Rebel General Names
Rebel General Names
I built an army using Side ID 255 - Rebels, I get the designated CinC name from the Text1 file but all the Sub Generals are named "Sub General". Any idea why? Do the 255 Rebels have Generals names associated with them? Or is the problem with the SORTNAME?
// 240-238 BC
[TRUCELESS_WAR_REBELS]
SIDEID 255
NAME IDS_ARMY_TRUCELESS_WAR_REBELS
YEARS 2738 2764 // Note start era from 3000 BC
DEPLOYMENT Hellenistic
LONGMIN -10
LONGMAX 20
LATMIN 30
LATMAX 44
INTRO IDS_ARMY_TRUCELESS_WAR_REBELS
SORTNAME Carthaginian
MAPSET Medi
// 240-238 BC
[TRUCELESS_WAR_REBELS]
SIDEID 255
NAME IDS_ARMY_TRUCELESS_WAR_REBELS
YEARS 2738 2764 // Note start era from 3000 BC
DEPLOYMENT Hellenistic
LONGMIN -10
LONGMAX 20
LATMIN 30
LATMAX 44
INTRO IDS_ARMY_TRUCELESS_WAR_REBELS
SORTNAME Carthaginian
MAPSET Medi
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- Field of Glory 2
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Re: Rebel General Names
There is no set of names associated with SideID 255, because how could they be the right nationality? Any nation can have Rebels.
Richard Bodley Scott


Re: Rebel General Names
So just choose a sidename number that corresponds to the nation you want. I don't know about the leadership of the mercenaries in the Truceless war, were they mainly North African or Gallic or something else?
I suppose if you wanted to do something a bit clever, you could create your own list of names. To save doing any scripting you could just replace an existing set of names for this campaign, and keep it simple, avoid nations that have multipart names like the Italians.
I suppose if you wanted to do something a bit clever, you could create your own list of names. To save doing any scripting you could just replace an existing set of names for this campaign, and keep it simple, avoid nations that have multipart names like the Italians.
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Re: Rebel General Names
How would one create their own list and still use the "Rebel" Side ID? I think meaning to get the game to read the created name list?Paul59 wrote: ↑Tue Mar 17, 2020 8:59 am So just choose a sidename number that corresponds to the nation you want. I don't know about the leadership of the mercenaries in the Truceless war, were they mainly North African or Gallic or something else?
I suppose if you wanted to do something a bit clever, you could create your own list of names. To save doing any scripting you could just replace an existing set of names for this campaign, and keep it simple, avoid nations that have multipart names like the Italians.
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- Field of Glory 2
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- Joined: Sun Dec 04, 2005 6:25 pm
Re: Rebel General Names
You would have to have a modded version of RandomGeneralName.BSF in your campaign folder.desicat wrote: ↑Tue Mar 17, 2020 11:31 amHow would one create their own list and still use the "Rebel" Side ID? I think meaning to get the game to read the created name list?Paul59 wrote: ↑Tue Mar 17, 2020 8:59 am So just choose a sidename number that corresponds to the nation you want. I don't know about the leadership of the mercenaries in the Truceless war, were they mainly North African or Gallic or something else?
I suppose if you wanted to do something a bit clever, you could create your own list of names. To save doing any scripting you could just replace an existing set of names for this campaign, and keep it simple, avoid nations that have multipart names like the Italians.
Richard Bodley Scott


Re: Rebel General Names
What is the point of using the Rebel Side ID? If it has no General names associated to it, there is no reason to use it.desicat wrote: ↑Tue Mar 17, 2020 11:31 amHow would one create their own list and still use the "Rebel" Side ID? I think meaning to get the game to read the created name list?Paul59 wrote: ↑Tue Mar 17, 2020 8:59 am So just choose a sidename number that corresponds to the nation you want. I don't know about the leadership of the mercenaries in the Truceless war, were they mainly North African or Gallic or something else?
I suppose if you wanted to do something a bit clever, you could create your own list of names. To save doing any scripting you could just replace an existing set of names for this campaign, and keep it simple, avoid nations that have multipart names like the Italians.
If you want the name "Rebels" to appear in the UI, it is easier just to rename an existing sidename number that already has appropriate generals names associated with it. Say you want your generals to have Gallic names, give your TRUCELESS_WAR_REBELS the Gallic sidename number 10. Then in one of your campaign folders numbered text files just put this:
IDS_SIDENAME_10,"Rebels",
Of course, you can call them exactly what you want, it's up to you. As long as you are not using a Gallic army in your campaign it will be fine!
If you want to make your own list of rebel names just duplicate the list of Gallic general names in one of your campaign folders numbered text files, and just write new names, keeping the numbers the same. You will find the lists of general names in Text6.txt and Text7.txt. This what the Gallic list looks like:
// Gallic etc.
IDS_GENERAL10000, "Abaris",
IDS_GENERAL10001, "Acaunos",
IDS_GENERAL10002, "Acco",
IDS_GENERAL10003, "Adgennorix",
IDS_GENERAL10004, "Adsmerios",
IDS_GENERAL10005, "Ambiorix",
IDS_GENERAL10006, "Aneunos",
IDS_GENERAL10007, "Aruernorix",
IDS_GENERAL10008, "Ateboduos",
IDS_GENERAL10009, "Atectori",
IDS_GENERAL10010, "Ategnios",
IDS_GENERAL10011, "Atis",
IDS_GENERAL10012, "Bennacos",
IDS_GENERAL10013, "Bimmos",
IDS_GENERAL10014, "Biracos",
IDS_GENERAL10015, "Bitucus",
IDS_GENERAL10016, "Bitudacos",
IDS_GENERAL10017, "Bituitis",
IDS_GENERAL10018, "Biturix",
IDS_GENERAL10019, "Blatomagos",
IDS_GENERAL10020, "Boiorix",
IDS_GENERAL10021, "Bolgios",
IDS_GENERAL10022, "Brancos",
IDS_GENERAL10023, "Brennos",
IDS_GENERAL10024, "Britomaros",
IDS_GENERAL10025, "Budocesuganios",
IDS_GENERAL10026, "Caburos",
IDS_GENERAL10027, "Cacumattos",
IDS_GENERAL10028, "Camulacos",
IDS_GENERAL10029, "Casticos",
IDS_GENERAL10030, "Catamantaloedis",
IDS_GENERAL10031, "Catonos",
IDS_GENERAL10032, "Caturix",
IDS_GENERAL10033, "Catusso",
IDS_GENERAL10034, "Catuvolcos",
IDS_GENERAL10035, "Cauros",
IDS_GENERAL10036, "Cingetorix",
IDS_GENERAL10037, "Claodicos",
IDS_GENERAL10038, "Coisis",
IDS_GENERAL10039, "Comargos",
IDS_GENERAL10040, "Connos",
IDS_GENERAL10041, "Convictolitavis",
IDS_GENERAL10042, "Cotos",
IDS_GENERAL10043, "Crixos",
IDS_GENERAL10044, "Cuno",
IDS_GENERAL10045, "Cunorix",
IDS_GENERAL10046, "Cunovindos",
IDS_GENERAL10047, "Dago",
IDS_GENERAL10048, "Danno",
IDS_GENERAL10049, "Danotalos",
IDS_GENERAL10050, "Devorix",
IDS_GENERAL10051, "Divico",
IDS_GENERAL10052, "Doiros",
IDS_GENERAL10053, "Drappes",
IDS_GENERAL10054, "Druteos",
IDS_GENERAL10055, "Dumnorix",
IDS_GENERAL10056, "Dunocratis",
IDS_GENERAL10057, "Dunohorix",
IDS_GENERAL10058, "Ebicatos",
IDS_GENERAL10059, "Elico",
IDS_GENERAL10060, "Enemnogenos",
IDS_GENERAL10061, "Enestinos",
IDS_GENERAL10062, "Epacos",
IDS_GENERAL10063, "Eporedorix",
IDS_GENERAL10064, "Eribogios",
IDS_GENERAL10065, "Eridubnos",
IDS_GENERAL10066, "Evicaos",
IDS_GENERAL10067, "Gabrannos",
IDS_GENERAL10068, "Gaesorix",
IDS_GENERAL10069, "Galatos",
IDS_GENERAL10070, "Garo",
IDS_GENERAL10071, "Gesatorix",
IDS_GENERAL10072, "Gingomaros",
IDS_GENERAL10073, "Gutuater",
IDS_GENERAL10074, "Iantumaros",
IDS_GENERAL10075, "Iatobogios",
IDS_GENERAL10076, "Iccauos",
IDS_GENERAL10077, "Iciomagos",
IDS_GENERAL10078, "Icorix",
IDS_GENERAL10079, "Imbetos",
IDS_GENERAL10080, "Indutissa",
IDS_GENERAL10081, "Inecrtiruix",
IDS_GENERAL10082, "Invomandos",
IDS_GENERAL10083, "Ioimaros",
IDS_GENERAL10084, "Ioincorix",
IDS_GENERAL10085, "Ioturix",
IDS_GENERAL10086, "Iutos",
IDS_GENERAL10087, "Iutumaros",
IDS_GENERAL10088, "Iverix",
IDS_GENERAL10089, "Ivomagos",
IDS_GENERAL10090, "Ivomaros",
IDS_GENERAL10091, "Kaiantolos",
IDS_GENERAL10092, "Korisos",
IDS_GENERAL10093, "Lannucos",
IDS_GENERAL10094, "Liscos",
IDS_GENERAL10095, "Litauicraros",
IDS_GENERAL10096, "Littiossa",
IDS_GENERAL10097, "Litumaros",
IDS_GENERAL10098, "Louernios",
IDS_GENERAL10099, "Lugurix",
IDS_GENERAL10100, "Maglocunos",
IDS_GENERAL10101, "Magurix",
IDS_GENERAL10102, "Malorix",
IDS_GENERAL10103, "Manducios",
IDS_GENERAL10104, "Marobodunos",
IDS_GENERAL10105, "Maros",
IDS_GENERAL10106, "Moricamulos",
IDS_GENERAL10107, "Moritasgos",
IDS_GENERAL10108, "Nammeios",
IDS_GENERAL10109, "Nannos",
IDS_GENERAL10110, "Nantonignos",
IDS_GENERAL10111, "Nemetos",
IDS_GENERAL10112, "Nonnos",
IDS_GENERAL10113, "Ollovico",
IDS_GENERAL10114, "Orcetirix",
IDS_GENERAL10115, "Orgillos",
IDS_GENERAL10116, "Pennotigernos",
IDS_GENERAL10117, "Piso",
IDS_GENERAL10118, "Rigatikos",
IDS_GENERAL10119, "Riomaros",
IDS_GENERAL10120, "Searix",
IDS_GENERAL10121, "Sedullos",
IDS_GENERAL10122, "Segestes",
IDS_GENERAL10123, "Segomaros",
IDS_GENERAL10124, "Senorix",
IDS_GENERAL10125, "Sentubogios",
IDS_GENERAL10126, "Suicca",
IDS_GENERAL10127, "Suros",
IDS_GENERAL10128, "Suticos",
IDS_GENERAL10129, "Tamesubugos",
IDS_GENERAL10130, "Tarvos",
IDS_GENERAL10131, "Tasgetios",
IDS_GENERAL10132, "Teutobodunos",
IDS_GENERAL10133, "Teutomalios",
IDS_GENERAL10134, "Uebromaros",
IDS_GENERAL10135, "Ullio",
IDS_GENERAL10136, "Vectios",
IDS_GENERAL10137, "Vercassivellaunos",
IDS_GENERAL10138, "Vertiscos",
IDS_GENERAL10139, "Vidiacos",
IDS_GENERAL10140, "Vindomorocios",
IDS_GENERAL10141, "Viridovix",
IDS_GENERAL10142, "Viridomaros",
IDS_GENERAL10143, "Voccio",
IDS_GENERAL10144, "Vortrix",
IDS_GENERAL10145, "Voteporix",
If you really wanted to keep the 255 sidename number and give them their own general names, it could be done, but it is rather more difficult than the process that I have recommended above.
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Re: Rebel General Names
I can set the RandonGeneralName.bsf up to support Rebel 255 with 15 names but I can't get the game to read them. I went with Paul59's rec and used Side 37 (Slave Revolt) and then changed the SideID in the Text1 file. There are too many variables in the Slave Revolt name generator to get custom ones set.
Thanks for the help.
Thanks for the help.
Re: Rebel General Names
Where is Vitalstatistix (and his magic potion) ?Paul59 wrote: ↑Tue Mar 17, 2020 12:05 pm
(...)
If you want to make your own list of rebel names just duplicate the list of Gallic general names in one of your campaign folders numbered text files, and just write new names, keeping the numbers the same. You will find the lists of general names in Text6.txt and Text7.txt. This what the Gallic list looks like:
(...)
IDS_GENERAL10142, "Viridomaros",
IDS_GENERAL10143, "Voccio",
(...)
Re: Rebel General Names
The Slave Revolt is a bad choice if you want to change the names, as you rightly say, it's name allocation variables are complex.desicat wrote: ↑Tue Mar 17, 2020 2:08 pm I can set the RandonGeneralName.bsf up to support Rebel 255 with 15 names but I can't get the game to read them. I went with Paul59's rec and used Side 37 (Slave Revolt) and then changed the SideID in the Text1 file. There are too many variables in the Slave Revolt name generator to get custom ones set.
Thanks for the help.
But do you really need to change the names? If you do, just choose a sidename number with simpler names, such as the Gallic that I suggested. Then just change some of the names in the Gallic IDS_GENERAL list for the 15 new names that you have created for the Rebels (255).
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Re: Rebel General Names
Thank you for your help. I need the Gauls to stay as is. If I used another and eliminated all the names but 10 or so would it crash the load? The generator is set to look for ex 10001 - 10100, would just using 10001 - 10010 crash it?Paul59 wrote: ↑Tue Mar 17, 2020 3:13 pmThe Slave Revolt is a bad choice if you want to change the names, as you rightly say, it's name allocation variables are complex.desicat wrote: ↑Tue Mar 17, 2020 2:08 pm I can set the RandonGeneralName.bsf up to support Rebel 255 with 15 names but I can't get the game to read them. I went with Paul59's rec and used Side 37 (Slave Revolt) and then changed the SideID in the Text1 file. There are too many variables in the Slave Revolt name generator to get custom ones set.
Thanks for the help.
But do you really need to change the names? If you do, just choose a sidename number with simpler names, such as the Gallic that I suggested. Then just change some of the names in the Gallic IDS_GENERAL list for the 15 new names that you have created for the Rebels (255).
Re: Rebel General Names
I don't know if it would crash, I doubt it, but I don't know for sure as I have never tried it.
If it did crash, you could add a modified RandomGeneralName.BSF to your campaign folder, edited to show the reduced range. Make sure you put the RandomGeneralName.BSF in the correct place in the campaign folder's file structure. It needs to go in Your_Campaign_Name/Data/Scripts.
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FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
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Re: Rebel General Names
I think you are over-thinking this.
What is wrong with making the rebels SideID 37
and putting
IDS_SIDENAME_37,"Rebels",
in your campaign Text1.txt.
That will give their sub-generals a mix of Greek, Celtic and Thracian names. Isn't that good enough for a load of rebel mercenaries?
What is wrong with making the rebels SideID 37
and putting
IDS_SIDENAME_37,"Rebels",
in your campaign Text1.txt.
That will give their sub-generals a mix of Greek, Celtic and Thracian names. Isn't that good enough for a load of rebel mercenaries?
Richard Bodley Scott


Re: Rebel General Names
Putting it in the correct Script folder location did the trick - thanks. I was able to go back and use SideID 255 with 15 names specified.Paul59 wrote: ↑Tue Mar 17, 2020 5:21 pmI don't know if it would crash, I doubt it, but I don't know for sure as I have never tried it.
If it did crash, you could add a modified RandomGeneralName.BSF to your campaign folder, edited to show the reduced range. Make sure you put the RandomGeneralName.BSF in the correct place in the campaign folder's file structure. It needs to go in Your_Campaign_Name/Data/Scripts.