View Full Version : Settlement names in other languages
Arkatreides
12-19-2006, 20:34
Does anyone have a translation for all the settlement names into other (ancient) languages.
Personally as soon as I conquer a foreign city, I like to rename in with the name that my faction would have called it (e.g. Carthago). In the case of the Romani this is relatively easy (at least for cities that at some point became part of the Roman empire) but for other I have no idea (e.g. what did the Carthaginiens/Greeks/Ptolemeics/etc call Arretium/Roma/Capua/etc)?
Is there a table (excel sheet?) available that gives the settlements in
the native faction languages?
MarcusAureliusAntoninus
12-19-2006, 23:35
IIRC the team said not to rename settlements because it may screw with the script...
Though if it doesn't, I'm with you and renaming towns Roman names after I subjugate them.
IIRC the team said not to rename settlements because it may screw with the script....
We did say that.
We did say that.
Has it ever been tested though? Any idea what scripts it would screw with so I/fellow EB'er could go test it? The Conquer of Syrakousai?
Correct me if I'm wrong, but not all settlements are scripted are they? I know the settlement of Celtiberia must be scripted because huge armies spawn when I attack it, however, most other cities APPEAR to be not scripted.
In any case, could anyone tell me how to rename a city? I didn't know of such feature.:book:
You need BI. You open the city information sheet, and double click on the name.
QwertyMIDX
12-20-2006, 19:49
Lots of cities in EB have some scripting around them, it is very unwise to fool around with the names.
MarcusAureliusAntoninus
12-20-2006, 21:52
Correct me if I'm wrong, but not all settlements are scripted are they? I know the settlement of Celtiberia must be scripted because huge armies spawn when I attack it, however, most other cities APPEAR to be not scripted.
I think all settlements have scripting such as population injections, though they may be tied to the internal name and not the visible name. It seems some script use the internal(code) name and others use the visible.
Off topic: That army in Celtiberia has now spawned four times for me, twice at once. (I fought two huge armies lead by generals with the same name. Pyrric victory for my btw.)
Justiciar
12-20-2006, 21:54
Huzzah for Gáwjám-Hrománoz! :laugh4: Seriously though, I didn't know it messed up scripts. I've renamed half the cities in my Casse campaign. :inquisitive:
Cheexsta
12-20-2006, 23:19
Correct me if I'm wrong, but not all settlements are scripted are they? I know the settlement of Celtiberia must be scripted because huge armies spawn when I attack it, however, most other cities APPEAR to be not scripted.
I think you misunderstand the term 'scripted'. From what I've been told, there are some things in a script that use a city's internal name (ie what the game engine recognises), and other things that use a city's visible name (ie what you see) - specifically the condition I_SettlementName, which checks to see if a city has that specific visible name. This condition is used for things like population injections for the AI (as already stated), damaging government buildings and homeland resource placement.
You need BI. You open the city information sheet, and double click on the name.
This can be added to 1.5, too, by editing RTW\preferences\preferences.txt (NOT the preferences.txt that may be present in the root directory).
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