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| if TanyaType == "e7.noautotarget" then | ||
| Trigger.AfterDelay(DateTime.Seconds(1), function() | ||
| Media.DisplayMessage(UserInterface.Translate("tanya-rules-of-engagement"), "Tanya") | ||
| Media.DisplayMessage(UserInterface.Translate("tanya-rules-of-engagement"), UserInterface.Translate("tanya")) |
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what do you thing, would it be better to reuse actor names? actor-e7.name
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should at least add comments of the new uses of the translations keys in en.ftl
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what do you thing, would it be better to reuse actor names?
actor-e7.name
I'm practically just a mapper but I wouldn't mind. I referenced the same key through tanya.TooltipName in Negotiations, and the guide also used their tooltip name.
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People who might translate this would have trouble with a cryptic key like actor-e7.name as it requires studying the game rules to understand.
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| if #units > 0 then | ||
| Media.DisplayMessage("Harkonnen units approaching!", "Fremen Leader") | ||
| Media.DisplayMessage(UserInterface.Translate("harkonnen-units-approaching"), UserInterface.Translate("fremen-leader")) |
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it doesn't looks like SendAttack is even called anywhere
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ah, it's supposed to be called by ProduceUnits(), but I can't get this notification ingame
There are messages in Tanya's Tale where the text is fine but the translation for a speaker goes unused.
I didn't find a mismatch like this in other scripts.
A similar search turned up untranslated messages in RA's Situation Critical and D2k's
atreides-04, so I've tossed in a fix for those.