other minor tweeks seem to have worked in the naming and it seems like that would get entirely run through every time the program runs so it seems sound, it is just the runs that include a "tiny" or "huge" tag or randomly include one (one in nine times for each - I changed the frequency to 1,2,3,2,1 to reduce the number of extreme buildings). I also tried to add tiny and huge buildings by adding them (almost) everywhere a search found the word "large" (it found a function "*enlarge" which was clearly not relevant) but it hangs for some reason, I can't find anywhere where the number of possibilities is only allowed to be three and I made sure to fix the bits in the grammar.json so the naming was not messed up but no joy. Review and Select: Review the generated names and select those that align with your. Generate Names: Click the Generate button to generate a list of potential noble house names. Here’s a step-by-step guide: Set Criteria: Select number of noble house names to generate. If you're interested, source code is here.Okay, I've been fiddling with the Javascript and I can now get bedrooms (unreliably), I just wasn't getting them and then I changed the counter that was adding them (_g) from 1 to 0 so there was an extra one added and now I regularly get one. Using a noble house name generator is a simple and efficient process. It's everything I'd ever want for my own games, and I'm sharing it freely with you all. The ability to export and reload realms, so you can keep the same realm within your ongoing campaign.
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