Stellaris

Stellaris

Dynamic Political Events
 This topic has been pinned, so it's probably important
Caligula Caesar  [developer] 12 Dec, 2017 @ 4:30am
Translations
Let me know if you plan to translate stuff so that I can make sure you have the latest files and you don't duplicate efforts!

You can find up-to-date localisation files here[github.com]. You can also keep track of updates there. I can show you how to use GitHub if you need.

If anyone wants to translate stuff, download them and open them with Word (or whatever text editor you are using, with Word you will have to say "yes" a few times). You should translate everything between " ", but nothing in [ ] or between two $s, or the word after a £. §Y___§! means the word is yellow, red or green, depending on the letter at the start (do translate the word within).

If that sounds complicated, as a rule of thumb, don't translate anything with _ in the word, but if there are spaces, translate it.

There is one new exception to this: I have added new English localisation commands that read something like [cc_colony_leader.GetIsAre], .GetHasHave, .GetWasWere and a few others. These are for Plantoids and Fungoids, which are gender neutral and are given the pronoun "they" - so these give the plural in that case. This should simply be translated as the appropriate verb form (without [ ] and stuff), let me know if it is not clear which to use.

I'm going to put in all the language files and make them show English until such a time as I have translations, so if anyone wants to do even a few events, I'll put them in (i.e. you don't need to translate all of it, I'm happy about any contribution!).

If you have any questions, let me know.
Last edited by Caligula Caesar; 21 Mar, 2018 @ 6:47am
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Showing 1-15 of 77 comments
mikaduki 13 Dec, 2017 @ 3:12am 
I would like to make "Japanese localize patch".
Japanese patch overwrites English files(l_english... files). so I need to upload it separately. May I do so?
Caligula Caesar  [developer] 13 Dec, 2017 @ 5:24am 
Sure, thanks!
Caligula Caesar  [developer] 13 Dec, 2017 @ 5:30am 
I've just uploaded an updated version of the files (colony events got some stuff added, political events might also have gotten a small addition).
mikaduki 15 Dec, 2017 @ 4:29am 
thx for the permission. I have just completed the patch! this is the link. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1231192503
Caligula Caesar  [developer] 15 Dec, 2017 @ 5:25am 
One thing - since you are overwriting the localisation files, and I am actively updating the mod by adding new events (and also when necessary correcting current ones), it might be best for you to overwrite the event files too, so that future updates I make don't break the translations (e.g. if I added new localisations in a file that you are overwriting, those would simply show up as "cc_colony_events.3" or whatever ingame). I'll number my versions (so the update I did today is 1.1), and you can then say what version you have translated up to.

Although, the other option would be for me to just use fresh localisation files most of the time (then they will appear in your patch, but in English), so let me know which you prefer.
Last edited by Caligula Caesar; 15 Dec, 2017 @ 5:26am
mikaduki 15 Dec, 2017 @ 6:47am 
I prefer the former way.
My pathes overwrite english yml files (in the localisation folder).

I usually check whether my patches are up to date by finding expressions like "cc_colony_events.3" "ingame. but it is very useful if you number your versions.
I will try to follow your update as much as possible.

Sorry for bad English. Even though I'm not good at english, I make localize pathes.
I am worried whether I have been rude.
Caligula Caesar  [developer] 15 Dec, 2017 @ 7:13am 
Don't worry, all good, thanks for the translation! So just copy the stuff in the events folder into your patch, it'll work correctly then. I'll make sure I put enough detail in the patch notes for you to find what was changed.

For the current patch, there was one addition in political_events, a big section in colony_events, and some smaller changes in colony_events. The most important of the small changes are that I changed the numbers for the modifiers in will_build_university, will_build_mausoleum and will_build_minor_mausoleum
mikaduki 15 Dec, 2017 @ 7:17am 
Thank you for the very useful information. I'll be working on it shortly.
Morindil 16 Dec, 2017 @ 1:08am 
hi i could do some (maybe all if time permits) of the german translation for you.
since i've no clue about modding some things confuse me though.
can i ask questions that i have in order to clarify certain things here or do you have discord?

first things that are unclear:

does the 'From.Get.Name' (e.g. [RefugeeEscapedFrom.GetName]) refer to a planet, an empire, a race or what?

how or where do i translate things like 'GetHisHer' tags?
Last edited by Morindil; 16 Dec, 2017 @ 1:25am
Caligula Caesar  [developer] 16 Dec, 2017 @ 2:52am 
Thanks for the offer! I do have a discord, I'll PM you a link.

In general, don't change anything in the [ ]. The exception would be a case where German grammar might not want "he/she" but "him/her", if such cases exist (ich kann mir grad keine ausdenken, habe jedoch keine Lust wirklich zu suchen, es koennte also vorkommen :P ). The "GetHisHer" etc will be translated into German automatically, so will give you "sein" or "ihr". To make it grammatically correct, you then need to add the case endings outside of the bracket, so e.g. "[cc_colony_leader.GetName] ging mit [cc_colony_leader.GetHisHer]em Hund spazieren."

As for the from/root/whatever - that is to do with the scope of the event. So anything that isn't root/from/fromfrom/prev is a custom scope, what most of mine refer to should be self-explanatory. Root and from depend on the event, but will almost always be a country or planet. Root is the Kern of the event, so if you can work out what the event is based on (is it a planet or a country event), that should help you guessing - also if it says "root.owner.GetName", the root will be a planet and root.owner will be the country that owns it. From is a bit less predictable. In the case you cited, though, "RefugeeEscapedFrom" is actually a custom scope that refers to the country the refugee escaped from.

Also btw, don't make the Gaensefuesschen oben at the start of the word be unten. I don't think the game will like that.
[HSC] Aven 16 Dec, 2017 @ 5:28am 
Yo dude. I'm doing the french translation, can you PM me the link to the Discord ? I'd have a couple of questions on a couple of variables and events.
Thanks
Aliedor 21 Dec, 2017 @ 1:39am 
Hey, friend! I'm doing russian translation and find some mistakes (or not a mistakes?:D).
cc_seditious_talk_militarist:0 "Seditious Talk"
cc_seditious_talk_pacifist:0 "$cc_seditious_talk_militarist$"
cc_seditious_talk_xenophobe:0 "$cc_seditious_talk_militarist$"
+ other similar
Mb it must look like: cc_seditious_talk_pacifist:0 "$cc_seditious_talk_pacifist$",
cc_seditious_talk_xenophobe:0 "$cc_seditious_talk_xenophobe$"?
Sorry If i missed something.
And here i find that you didnt add a description:
cc_recent_xenophile_wedding:0 "Recent Xenophilic Wedding"
cc_recent_xenophile_wedding_desc:0 ""
And also i have one last question. In russian language we dont need him/her or he/she, may i change it to standart [cc_colony_leader.GetName]?
Caligula Caesar  [developer] 21 Dec, 2017 @ 2:39am 
Hi! Thanks for doing Russian translations! The first ones are not a bug, it's so you don't need to write "seditious talk" 9 times. The other one is, I've fixed it in the internal build which I haven't released yet because I have some wip events that aren't finished. I'll bring you onto our discord channel and then we can sort you out with the latest stuff (I've fixed a number of localisation bugs and also made a few changes today that will make translating a bit less arduous). (Luckily, we have some software that lets you see what has been changed quite easily, I've been using it since the last update I posted).

Also, yep, make sure the grammar is always correct. We can take this to the discord channel, but I've heard that Russian has some complex grammar that doesn't always work with Stellaris' localisations as they are. I've found a way to sort that for German and French genders (e.g. in French, the ending of a the profession will usually get an "e" added on if the person doing it is female, I made this possible). So if there's any such thing where it would be different for masculine or feminine, let me know and I can try and code it in.
Last edited by Caligula Caesar; 21 Dec, 2017 @ 2:58am
Aliedor 21 Dec, 2017 @ 3:22am 
Even official translators of the stallaris cant handle our russian language:D So dont worry - we are used to the fact that grammar looks bad. Russian language is really hard to learn, because we have six cases, three tenses: present, past, future; three genders: Masculine, Feminine and Neutral, and all of this change the structure of the word.
One name, lets say - Polina. In russian it will be Полина.
So look here, I'll change only case.
Полина, Полине, Полину, Полиной, e.t.c
No programmer can handle with this:D Each case gives its end of the word.
Last edited by Aliedor; 21 Dec, 2017 @ 3:29am
Caligula Caesar  [developer] 21 Dec, 2017 @ 3:29am 
Indeed I can't change the names. But I could make it so that, in colony events, the version of the adjectives and professions is correct for whether the person is masculine or feminine. (It's something that the original devs never bothered to do, but I decided to insist upon for German and French).
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