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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Play the World > Language Version Fiasco: How Would you have done it?
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16.Sep: 7 NEW FILES
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panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:25
  Old Post 30-01-2003 17:32 Visit panag's homepage!
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#31 Report this post to a moderator
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quote:
Originally posted by The Viceroy
Alexnm, no you misunderstood me, There was still only 1 version of code, but several languages catered for , not at install time, at runtime !!! (I am divorcing the code and Languages for the very purpose of making it easy to patch)

We all install the same version, however, we all get to pick what language we would like to see Civ in.

So it would not take any more time producing a patch for this, than it would any version, unless (as I stated) it involved changes to the language files themselves, but that work needs to be complete anyway.


hi ,

, intresting , .....

there are many people who had software conflicts with local version's , however when they bought or changed the version they had to the US english they had no more problems , ......

so how is that to be explained , .....

have a nice day

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:25
  Old Post 30-01-2003 21:17 Visit Inverse Icarus's homepage!
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#32 Report this post to a moderator
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i don't see why the languages present this much of a problem, couldn't the entire game (including unit labels and everything else) be coded in english, and then have a text file with localized names for everything that needed to be labeled?

i've done this on a smaller scale, but surely it can be done for a game like this.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:25
  Old Post 30-01-2003 21:27 Visit panag's homepage!
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#33 Report this post to a moderator
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quote:
Originally posted by UberKruX
i don't see why the languages present this much of a problem, couldn't the entire game (including unit labels and everything else) be coded in english, and then have a text file with localized names for everything that needed to be labeled?

i've done this on a smaller scale, but surely it can be done for a game like this.


hi ,

, it should work , .....

well , ask Firaxis , you know them very good


but the best would be to keep everything in plain simple US english

there are also troubles with the "local language introduction" versions , .......

this seems to be an english copy with an intro in some scandinavian languages , its full with errors that cause software problems , .......

well at least infogrames does not seems to bother with a refund , .......

have a nice day

The Viceroy is offline The Viceroy
Prince
tu mumbai se, mai Bombay se
Nov 2000
time: 05:25
  Old Post 31-01-2003 17:32
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#34 Report this post to a moderator
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UberKruX .. thats exactly what i was suggesting ! Divorcing the code and language, so you don't have to concern yourself with releasing special patches .. I think this is the best way to approach multi-langauge support.

It is true, you could do away with localisation alltogether, and just produce English version, I guess as a software company, you have to make that call .. I still believe in providing language support, if your target is world wide, but where you draw the line is down to cash in the project box.

As for why Firaxis didn't do this ?????? beyond me, I guess like most developers, they did not consider the support implications of their design, its a very very common problem in the IT industry, never mind just Games. I encourage any developer/designer, always ask the question, "How can we best support this" before rubber stamping your idea's .. it will save you soooo much money (and for games coders, it will save you soooo much egg on your face/angry customers).

 
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