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Knight of Ne
08-20-2011, 12:24
Hi there,

This is just one thing i haven't noticed being mentioned. In Medieval 2, we could change a settlements name in-game, i'm just wondering if it is likely we will be able to do that in EBII or will the changing of settlement names affect any scripting and thus be made impossible in EBII?

p.s. The latest faction, i can't spell their name at all:laugh4: look so gorgeus and unique.

Ne

XSamatan
08-20-2011, 16:19
We will have a script to change names to whatever the faction has called that city/region. So no need to change them manually ;)

XSamatan

Centurio Nixalsverdrus
08-20-2011, 18:41
So that, if Makedon conquers Carthage, Kart-Hadast will automatically become Karchedon?

Cool.

Arkeolog4
08-20-2011, 19:29
That's pretty cool. It'll be nice to have Tarentum instead of Taras for Romani :D . And if we can rename them, we can emulate razing settlements to the ground by renaming them after destroying everything!

But one thing, eg. if someone ever decides to go on world conquest with Taksashila, how are you going to find names for settlements like Oxtraca, Camulosadae, Gawjam - Skandzawarjoz etc. ? Then wouldn't they have to stay like they are or depend on us to be changed?

Ludens
08-20-2011, 19:44
So changing the names won't cause problems with the script, like it does in EB1?

Mithridates VI Eupator
08-20-2011, 21:08
Not all names would change. Just a few where we have reliable sources for what they were called by other people.

Arjos
08-20-2011, 21:41
That will be a very nice touch ^^

XSamatan
08-20-2011, 22:09
@Ludens
AFAIK the engine uses internal and external names, so the script uses the internal for identification and the user can change the external like he wishes.

Ca Putt
08-20-2011, 22:59
CURSES!

For once I know something about the M2TW engine and then I come online to late to post it X/

stratigos vasilios
08-21-2011, 03:22
How would it go with the process_cq command? Process_cq oldsettlementname or process_cq newsettlementname?

Ludens
08-21-2011, 09:57
AFAIK the engine uses internal and external names, so the script uses the internal for identification and the user can change the external like he wishes.

It was the same in R:TW, except that the script used external rather than internal names (so changing them would cause trouble with financial aid and government placement for the A.I.). I just wanted to check if this had been changed in M2:TW.

bobbin
08-21-2011, 11:49
How would it go with the process_cq command? Process_cq oldsettlementname or process_cq newsettlementname?

No, you will have to use the internal name, so something like process_cq sett_67. As you can guess, using that cheat will not be as easy this time round.

stratigos vasilios
08-21-2011, 13:09
No, you will have to use the internal name, so something like process_cq sett_67. As you can guess, using that cheat will not be as easy this time round.

So no process_cq to help out the AI? Your a harsh man Bobbin...

Knight of Ne
08-21-2011, 13:14
We will have a script to change names to whatever the faction has called that city/region. So no need to change them manually ;)


That sounds brilliant, the work and thought going into this mod is outstanding:2thumbsup:. Settlement names was my biggest pet hate about the first EB and i'm so glad we will be seeing this feature in the game.

Ne