dwarf/elf/human/goblin raws. I'm sorry if that's what you wanted it to do, but to make that work successfully, I'd basically have to have the data in a separate file, just to copy-paste it again, and you'd end up with the same thing you had before. Thus, you might as well not have deleted anything in the first place. DFRandCreatures is meant to
add to the experience, not replace it.
If you really, really want to get rid of a lot of default creatures (which I strongly advise against), I would delete:
- creature_large_mountain.txt
- creature_large_temperate.txt
- creature_large_tropical.txt
- creature_large_tundra.txt
- creature_mountain_new.txt
- creature_savage_tropical.txt
- creature_temperate_new.txt
- creature_tropical_new.txt
- creature_tundra_taiga_new.txt
Deleting just those files should keep the game from getting "screwed up". And again, I
strongly advise against it.
EDIT: Missed this bit.
@OP (my apologies that I can't hope to spell your name...): If I understand correct where a word falls into multiple symbol groups the root from one of those symbols is chosen at random, and where it corresponds to a longer English word more pieces are strung together to make the word longer. I'm wondering, when it has to create a longer word for a word of multiple symbol groups, will it start putting together more roots from other symbols the word belongs to if possible? If it doesn't, could that functionality be added in, to create a tendency for words that obviously smash together two symbols (e.g. if you have "onu-" for flowery, "-dleb-" for stony, and a word that is in both the flowery and stony symbol groups and requires a length of at least three pieces, will it prefer to start with "onudleb-" rather that just using one or the other)? I think this may go partway toward increasing the extent to which related words look related, while still leaving room for randomness (because sometimes you nonetheless have more symbol groups than pieces to put together, or you have two words that share the same couple of groups and one of them will have to miss out, etc.).
I could have it put in two symbols for longer words, yes. Symbols have three parts (i.e. oa kl ai- or -sh a nt), but it can choose to shorten it to make it fit better with the word (i.e. oakl- or -ant, to reuse the examples from within the last set of parentheses). This way, you could wind up with
oaklainar or
oaklotis, and it still has the same word root. You could conceivably fit them together, like:
oaklaram
ant. I simply never did.
The suffixes and prefixes don't actually affect the size of the words, though. DFLangCreate automatically rejects words that are longer than it wants, so you end up with the same sized word no matter what.
And btw, just call me Talv.