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9 years ago
Apr 11, 2016, 1:31:26 AM










The Search Party Technology text should read "Increases by 5% the odds to get loot or an event" NOT "Increases by 5% the odds to get A loot or an event"
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9 years ago
Apr 12, 2016, 6:52:31 PM
Line 5890-5894: Name="%MainQuestMadFairies-Chapter2Description">Time and experience bring knowledge, though new knowledge is not always welcome.



Your dream of a great new tower to the stars, a symbol to Gaia, has been put off by strikes and riots at the building site. Achak Adahi, who leads the Sokwa, claims your dreams are foolish sacrilege. He, and many others, continue to insist on the old ways. There are those, however, who have seen what you have seen, and question the old ways as you do.



You must explore, go farther, learn more. You convinced them to look beyond the forests, to seek new ways; it is time to explore farther and find new allies -- or new slaves -- for the cities you see in your visions.



Extra space.





Line 5919: Name="%MainQuestMadFairies-Chapter3-Step1">Search the $QuestPOIName with a Wild Walkers Hero and minimum 4 Ranged\7741[/COLOR] and 2 Minor Faction units



Missing space.





Line 6012: Name="%MainQuestBrokenLords-Chapter1Outcome">You have unearthed an Endless artifact. It is in poor condition, and appears to part of a larger construction. The question now is how to restore it.



Should be "to be part".





Lines 6026-6029: Name="%MainQuestBrokenLords-Chapter3Description">The power of the marquis grows daily. There are those who whisper in my ears that I should bring him into my inner circle, even make him the King's Hand; our history is rich with examples of warring factions coming together through unexpected alliances. Those who recommend this conveniently forget that there are just as many stories of realms that were torn apart by unions as ill-considered as this one would be...



While the nobles and populace watch Martin de Ildan de Suluzzo, I will push ahead with my own plans. Explore, find additional sources of Dust, gain greater control over the nearby regions and peoples -- that is how I see our people surviving. Not by turning into armored leeches. A new city is good, and new Watchtowers will help us to hold it. Perhaps I can find a way to convince my subjects that we can survive and grow without this obscene feeding.

Perhaps
when we explore we will find new artifacts like the Quivering Circlet, which now throbs with power that we have restored and now try to understand.Vinchus, the artificer, has also come up with some interesting notions and unexpected ideas. He believes there is a link between the Quivering Circlet and the marquis's pendant; his studies show that both share repetitive patterns of incomprehensible runes and show similar reactions to the presence of light and Dust.



Missing paragraph. Should be "understand. Vinchus".
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9 years ago
Apr 14, 2016, 9:40:03 AM
Thanks again! It will be fixed in the next version smiley: smile
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9 years ago
Apr 16, 2016, 1:07:35 PM
Line 6181: Name="%MainQuestVaulters-Chapter3-Step1Tooltip">The Winter Shelter is a complex and costly; verify the resources required to build it.



Either "The Winter Shelter is a complex and costly improvement" or "The Winter Shelter is complex and costly".





Lines 6304-6306: Name="%MainQuestNecrophages-Chapter4Description">Peace, peace, peace, can I get any peace? Every burr, every click, every scratch echoes through the hard tunnels, drills deep into my head. I need to think! To think is to see is to plan is to survive. But the noise! The noise distracts me from my task! Menials! Get out! Ah, some peace. But a brittle one. Our acts have not gone unseen by the eyes of the hind-legs. They grow bolder by the day, sending out parties of fighters. They will be killed and feasted upon, but I fear for the day they organize themselves as well as we do. They will overwhelm us unless we have the numbers; our attention must turn to a new chamber. While we build it we will be vulnerable. The hive will need to be protected, the enemy scattered from our lands. Then? Then we can truly start swarming this world "Auriga"...



Rhiss has many ideas for how we might forge such a path. His mind is aflame, painting a blazing trail of the contraptions, strategies, and... unions... we might follow. While his mind burns, his body hardens and bends, becoming more like us every cycle. I never speak the thought, but he may be our future, a hybrid of hind-legs and hive-dweller that marries their capacity to reason with our brute strength. He has become more than a mere broodling, he has become an example. We must learn our enemies' ways, watch them, find their weaknesses... But I get ahead of myself. Nothing will come without the brood mother's new chamber.



Should probably be "Ka-Riss". Extra space.



-~-



I'm too lazy to mark all the lines, but I'd suggest taking a look at all the quests and defining where to add periods and where not. Sometimes the steps have periods, others not. The same for the tooltips.

The same for the hyphens. In some places double hyphens are used ("--"), in others single one ("-"). In some places they are spaced out (" -- "), in others on one side or another only ("-- " and " --").
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9 years ago
Apr 21, 2016, 6:52:10 PM




I think the ♥♥♥♥♥♥♥ meant "our great empire does." Or "the way ours, the greatest empire, does" is also possible I think.
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9 years ago
Apr 27, 2016, 1:13:07 AM
In the description of the winter effect which Opens Borders, it says "Borders are temporary open". It should be "temporarily".
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9 years ago
May 14, 2016, 11:08:28 AM
Here are some issues with the spanish translation that can give a spanish user a bad user experience, I also give some proposals that could be used for next patch :p. I've made the changes on my own translation file to test them (and keep them for next games!)



1. In this case the spanish translation tells you that you must bring heavy infantry units along with a hero of level 4 minimum, while the real requirement is to bring a hero of type infantry with level 4 minimum. Also the variable used ($QuestPOI) is of the wrong tipe and doesn't get replaced.



Original spanish:

Ve y registra la $QuestPOI revelada por los rayos de Polvo con Infantería pesada \7739\ y un Héroe (mínimo Nivel 4).

Original english:

Search the $QuestPOI1Type revealed by the rays of Dust with a strong Infantry \7739\ Hero (Level 4 minimum).

Proposed translation for spanish locale:

Ve y registra las $QuestPOI1Type reveladas por los rayos de Polvo con un Héroe de Infantería \7739\ poderoso (Mínimo nivel 4).







2. Here we have a confusing Quest text, as it doesn't give you any real clue of what to do. The english text specifically states to bring a settler ('colono' in spanish), while the spanish text doesn't mention the settler if you don't bring up the tooltip.



Original spanish:

Crea un refugio en las ruinas para organizar mejor la ayuda humanitaria.

Original english:

Bring a Settler to the Ruins to improve the organization of the relief effort.

Proposed translation for spanish locale:

Trae un colono a las ruinas para organizar mejor la ayuda humanitaria.







3. Here we have some UI issues on the science screen, as the translated text is too long and can easily overlap the science values, making them unreadable.



Original spanish:

Coste nominal por investigación

Original english:

Nominal cost per research

Proposed translation for spanish locale:

Coste base investigación



Original spanish:

Producción del imperio por cada turno

Original english:

Empire output per turn

Proposed translation for spanish locale:

Producción por turno







Hope it helps!

Have a nice day.
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9 years ago
May 16, 2016, 12:25:36 PM
Merged threads, thanks for the report Ninakoru! :)
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9 years ago
Jun 2, 2016, 4:28:49 PM
Line 10214: Name="%DiplomaticInteractionWarToTruceProposed_WinterShifters">This #F3EAD8#War#REVERT# is ruining Mother Auriga. Shall we and it with a #F3EAD8#Truce#REVERT#?



Should be "end".





Line 10216: Name="%DiplomaticInteractionWarToTruceRefused_WinterShifters">You are #F3EAD8#Truce#REVERT# smells of something rotten. We do not accept it.



Should be "Your".





Line 10218: Name="%DiplomaticInteractionWarToTruceDeclarationAcknowledged_WinterShifters">You plunder Auriga, then force your will upon us! We see that we muxt accept your #F3EAD8#Truce#REVERT#.



Should be "must".





Line 10262: Name="%DiplomaticInteractionCommonFriendFeedbackPositive_Occurrence1_WinterShifters">We see that we have a #F3EAD8#common friend#REVERT#, this is bodes well for all Mother Auriga.



Should be "this".





Line 10276: Name="%DiplomaticInteractionCommonFriendFeedbackNeutral_Occurrence1_WinterShifters">As we have a #F3EAD8#common friend#REVERT#, it may be possible that we may have common interests.



Extra space after the period.





Line 10286: Name="%DiplomaticInteractionMyEmpireLeadScoreFeedbackNeutral_Occurrence1_WinterShifters">At this stage ofour relations, please note that Auriga has blessed us as the #F3EAD8#greatest empire#REVERT#.



Should be "of our".





Line 10294: Name="%DiplomaticInteractionWarFatigueFeedbackNegative_Occurrence1_WinterShifters">Though this #F3EAD8#war fatigue#REVERT# burdens us heavily, it has not lessend our contempt for you.



Should be "lessened".





Lines 10302-303-304-306



Double space before "#F3EAD8#".





Line 10305: Name="%DiplomaticInteractionMarketBanRemovalNegotiationAskToDeclareWarProposed_WinterShifters">As we open our markets, let us chare diplomacy as well and #F3EAD8#declare war#REVERT# on this empire.



Should be "share". Double space.





Line 10317: Name="%DiplomaticInteractionSpySpottedFeedbackPositive_Occurrence1_WinterShifters">We agree that our lands our wondrous to look upon. Still, we prefer that your #F3EAD8#spies#REVERT# look elsewhere.



Should be "are".





Line 10318: Name="%DiplomaticInteractionSpySpottedFeedbackNeutral_Occurrence1_WinterShifters">We note that you have #F3EAD8#spy#REVERT# in our territory. We fly high and see much.



Should be "have a #F3EAD8#spy#REVERT#", or "have #F3EAD8#spies#REVERT#". Double space.





10319: Name="%DiplomaticInteractionSpySpottedFeedbackNegative_Occurrence1_WinterShifters">You send #F3EAD8#spy#REVERT# to infiltrate and sabotage? Beware, our temper can change quickly.



Should be "send a #F3EAD8#spy#REVERT#", or "send #F3EAD8#spies#REVERT#". Double space.





Line 10347: Name="%DiplomaticInteractionOrbsStolenFeedbackNegative_Occurrence1_Drakkens">You have taken enough Pearls. It is time for you de be more prudent in your thefts.



Should be "to".





Line 10383: Name="%DiplomaticInteractionMantaAspiratingInMyTerritoryFeedbackNegative_Occurrence1_Cultists">The faithful rejoice in the presence of your Skyfin.



Copy from the "Positive" response they give. I suggest something like "Your Skyfin remains in our land, and in the mind of the Unspoken. You should know to leave before any action is taken."
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8 years ago
Jul 20, 2016, 10:45:54 PM

In this picture you can see there is a typo in Los Los Invidentes, it's same as saying The The Eyeless Ones.


In this picture you can see a notification stack, the upmost notification seems to be in Italian while the rest are in Spanish, which is the current selected language.

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8 years ago
Sep 1, 2016, 5:36:46 PM

Thanks, all the fixes will be available with the next version!

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8 years ago
Oct 5, 2016, 5:31:24 AM

<LocalizationPair Name="%EmpirePlanSimulationDescription">Click here to do a simulation of your next Empire Plan (it is currently locked)/</LocalizationPair>

Should end with a . not a /


<LocalizationPair Name="%OnlyMadFairiesOnCityTooltipEffect">Wild  Walkers hero with Roads of Dust item equipped must be city governor</LocalizationPair>

Double space in 'Wild Walker'


  <LocalizationPair Name="%WorldGeneratorOptionTopographyMountainousDescription">Mountainous landscape (many elevation changes). Elevations often as high as 7. Manyridges and cliffs, all with maximum height of 4. Many rivers, few lakes.</LocalizationPair>

No space in 'Manyridges'


Updated 8 years ago.
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8 years ago
Oct 13, 2016, 8:22:09 PM

Spelling mistakes from 1.5.0:


<LocalizationPair Name="%DiplomaticInteractionMyEmpireLostNavalRegionControlDuringWarFeedbackNeutral_Occurrence1_RovingClans">Why would you #F3EAD8#force us to lose a naval regiony#REVERT#? We do understand the value of these things.</LocalizationPair>


Region


<LocalizationPair Name="%DiplomaticInteractionCityTakenFromEnemyFeedbackPositive_Occurrence1_Cultists">You have #F3EAD8#taken an enemy city#REVERT#; we praise your wisdom which aligns with the needs of the Queeen.</LocalizationPair>


Queen


<LocalizationPair Name="%DiplomaticInteractionAtWarWithMyAllyFeedbackNegative_Occurrence1_Drakkens">You are at #F3EAD8#war with our ally#REVERT#! This is a heinous act of barabarism.</LocalizationPair>


Barbarism


<LocalizationPair Name="%DiplomaticInteractionCityTakenFromAllyFeedbackNegative_Occurrence1_Drakkens">You have committed a barabaric act of war by #F3EAD8#taking an allied city#REVERT#!</LocalizationPair>


Barbaric


<LocalizationPair Name="%DiplomaticInteractionOtherEmpireLeadNavalMilitaryPowerFeedbackPositive_Occurrence1_Mezari">You have the #F3EAD8#most powerful navy#REVERT#, but we think rou'll be smart about it.</LocalizationPair>

<LocalizationPair Name="%DiplomaticInteractionOtherEmpireLeadNavalMilitaryPowerFeedbackPositive_Occurrence1_Vaulters">You have the #F3EAD8#most powerful navy#REVERT#, but we think rou'll be smart about it.</LocalizationPair>


You'll


<LocalizationPair Name="%DiplomaticInteractionMyEmpireLeadNavalMilitaryPowerFeedbackNegative_Occurrence1_Necrophages">The hive has the #F3EAD8#most powerful navy#REVERT#, and we ar eager to demonstrate it on you.</LocalizationPair>


Are (also, shouldn't hive be capitalized?)


<LocalizationPair Name="%DiplomaticInteractionBlackSpotAcknowledged_RageWizards">You #F3EAD8#have placed a Black Spot on us#REVERT#. We accpet the pain, but not the sentiment.</LocalizationPair>


Accept


<LocalizationPair Name="%DiplomaticInteractionEliminatedEnemyFeedbackPositive_Occurrence1_BrokenLords">Your #F3EAD8#elimination of our enemy#REVERT# leaves us in youir debt.</LocalizationPair>


Your


<LocalizationPair Name="%SideQuestNavalInteract#0025Objective">Find the Unique Facility indicated on the old mariner's map. These Facilites contain marvels of greater value than standard Fortress tiles.</LocalizationPair>


Facilities


<LocalizationPair Name="%SideQuestNavalInteract#0022Description">The tribe that has settled comfortably in these ruins is unhappy with their ugly new ovelords. They don't like their noisy habits, blasphemous forms of worship, and the casual and disgusting way they dispose of their waste. they also find them repulsively ugly, but that is a more subjective issue.

If you can resolve the problem by driving them out, the Erycis would be happy to see a more agreeable people -- like yours -- take their place.</LocalizationPair>


Overlords


<LocalizationPair Name="%SideQuestNavalInteract#0019Outcome">The objects are taken carefully, amid awed whipsers and genuflections. You have greatly impressed the inhabitants of the Fortress, who show their appreciation with some useful technology. Now that is an unexpected gift!</LocalizationPair>


Whispers


<LocalizationPair Name="%SideQuestNavalInteract#0018Description">It all seemed too obvious. A scout finds a ruined Bathysphere, notes that it is no longer in working order, and calls upon the ship to send divers and loot it.
Sadly she was a better scout than mechanic, and the Bathsyphere is anything but ruined. It is part of an undersea pirate cooperative, and all of a sudden your well-meaning scout and the fleet she was posted to are under attack!</LocalizationPair>


Bathysphere


<LocalizationPair Name="%SideQuestNavalInteract#0006Description">The Fomorians in the Fortress complain of feast and famine, of nets bursting with fish and yet weeks when the juciest bait and chum bring nothing. Should you show that the bounties of Auriga are at your beck and call, that your people never want for a full belly, they will view you with almost god-like reverence. </LocalizationPair>


Juiciest (also extra space at the end of description)


<LocalizationPair Name="%SideQuestNavalInteract#0003Description">The more you sail the waters, the more you realize you are gliding on a thin surface above deep and unfathomable mysteries. Are there lost kingdoms, unseakable horrors, or both?
Gnarled deckhands, skilled wrights, and sunburned pirates speak of an ancient object, lying in a place shrouded in mystery and death, that may teach you more about what lurks beneath you.
It may be dangerous, but what is life without a bit of risk?</LocalizationPair>


Unspeakable


<LocalizationPair Name="%SideQuestNavalTalk#0003-Step2">You find a wreck, bodies... and pirates! They murdered the lost Formorians and now your quest is for justice -- or vengeance.</LocalizationPair>


Fomorians


<LocalizationPair Name="%MainQuestSeaDemons-Chapter8Description">Morgwar exults. Others are weak, without purpose; kill each other for Dust. Little minds thinking little thoughts. No vision. No intent.

Only Morgawr sees world as one world, people as one mind. Only Morgawr can use one great mind to control many small ones. Only Morgawr will prevail. See last step to freedom, last chain to break. Last vestige of evil tools of the Jailers.

Jailers feared Morgawr great intent, Morgawr mind. Jailers were not stupid. Jailers created Dampening Wave; an engine driven by tides and currents to suppress Morgawr thoughts, limit Morgawr movements.

Fortresses and Jailers' beasts are all part of Dampening Wave. Must control them, breach them, make the engines turn through seasons and pry out their secrets with Dust.

Freedom will be expensive, painful, long. But there is no other goal. There is no other reason to exist.

Freedom.</LocalizationPair>


Morgawr

Updated 8 years ago.
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8 years ago
Oct 16, 2016, 10:46:09 AM

"1. Freedom / Breakout" quest has a spelling error in it's objective: "Exploit at least one sea tile with one of your city, and research the "Vore" unit Technology.


Should be cities.



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8 years ago
Oct 17, 2016, 1:51:45 PM

Line 10787:   <LocalizationPair Name="%UnitProfileSeaDemonsHero2Description">As one of the many bizarre mutations that characterize the Morgawr population, Strio has growths that clearly indicate genetic material of conch or nautilus shells. During his early years he learned that these shells, if filled with air, could be made to create sonic vibrations of most unusual -- and sometimes pleasing -- frequencies. When communes are full of Morgawr in deep thought, or even merely trading news, Strio will often create musical counterparts to soothe listeners, make them vulnerable to suggestions, or even enrage them if it suits him. When defending he will play a  series of tones that he refers to as the "Song of the Morgawr", designed to instill morale in his own troops while confusing the enemy. Music is a powerful force, and when tied to Morgawr intent it can be a very unpleasant weapon.</LocalizationPair>


Double space.


Line 10792:   <LocalizationPair Name="%UnitProfileSeaDemonsHero3Description">The Morgawr are a telepathic society that identifies individuals by their minds, and as such has little need for names. Sclera, however, has held subbornly to his as it was all that remained of one of the tags on his chains when he awoke, deep under the seas. As one of the "Originals", Sclera spent ages in suspended animation with the incipient madness of isolation and imprisonment working on his mind. He was blessed with a genius-level intellect, however, and turned to logic, math, and feats of memorization to avoid losing his sanity -- a risk that may still be lurking just around the corner. When the Rising occurred, and the Originals freed themselves to form the Morgawr society, Sclera showed two very interesting characteristics. First, a genius for the problem-solving aspects of managing and leading, and second, a deep terror of being left alone. Sclera often uses the Morgawr's natural powers of mind control to ensure he is surrounded by followers -- and delicately cleanses them suspicion that they have been used as psychological crutches or living shields.</LocalizationPair>


Should be "stubborn". Should be "the", "their" or "them of the".


Line 10797:   <LocalizationPair Name="%UnitProfileSeaDemonsHero4Description">Like all Morgawr, Ploria is a heavily mutated and corrupted product of various ancient species from Auriga -- and perhaps even other worlds. In Ploria's case, however, one of the worst mutations is his unusual aggressiveness. A skilled hunter and killer, he will often attack those who disagree with him not only mentally - which is normal in a telepathic society - but physically, which is viewed as a terrible breach of protocol. Were it not for his usefulness as a warrior-assassin for the Morgawr, it is likely that he would long ago have been selected as an Aberrance and put down for his violent nature. He wears his aggressiveness with pride, not shame, and has declared that he will seek and slay one of every major life form on the planet. As a spirit of the dark and a hunter of sentient beings, it will likely not be long before he achieves this.</LocalizationPair>

Does not follow the double hyphen pattern ("--").


Line 10853:   <LocalizationPair Name="%FacilityResourceExtractor_Luxury13Description">Facilities, like this one that generates Hydromiel are platforms that provide bonuses and resource exploitation. You can never know how much will be exploited by the fortress.</LocalizationPair>

Missing a coma.


Line 10881:   <LocalizationPair Name="%FacilityUnique12Description">Full of furnace models, designs mining tools and machines, and explanations of transport processes, the ideas in this facility will greatly improve the production of strategic resources.</LocalizationPair>

Should be "designs of".


Lines 10887-10889:   <LocalizationPair Name="%UnitAbilitySeafaringDescription">#FFB43F#WORLD EFFECTS#REVERT#
   CANNOT DISEMBARK OR PARTICIPATE TO GROUND BATTLES
   MUST BE PLACED ON A WATER TILE</LocalizationPair>

Should likely be "IN".


Lines 11132-11133:   <LocalizationPair Name="%BattleEffectAddBurningAction1Description">#FFB43F#EFFECTS#REVERT#
   LOSSES 20% OF ITS LIFE \7770\ EVERY ROUND</LocalizationPair>

Should be "LOSES".


Line 11227:   <LocalizationPair Name="%ItemDustFocalStrategic12Description">This titanium- and glassteel-bound crystal crystal fires a strong cone of energy at enemy targets. Good quality.</LocalizationPair>
Line 11229:   <LocalizationPair Name="%ItemDustFocalStrategic34Description">This adamantian- and palladian-bound crystal crystal fires a powerful cone of energy at enemy targets. Great quality.</LocalizationPair>
Line 11231:   <LocalizationPair Name="%ItemDustFocalStrategic56Description">This mithrite- and hyperium-bound crystal crystal fires a devastating cone of energy at enemy targets. Legendary quality.</LocalizationPair>

The repeated word should be removed.


Line 11309:   <LocalizationPair Name="%ItemMarkOfTheDamnedStrategic36Description">An object of devotion derived from a jellyfish that is the most venomous creature on Auriga,  this totem confers agreat powers on the unit wearing it at the cost of rapid degeneration -- and eventual death.</LocalizationPair>


Double space. Should be "great". Should be "to".


Line 11350:   <LocalizationPair Name="%MainQuestSeaDemons-Chapter2Objective">The Morgawr must find peace their own way - by dominating others, not by trusting them. The first step is to increase the armies and give the Morgawr a good capability to attack. Next, fortresses must be taken. Weakness cannot be tolerated.</LocalizationPair>

Does not follow the double hyphen pattern ("--").


Lines 11373-11379:   <LocalizationPair Name="%MainQuestSeaDemons-Chapter4Description">Morgawr rest, and think. Air, food, water, shelter - these exist. But still too few Morgawr. Too many others.

Was hunted once; will be hunted again. Must happen, because history is a circle. But circles, like chains, can be broken. Even shattered.

No peace, no security, until Auriga is one people under one mind. Morgawr mind is a strong mind, but scarred by ages of confinement. Must be tested, developed, honed.

Morgawr must learn to control the things that live on land as well as those that live in the sea. Must apply the single mind of Morgawr to the weak, scattered consciousnesses of the landpeople.</LocalizationPair>

Does not follow the double hyphen pattern ("--").


Lines 11419-11427:   <LocalizationPair Name="%MainQuestSeaDemons-Chapter5Description">Morgawr feels something. It is out there. Limiting, controlling, defining. Keeping Morgawr mind under control, keeping it feeble. Free-but-chained.

The thing is an old thing, a thing of the Jailers. An evil thing. A thing that must be discovered, thwarted, destroyed before it can hobble the Morgawr mind.

Rage! Hatred! Old evils still exist, still haunt, still try to dominate.

No. Calm. Controlled. Thinking. Only Morgawr will dominate. Must learn of Jailers--their magic, tools, machines. Grow stronger. Grow smarter.

Start by collecting Dust and luxuries -- collecting power and strength.</LocalizationPair>


Missing space.
 

Line 11433:   <LocalizationPair Name="%MainQuestSeaDemons-Chapter5Outcome">Dust is magic, power. Resources also give powers, boost Morgawr, make them stronger.  Now Morgawr needs useful puppets. Jailers were smart. Easier sometimes to force others to do your work.</LocalizationPair>

Double space


---


*Edit* New page boys!

Updated 8 years ago.
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8 years ago
Oct 21, 2016, 8:02:06 AM
Mobyduck wrote:

[...]

You remind me of me during ES1.

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8 years ago
Oct 21, 2016, 11:02:37 PM

Line 11566:   <LocalizationPair Name="%SideQuestNavalTalk#0009Outcome">Your scheme is wildly successful; the luxuries were so welcome that they now have a holiday in your name - a name which they prefix with "Lord".</LocalizationPair>


Does not follow the double hyphen pattern ("--").


Line 11573 and 11584:   <LocalizationPair Name="%SideQuestNavalTalk#0010-Step1Tooltip">There are many ways to collect Dust - by moving population in a city, by selling things on the Marketplace, by exploring ruins, etc.</LocalizationPair>


Should be ":" or "--".


Line 11574:   <LocalizationPair Name="%SideQuestNavalTalk#0010-Step2">Lurah hopes to impress relatives with this success. Bring $ResourceAmount of $ResourceName to the leader of $SecondFortressName, located in $SecondFortressRegionName</LocalizationPair>


Missing period.


Line 11620:   <LocalizationPair Name="%SideQuestNavalTalk#0017Description">As you arrive at the fortress you interrupt an unusual ritual. The inhabitants are drinking and singing, celebrating their good fortune as they sit astride ancient sea trunks and chests. Sadly the have run low on Wine, and would be happy to invite you into their society if you acquire some.</LocalizationPair>


Should be "they". I also recommend taking a look on the capitalization of mechanical terms. Some items, such as resources, have a different capitalization rule when in lore and outside of lore, but this rule is often broken, either by mistake or by lack of normalization.


Line 11700:   <LocalizationPair Name="%SideQuestNavalTalk#0023Description">The inhabitants of this fortress have little respect for "dirtplodders" - those who live in cities. They refuse to have any dealings with you unless you can show that the adoration of your population is so great that they would be willing to risk their lives on the ever-changing seas.
Without near-fanatical followers, they scoff, the dirtplodders will run -- or panic and drown -- when they face war on the merciless ocean.</LocalizationPair>

Does not follow the double hyphen pattern ("--").


Line 11717:   <LocalizationPair Name="%SideQuestNavalTalk#0025Objective">Provide the fortress with what they need to build their ships. The inhabitants of the $InitialFortressName in $InitialFortressRegionName will then be glad to  trust you.</LocalizationPair>

Double space.


Line 11784:   <LocalizationPair Name="%SideQuestNavalTalk#0033Outcome">While some elements of the stories ring true, may more seen to be hyperbole or propoganda. How do you determine which is right? The fortress is willing to turn over control to you -- if you turn over the refugees to them. The good of the many must be served.</LocalizationPair>


Should be "many". Should be "propaganda".

Updated 8 years ago.
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8 years ago
Oct 25, 2016, 6:41:14 PM

In the quest "The Keystone" (Wild Walkers faction quest), it says to assign the hero to a city and make sure that he has the "Arc of the Builder" equipped.

However, in the hero inventory, the item is called "Arc of the Builders" (plural).

Just a minor typo there ^^

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8 years ago
Oct 30, 2016, 8:10:42 PM

Note about the Morgawr diplomatic lines: It's hard to tell if it is wrong or not, since these are very short sentences with, sometimes, undefined subjects. But I noticed some of them treat the Morgawr as a plural entity, while others treat them as a singular one. Take for instance: "It serves us", found in a few sentences, and compare it to "It serves me". This issue is also visible in the use of the possessive pronouns "our" and "my", where you can see sentences as "May it serve my intent" and "You may yet serve our intent". There is definitely a dissonance, one I hardly find to be on purpose, since it would not fit with their questline. I won't be delineating them here, since goes beyond a "typo" (and I can't be arsed to check every minimal detail).


Note about capitalization: As I mentioned on a previous post, some capitalization issues. Sometimes the game concepts (war, cold war, peace etc.) will show up capitalized, others they won't.


-----


Line 12014:   <LocalizationPair Name="%DiplomaticInteractionWarToTruceSigned_SeaDemons">I, the Morgawr, are accepting your proposal to end this #F3EAD8#war#REVERT# with a #F3EAD8#truce#REVERT# .</LocalizationPair>


Extra space.


Line 12029:   <LocalizationPair Name="%DiplomaticInteractionAllianceToWarAcknowledged_SeaDemons">I, the Morgawr,  are no longer #F3EAD8#allies#REVERT#. Your meaningless betrayal will see you die in #F3EAD8#war#REVERT#.</LocalizationPair>


Double space.


Line 12082:   <LocalizationPair Name="%DiplomaticInteractionMyEmpireCitiesTakenFeedbackNeutral_Occurrence1_SeaDemons">You have #F3EAD8#taken my city#REVERT#.  I, the Morgawr, are unlikely to forget.</LocalizationPair>


Double space.


Line 12083:   <LocalizationPair Name="%DiplomaticInteractionMyEmpireLeadMilitaryPowerFeedbackNeutral_Occurrence1_SeaDemons">It is in your interest to note that I, the Morgawr, despise your  #F3EAD8#weak military#REVERT#.</LocalizationPair>


Double space.


Line 12084:   <LocalizationPair Name="%DiplomaticInteractionOtherEmpireLeadMilitaryPowerFeedbackNeutral_Occurrence1_SeaDemons">I, the Morgawr, note  #F3EAD8#your great military power#REVERT#. But we have waited long, and are patient.</LocalizationPair>


Double space.


Line 12116:   <LocalizationPair Name="%DiplomaticInteractionSpySpottedFeedbackPositive_Occurrence1_SeaDemons">I, the Morgawr, have identified #F3EAD8#your spy#REVERT# n our city. It amuses me.</LocalizationPair>


Should be "in".


Line 12122:   <LocalizationPair Name="%DiplomaticInteractionPrisonerRecoverySigned _SeaDemons">I, Morgawr, are pleased to be whole again. Your help was useful.</LocalizationPair>


Should be "the Morgawr".


Line 12129:   <LocalizationPair Name="%DiplomaticInteractionEliminatedEnemyFeedbackPositive_Occurrence1_BrokenLords">Your #F3EAD8#elimination of our enemy#REVERT# leaves us in youir debt.</LocalizationPair>


Should be "your".


Line 12134:   <LocalizationPair Name="%DiplomaticInteractionEliminatedAllyFeedbackNegative_Occurrence1_BrokenLords">The #F3EAD8#elimination of our ally#REVERT# is an act of bloodthirsty savagery!.</LocalizationPair>


Unnecessary final dot.


Line 12140:   <LocalizationPair Name="%DiplomaticInteractionEliminatedAcquaintanceFeedbackNegative_Occurrence1_BrokenLords">We see only the act of a savage in the #F3EAD8#elimination of a neighbor#REVERT#!.</LocalizationPair>


Unnecessary final dot.


Line 12150:   <LocalizationPair Name="%DiplomaticInteractionAtWarWithMyAllyFeedbackPositive_Occurrence1_BrokenLords">We have, of course, noted that you are #F3EAD8#war with our ally#REVERT#. Rest assured, it was not an ally we were fond of.</LocalizationPair>


Should be "are at #F3EAD8#war".


Line 12153:   <LocalizationPair Name="%DiplomaticInteractionBetrayedYourAllyFeedbackPositive_Occurrence1_BrokenLords">You have #F3EAD8# betrayed our ally#REVERT#! Tacky, but understandable.</LocalizationPair>

Line 12154:   <LocalizationPair Name="%DiplomaticInteractionBetrayedYourAllyFeedbackNeutral_Occurrence1_BrokenLords">You #F3EAD8# betrayed our ally#REVERT#! In questions of honor, your honor is questionable.</LocalizationPair>

Line 12155:   <LocalizationPair Name="%DiplomaticInteractionBetrayedYourAllyFeedbackNegative_Occurrence1_BrokenLords">We can think of no honorable reason for you to have #F3EAD8# betrayed our ally#REVERT#, you uncouth villains.</LocalizationPair>

Line 12156:   <LocalizationPair Name="%DiplomaticInteractionBetrayedYourFriendFeedbackPositive_Occurrence1_BrokenLords">Noting that you have #F3EAD8# betrayed our friend#REVERT#, we feel we may well have done the same.</LocalizationPair>
Line 12157:   <LocalizationPair Name="%DiplomaticInteractionBetrayedYourFriendFeedbackNeutral_Occurrence1_BrokenLords">It is not a welcome act to see you #F3EAD8# betray our friend#REVERT#.</LocalizationPair>
Line 12158:   <LocalizationPair Name="%DiplomaticInteractionBetrayedYourFriendFeedbackNegative_Occurrence1_BrokenLords">Dishonorable curs! You have #F3EAD8# betrayed our friend#REVERT#!</LocalizationPair>

Line 12215:   <LocalizationPair Name="%DiplomaticInteractionBetrayedYourAllyFeedbackPositive_Occurrence1_RageWizards">You have #F3EAD8# betrayed our ally#REVERT#, but this ally needed to be winnowed.</LocalizationPair>

Line 12216:   <LocalizationPair Name="%DiplomaticInteractionBetrayedYourAllyFeedbackNeutral_Occurrence1_RageWizards">We trust you little and watch you more, now that you have #F3EAD8# betrayed our ally#REVERT#.</LocalizationPair>

Line 12217:   <LocalizationPair Name="%DiplomaticInteractionBetrayedYourAllyFeedbackNegative_Occurrence1_RageWizards">Beware our wrath; you have #F3EAD8# betrayed our ally#REVERT#.</LocalizationPair>


Extra space.


Line 12159:   <LocalizationPair Name="%DiplomaticInteractionMyEmpireLeadNavalMilitaryPowerFeedbackPositive_Occurrence1_BrokenLords">We look upon you with a certain lofty superiority, as we #F3EAD8#most powerful navy#REVERT#.</LocalizationPair>


Should be "we have the #F3EAD8#most".


Line 12177:   <LocalizationPair Name="%DiplomaticInteractionMyEmpireFortressesTakenDuringColdWarFeedbackPositive_Occurrence1_BrokenLords">Let us say, for the moment, that your #F3EAD8#taking our fortress#REVERT# was more in the nature of a gift,</LocalizationPair>


Should be a period.


Line 12205:   <LocalizationPair Name="%DiplomaticInteractionCityTakenFromEnemyFeedbackNegative_Occurrence1_RageWizards">#F3EAD8#Taken an enemy city#REVERT# was foolish and irreverent. There must be atonement.</LocalizationPair>


Should be "Taking".


Line 12212:   <LocalizationPair Name="%DiplomaticInteractionAtWarWithMyAllyFeedbackPositive_Occurrence1_RageWizards">You are #F3EAD8#war with our ally#REVERT#, but we feel this ally lacks rigor. Proceed.</LocalizationPair>


Should be "are #F3EAD8#at war".


Line 12343:   <LocalizationPair Name="DiplomaticInteractionBetrayedYourFriendFeedbackNeutral_Occurrence1_MadFairies">Why have have you #F3EAD8# betrayed our friend#REVERT#. We do not see gain, or growth, or glory in this.</LocalizationPair>


Extra "have". Extra space. Should be "?".


Line 12883:   <LocalizationPair Name="%DiplomaticInteractionVillageConvertedFeedbackNeutral_Occu

Updated 8 years ago.
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