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Thread: ★ Kingdoms - Character Names Project Releases

  1. #21
    Johan217's Avatar Campidoctor
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    Default Re: ★ Kingdoms - Character Names Project Releases

    Quote Originally Posted by Johan217 View Post
    Maybe you need to define a separate set for the Barons' Alliance in descr_names.txt?

    It doesn't seem to be there in the default Britannia files, but well, you never know
    I tried this out, and it seems to work! Try using the attached file and see how it works for you...
    Rock 'n' roll is the only religion that will never let you down

  2. #22
    finneys13's Avatar *Insert Generic Title*
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    Default Re: ★ Kingdoms - Character Names Project Releases

    Thanks, excellent work

    Strange that that problem happened though, it didn't happen in vanilla. I have worked a bit on the other files, I have been busy as of late.

  3. #23
    Vindahl's Avatar Citizen
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    Default Re: ★ Kingdoms - Character Names Project Releases

    After finally having got this mod to work, I now stand with a minor problem!
    All the "Nautral" Cities and Castles, now either has the Irish or the Mongol flag! How is that now possible?
    Under the Patronage of deRougemont.
    Belonging to the House of Wilpuri.

  4. #24
    finneys13's Avatar *Insert Generic Title*
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    Default Re: ★ Kingdoms - Character Names Project Releases

    Nothing to do with CNP

  5. #25
    deRougemont's Avatar Yeoman
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    Default Re: ★ Kingdoms - Character Names Project Releases

    As usual, nice work finneys. I haven't had computer access over the past months because of military training. Good to sneak by and see the progress! Hope to find some time in the future to play the game again. I haven't even seen Kingdoms yet (hope it turned out well)...






  6. #26

    Default Re: ★ Kingdoms - Character Names Project Releases

    Minor problem with Americas descr_strat.txt file. You changed the name of the spy into a Spanish one. The game will not show it because the spy is supposed to have an Aztech name.

    Also, with the Teuton version, your campaign_script.txt is still missing the line that enables the Kalmar Union to form and for the player to gain the units therein.

  7. #27
    finneys13's Avatar *Insert Generic Title*
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    Default Re: ★ Kingdoms - Character Names Project Releases

    Didn't know about the American problem, thanks.

    I just changed the names, I like to leave any other edits (ie. Kalmer) to the player.

  8. #28

    Default Re: ★ Kingdoms - Character Names Project Releases

    Really great job


    i'm using your crusade files and if you want to make a few minor changes

    de Orléans would be d'Orléans
    and de le Bourcq and de le Puiset would be du Bourcq and du Puiset


    Really great idea to put correct names in each language.

  9. #29

    Default Re: ★ Kingdoms - Character Names Project Releases

    does this mod just use relistic names from the time period or the real historical names? if u catch my drift.

  10. #30

    Default Re: ★ Kingdoms - Character Names Project Releases

    downloading

  11. #31
    Laetus
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    Default Re: ★ Kingdoms - Character Names Project Releases

    I'm not sure where to post this, but I'll start here.

    I'm not using any mods and all I care about is having somewhat accurate character names (the ones that come with Medieval II drive me batty). That said, I tried to use the character name project to add good names to my game but it's failing. When I try to start a new grand campaign in the vanilla Medieval II, it just kicks me back to the main menu. I cannot ever actually start a game, leading me to believe there is a problem with my file(s). So, my questions:

    1. Is there a way to get the Character Name Project to work with vanilla Medieval II/Medieval II: Kingdoms?
    2. Is there anything obvious that I'm doing wrong?

    Thanks!

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