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View Full Version : Changing turn/year in save file



Sinuhet
12-02-2006, 17:14
I have decided to write this tutorial here in org, because I am not sure if it will not be destructed in TWC during its period of instability. It is a bit difficult to start in some other "English" speaking place for me with some tutorial, because my English is bad and in TWC it took me some time than readers my posts concetrated what I am saying and not how I am saying it. So dont be afraid that you dont understand nothing after the first reading this my post. Its normal. But after several readings you will be able to grasp what I have meant and trust me, I write only things which are worth of it ....

So, to the problem.

Definition of problem:
I am in permanent lack of free time. Nebvertheless I am eager to paly MTW2 also from time to time. So my style of playing is slow pace of one concrete campaign, which I interrupt several times during day and I dont care about starting some new campaign till the time I have "mined" the original one. I was curious what is the feeling of the MTW2 vanilla, so I ahve started as HRE with original imperial campaign, without any modification already available in the start and with origianl 2years/turn pace. I like the campaign, but I dont like the incoherence of age in my family with aears in camapigns and I also have so complicated situations in game that I prefer now to have more time for solving them in the particular era. From this I ahve implyid today morning that I will mod the turns and years in the save file firstly and then will play my campaign again after a 1 week pause. I do it for myself, so there is no problem as for explanations how and with what hexedit tha save file. Please if you are not gramot in this, wait to the time when ShellShock will incorpaote this my approach to his MedSelector mod.

Which places must be changed?
Well, I will not send some pictures, it is so simple that anybody will see it after short viewing the file.
Open the file in hexeditor and almost in the start of the file, after a short section with "4", you will see the section with text, which is strating with D.
Exactly this part of file is this:


.........D......P...POSITION.....WORLD_MAP.....AI_GLOBAL_STRATEGY_DIRECTOR.....DIPLOMATIC_ATTITUDE.. ...JOURNAL_EVENT.....GROUND_TILE.....MERCENARY_DESCRIPTION.....ECONOMICS_DATA.....LOG_EVENT.....AI_G LOBAL_PRODUCTION_CONTROLLER.....FACTION.....WORLD_MAP_PARAMETERS.....SIEGE_ENGINE_QUEUE_ITEM.....MAP _REGIONS.....LEGION_DESCRIPTION.....HOLD_REGIONS.....SOLDIER_PERSISTENT.....ANCILLARY_UNIT.....FORT_ MANAGER.....EVENT_DETAILS.....BUILDING.....GARRISON_RESIDENCE.....CHARACTER_DB.....WATCHTOWER_MANAGE R.....SETTLEMENT_MECHANICS.....HORDE.....FORT_SHROUD.....PORT_MANAGER.....FOG_OF_WAR_TABLE.....WATCH TOWER_SHROUD.....SETTLEMENT_MANAGER.....PORT_SHROUD.....DENOUNCEMENT_MISSION.....UNIT_SHIP.....WIN_C ONDITION.....AI_FACTION_BASE.....BUILDING_CONSTRUCTION_ITEM.....RESOURCE_MANAGER.....SETTLEMENT_SHRO UD.....OFFICER.....STRATEGY_DATE.....ROAD_MANAGER.....SETTLEMENT_HEADER.....EVENT_MANAGER.....FAMOUS _BATTLE_DETAIL.....FORT.....AI_CHEAT_MANAGER.....WATCHTOWER.....DIPLOMATIC_PROPOSITION.....CHARACTER _RECORD.....RESOURCE_HEADER.....ACQUISITION_MISSION.....PORT.....CALENDER.....SETTLEMENT_MECHANICS_S TATS.....SETTLEMENT.....MARRIAGE_MISSION.....STRATEGY_MAP_POSITION.....RESOURCE.....RECRUITMENT_ITEM .....UNIT.....ROAD.....WORLD.....ARMY.....SETTLEMENT_BUILDINGS.....MISSION.....FAMOUS_BATTLE_SITE_MA NAGER.....FACTION_ECONOMICS.....RESOURCE_ID.....OUTLIVE_FACTIONS.....UNIT_ARTILLERY.....CHARACTER... ..ASSASSINATION_MISSION.....SIEGE.....UNIT_DB.....CHARACTER_PATHS.....STRATEGY_MAP.....SETTLEMENT_BU ILDING_DAMAGE.....MISSION_FACTORY.....CHARACTER_ACTION_DETAILS.......!...9.....c.a.m.p.a.i.g.n./.i.m.p.e.r.i.a.l._.c.a.m.p.a.i.g.n...i.m.p.e.r.i.a.l._.c.a.m.p.a.i.g.n.........................$.... ......#............................................................................................. .................................................................................................... ...............................................................................U)..:.d.a.t.a./.w.o.r.l.d./.m.a.p.s./.c.a.m.p.a.i.g.n./.i.m.p.e.r.i.a.l._.c.a.m.p.a.i.g.n./.d.e.s.c.r._.s.t.r.a.t...t.x.t......6...N......D.......D.....@.D........

In hex it is more visible:

0000 0002 0000 0000 8E44 FCBB 1F00 0000 5000 0000 504F 5349 5449 4F4E
0001 0000 0057 4F52 4C44 5F4D 4150 0001 0000 0041 495F 474C 4F42 414C
5F53 5452 4154 4547 595F 4449 5245 4354 4F52 0001 0000 0044 4950 4C4F
4D41 5449 435F 4154 5449 5455 4445 0003 0000 004A 4F55 524E 414C 5F45
5645 4E54 0001 0000 0047 524F 554E 445F 5449 4C45 0001 0000 004D 4552
4345 4E41 5259 5F44 4553 4352 4950 5449 4F4E 0001 0000 0045 434F 4E4F
4D49 4353 5F44 4154 4100 0100 0000 4C4F 475F 4556 454E 5400 0100 0000
4149 5F47 4C4F 4241 4C5F 5052 4F44 5543 5449 4F4E 5F43 4F4E 5452 4F4C
4C45 5200 0100 0000 4641 4354 494F 4E00 0600 0000 574F 524C 445F 4D41
505F 5041 5241 4D45 5445 5253 0001 0000 0053 4945 4745 5F45 4E47 494E
455F 5155 4555 455F 4954 454D 0001 0000 004D 4150 5F52 4547 494F 4E53
0001 0000 004C 4547 494F 4E5F 4445 5343 5249 5054 494F 4E00 0100 0000
484F 4C44 5F52 4547 494F 4E53 0001 0000 0053 4F4C 4449 4552 5F50 4552
5349 5354 454E 5400 0100 0000 414E 4349 4C4C 4152 595F 554E 4954 0001
0000 0046 4F52 545F 4D41 4E41 4745 5200 0100 0000 4556 454E 545F 4445
5441 494C 5300 0200 0000 4255 494C 4449 4E47 0001 0000 0047 4152 5249
534F 4E5F 5245 5349 4445 4E43 4500 0100 0000 4348 4152 4143 5445 525F
4442 0001 0000 0057 4154 4348 544F 5745 525F 4D41 4E41 4745 5200 0100
0000 5345 5454 4C45 4D45 4E54 5F4D 4543 4841 4E49 4353 0001 0000 0048
4F52 4445 0001 0000 0046 4F52 545F 5348 524F 5544 0001 0000 0050 4F52
545F 4D41 4E41 4745 5200 0100 0000 464F 475F 4F46 5F57 4152 5F54 4142
4C45 0003 0000 0057 4154 4348 544F 5745 525F 5348 524F 5544 0001 0000
0053 4554 544C 454D 454E 545F 4D41 4E41 4745 5200 0100 0000 504F 5254
5F53 4852 4F55 4400 0100 0000 4445 4E4F 554E 4345 4D45 4E54 5F4D 4953
5349 4F4E 0001 0000 0055 4E49 545F 5348 4950 0001 0000 0057 494E 5F43
4F4E 4449 5449 4F4E 0001 0000 0041 495F 4641 4354 494F 4E5F 4241 5345
0001 0000 0042 5549 4C44 494E 475F 434F 4E53 5452 5543 5449 4F4E 5F49
5445 4D00 0100 0000 5245 534F 5552 4345 5F4D 414E 4147 4552 0001 0000
0053 4554 544C 454D 454E 545F 5348 524F 5544 0001 0000 004F 4646 4943
4552 0001 0000 0053 5452 4154 4547 595F 4441 5445 0001 0000 0052 4F41
445F 4D41 4E41 4745 5200 0100 0000 5345 5454 4C45 4D45 4E54 5F48 4541
4445 5200 0100 0000 4556 454E 545F 4D41 4E41 4745 5200 0100 0000 4641
4D4F 5553 5F42 4154 544C 455F 4445 5441 494C 0001 0000 0046 4F52 5400
0100 0000 4149 5F43 4845 4154 5F4D 414E 4147 4552 0001 0000 0057 4154
4348 544F 5745 5200 0100 0000 4449 504C 4F4D 4154 4943 5F50 524F 504F
5349 5449 4F4E 0001 0000 0043 4841 5241 4354 4552 5F52 4543 4F52 4400
0300 0000 5245 534F 5552 4345 5F48 4541 4445 5200 0100 0000 4143 5155
4953 4954 494F 4E5F 4D49 5353 494F 4E00 0100 0000 504F 5254 0001 0000
0043 414C 454E 4445 5200 0200 0000 5345 5454 4C45 4D45 4E54 5F4D 4543
4841 4E49 4353 5F53 5441 5453 0002 0000 0053 4554 544C 454D 454E 5400
0100 0000 4D41 5252 4941 4745 5F4D 4953 5349 4F4E 0001 0000 0053 5452
4154 4547 595F 4D41 505F 504F 5349 5449 4F4E 0001 0000 0052 4553 4F55
5243 4500 0100 0000 5245 4352 5549 544D 454E 545F 4954 454D 0001 0000
0055 4E49 5400 0100 0000 524F 4144 0001 0000 0057 4F52 4C44 0004 0000
0041 524D 5900 0100 0000 5345 5454 4C45 4D45 4E54 5F42 5549 4C44 494E
4753 0001 0000 004D 4953 5349 4F4E 0003 0000 0046 414D 4F55 535F 4241
5454 4C45 5F53 4954 455F 4D41 4E41 4745 5200 0100 0000 4641 4354 494F
4E5F 4543 4F4E 4F4D 4943 5300 0100 0000 5245 534F 5552 4345 5F49 4400
0100 0000 4F55 544C 4956 455F 4641 4354 494F 4E53 0001 0000 0055 4E49
545F 4152 5449 4C4C 4552 5900 0100 0000 4348 4152 4143 5445 5200 0300
0000 4153 5341 5353 494E 4154 494F 4E5F 4D49 5353 494F 4E00 0100 0000
5349 4547 4500 0100 0000 554E 4954 5F44 4200 0100 0000 4348 4152 4143
5445 525F 5041 5448 5300 0100 0000 5354 5241 5445 4759 5F4D 4150 0001
0000 0053 4554 544C 454D 454E 545F 4255 494C 4449 4E47 5F44 414D 4147
4500 0100 0000 4D49 5353 494F 4E5F 4641 4354 4F52 5900 0100 0000 4348
4152 4143 5445 525F 4143 5449 4F4E 5F44 4554 4149 4C53 0001 0000 0004
0021 0D00 0039 971A 001A 0063 0061 006D 0070 0061 0069 0067 006E 002F
0069 006D 0070 0065 0072 0069 0061 006C 005F 0063 0061 006D 0070 0061
0069 0067 006E 0011 0069 006D 0070 0065 0072 0069 0061 006C 005F 0063
0061 006D 0070 0061 0069 0067 006E 0083 0D00 0014 0000 0001 0000 0000
0000 0002 0000 0097 0D00 0024 0100 0004 0000 0008 80F1 2300 0000 0000
0000 0000 0101 0000 0101 001F 0000 00FF FF9F 0001 0000 0001 0000 0001
0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001
0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001
0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001
0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001
0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001
0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001
0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001
0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001 0000 0001
0000 0001 0000 0001 0000 0001 0000 0055 290A 003A 0064 0061 0074 0061
002F 0077 006F 0072 006C 0064 002F 006D 0061 0070 0073 002F 0063 0061
006D 0070 0061 0069 0067 006E 002F 0069 006D 0070 0065 0072 0069 0061
006C 005F 0063 0061 006D 0070 0061 0069 0067 006E 002F 0064 0065 0073
0063 0072 005F 0073 0074 0072 0061 0074 002E 0074 0078 0074 0001 1C00
0000 360F 0000 4E00 0000 0000 8E44 0000 0000 0000 8744 0000 0000 0040
BF44 0100 0000 0000 0000


The first "02" is with high probability for changing the faction, but dont care about this, it is more complicated.

What is however very simple is the manipulation with the next section, i.e. in this concrete example:

0000 0000 8B


Whan you change it for example on this:

0100 0040 89


You get the changed date and season in the loding sreen of your campaign.

The 01 is for winter, the 40 is repalceble with 00 or 80 or c0 in my concrete example with 2years per turn (maybe it is also universal incremetation, so also for othe Time_pace values). The starting year 1080 in summer of campaign is then:


0000 0000 87


You get in load screen summer 1080 .....

But this is not solution for changing the turn and year in campaign.

You must now go to the bottom of the cut-offed section in hex represntaion of the info. Do you see anything? Yes, you are right. This part in the end of the section:


0000 8E44 0000 0000 0000 8744 0000 0000 0040 BF44 0100


has very similar structure like the part for changing the year and seson in loading screen.
In fact it is talking to us that we are in this campaign in year 1136, summer. That the campaign has started in 1080, summer. and that it will end in 1530, winter. Simple like that.

As for changing the vaues quite arbitrarily I advise you to prefer to open some previous save file from time to which you want to change the save file and use the concrete values - this is particularly important for holding the right ratio with number of turns otherwise the game crash.
So, I have decided that for me will be sufficient for solving my problem with to much rapid pace of campaign to change it to 00008B440000.

The last step was the most difficult for me personally to locate. You nedd to change apprpriatelly the turn also....
But it is very simple in the end, one must be able to be patient only ...

The whole section after the path for descr_strat.txt file is this:


0001 1C00 0000 360F 0000 4E00 0000 0000 8E44 0000 0000 0000 8744 0000 0000 0040 BF44 0100 0000 0000 0000


And all what is changing when you change the turns is this xxxx 1Cxx xxxx.
So for the 008B year is the right value xxxx 10xx xxxx.

i.e.

0001 1000 0000 360F 0000 4E00 0000 0000 8B44 0000 0000 0000 8744 0000 0000 0040 BF44 0100 0000 0000 0000


And it is all. I have tested it and it appaers to be fully functional. You must be wise only as for reasonable small change, which you can do repeatedly anyway. So by this solution you can be able to play the early era indefinitely.

Bye Sinuhet

alpaca
12-03-2006, 00:32
Very nice. So, did you also find out how to change the time scale (i.e. speed)?

Sinuhet
12-03-2006, 12:43
Not yet.

I had to prefer yesterday and today to back up my previous work on TWC. It is not so simple to backup some 100MB of info sufficiently selectively. However now I am in a point that all things which are the highest value for me are now independent on the TWC/ON medium/servers and I am only expanding the mirrored material about other for me important things. It is also worth of noticing that if somebody colud start to think that will use my work in DL section of TWC for commercial purposes without my written permission, that I can use his network scripts and layout and other graphical stuff for my purposes without permissions.

I would suggest to do the same to all people who are in crisis of trust in TWC. Such parallel mirroring would create: 1. the independnence aon the bad-will of administrators, which can in any time erase all your previous posts/work. 2. the eventual bandwith problems to TWC and this can show where is the real power (I assume that in the mambers of TWC, not in its servers ...). All is perfeectly legal. It is the same like "run on the bank" when all people stop to trust in it and wants parallel pay-offs. We have "our money" inTWC servers and we caould want to them back and go to another "bank" with them. If the original "bank" will have diffficulties with cash-flow is its problem ....

It is only for expalnation why I have stopped my work on th topic of this thread. So, I assume that I will work again on MTW2 save files research today evening.

Bye Sinuhet

Sinuhet
12-03-2006, 19:03
I have found out the code for changing the "speed" also (i.e. exactly speaking changing the value of timescale flag in descr_strat.txt file).

It was still more complicated for research then the chnging the turns/years, it took me almost 4 hours :wall: . However for implementation by users it is on the other hand more simple.

You need chnge the code in two different parts in save file.

The first part is starting in offset: 00 00 00 30 and is longer,
the second part is starting in offset: 00 00 0F 70.

Dont ask me why are the respective values such, but they appear fully functional and is faction independent (tested for england, france, hre):

A. timescale 0.50

1. offset: 00 00 00 30, value: 92 CA 3A 82
2. offset: 00 00 0F 70, value: 00 3F

A. timescale 1.00

1. offset: 00 00 00 30, value: 42 2F A6 EC
2. offset: 00 00 0F 70, value: 80 3F

A. timescale 2.00

1. offset: 00 00 00 30, value: 68 F4 63 D3
2. offset: 00 00 0F 70, value: 00 40

It is all. We can now only ask ShellShock to incorporate this changes options to some .NET program for more convenient handling.

I have changed by this way the above described save file of mine to be in summer 1112, 17 turns, 836 turns to play in timescale 0.50 from standard timescale 2.00 with summer 1136, 29 turns, 197 turns to play. And the game is acting without crashes. The AI is deciding to act differently, however, in AI diplomacy - these things must be dependent on the count of turns left, otherwise everything seems to be same like before change .....

Bye Sinuhet

alpaca
12-03-2006, 19:46
The stuff at the second offset are the actual floating point numbers. No idea about the first offset.

ShellShock
12-03-2006, 19:50
Nice work Sinuhet! :2thumbsup:

I will look into putting this into MedManager. :jumping:

Sinuhet
12-03-2006, 20:00
Nice work Sinuhet! :2thumbsup:

I will look into putting this into MedManager. :jumping:

Thanks, friend. I have asked you about this in TWC before a while, then it has been again down .... I have metioned there (I dont know if you had read it there) that I have maybe a clue how to change the faction also. But it is so simple that I have a suscpicion that it will be in the end more complicated - so I will test it thoroughly at first and let you know after I will be sure.

There will be maybe a problem how to count exactly the values for years if the user would like to input quite arbitrary values, the simplest for the start solution would be to collect some "real" combinations of values for turn, season, and year respectively from actual save files by users and let change them via your programm only to these "tested" preset values ....

Bye Sinuhet

alpaca
12-03-2006, 20:10
Short addition: The values you mention above for the years are floats, too (00008744 is 1080., 00008E44 is 1136., 0040BF44 is 1530.). So it shouldn't be too hard to extend that further in a save game editor. Just write the number as float.

ShellShock
12-03-2006, 23:07
Thanks - makes sense that these are four byte floats. I seem to remember something similar in RTW.

Sinuhet
12-04-2006, 09:06
Short addition: The values you mention above for the years are floats, too (00008744 is 1080., 00008E44 is 1136., 0040BF44 is 1530.). So it shouldn't be too hard to extend that further in a save game editor. Just write the number as float.

Thanks, alpaca. Make sense perfectly. I dindt investigated the meaning the hex fragments, my method was more empiric and observational. But this your explanation helps to use the arbitrary values for years flags also (i.e. also extension of campaign by redefining the last year flag value).

As for faction changing via hexediting of savefile, it is too complicated. There are needed several changes in the front parts of the file (i.e. the parts of file like in the changes above), which are not however sufficient. There must be something else to change in sections responsible for buildings, characters, units or such a stuff in middle and further parts of the file probably. It is not worth of it to investigate and use in this form, because the same can be done nicely via Show me script (I assume it is identical with RTW scripting) - so we can only wait for unpacker to have access to export_descr_advice.txt file .... I will give (when I will be at home) the more detailed report for theoretical purposes, but it is not working solution, but wip - however the used structures are nicely logical :yes: .

However, I will try find out still some other possiblities of chnging flags of descr_strat.txt file (spawn values of rebels and pirates, etc.)

Bye Sinuhet

alpaca
12-04-2006, 14:37
Thanks, alpaca. Make sense perfectly. I dindt investigated the meaning the hex fragments, my method was more empiric and observational. But this your explanation helps to use the arbitrary values for years flags also (i.e. also extension of campaign by redefining the last year flag value).

As for faction changing via hexediting of savefile, it is too complicated. There are needed several changes in the front parts of the file (i.e. the parts of file like in the changes above), which are not however sufficient. There must be something else to change in sections responsible for buildings, characters, units or such a stuff in middle and further parts of the file probably. It is not worth of it to investigate and use in this form, because the same can be done nicely via Show me script (I assume it is identical with RTW scripting) - so we can only wait for unpacker to have access to export_descr_advice.txt file .... I will give (when I will be at home) the more detailed report for theoretical purposes, but it is not working solution, but wip - however the used structures are nicely logical :yes: .

However, I will try find out still some other possiblities of chnging flags of descr_strat.txt file (spawn values of rebels and pirates, etc.)

Bye Sinuhet
Actually, no. The control console command doesn't work anymore, or at least not in the same way as it did in RTW and is mentioned in the help for it.
I guess they removed it because it conflicted with the seemingly-planned hotseat mode. The problem is they didn't finish that, either.

Sinuhet
12-04-2006, 17:11
Actually, no. The control console command doesn't work anymore, or at least not in the same way as it did in RTW and is mentioned in the help for it.
I guess they removed it because it conflicted with the seemingly-planned hotseat mode. The problem is they didn't finish that, either.

Ohh, do you mean that there are not console commands possible to use in Show me scripts anymore? I have not downloaded the new (MTW2) docudaemon yet, but I would assume that they would not do such a silly thing because it is very handful also for testing - so how they change the AI controlled faction in campaign during their testing then??? Or, alternatively, didnt I grasped your post in bad manner? And, eventually, do you assume that from reading the "available " commands in MTW2 documentation or have you done some test via campaign script??? (it should be possible to use any scripting commands in the new campaign script to, I suppose, with the condition only of restarting/starting new/ the campaign, but for testing purposes it doesnt matter ....)

In every case, this your remark could shed a new light to further investments of time and effort in the direction of changing the faction in save file via hexediting.....

Thanks and bye, Sinuhet

alpaca
12-04-2006, 17:34
Well, you can still call the console commands from scripts, it's just that the control command doesn't work. Maybe they changed the syntax or they had some other way to change which faction they're playing, but I tried the control command and it didn't work. And I didn't use wrong faction names either, because they worked with halt_ai.

Unfortunately the console commands are completely missing from the docudemon files this time around, so we can't check the syntax there either.

Sinuhet
12-04-2006, 21:00
Well, you can still call the console commands from scripts, it's just that the control command doesn't work. Maybe they changed the syntax or they had some other way to change which faction they're playing, but I tried the control command and it didn't work. And I didn't use wrong faction names either, because they worked with halt_ai.

Unfortunately the console commands are completely missing from the docudemon files this time around, so we can't check the syntax there either.

Thanks for the answer, alpaca. However, it seems to me strange because I have these info dumped from memory (the same strings should be in hexeditor in exe) during playing the MTW2 Demo SE (I have assumed that the MTW2 exe will be the same in this, so I have not bothered with dumping it again til yet...).

Section of console commands:


0x0137F7B0 23 23 20 4D 65 64 69 65 76 61 6C 53 68 65 6C 6C ## MedievalShell
0x0137F7C0 20 63 6F 6E 73 6F 6C 65 20 63 6F 6D 6D 61 6E 64 console command
0x0137F7D0 20 6C 69 73 74 69 6E 67 20 23 23 0D 0A 0D 0A 00 listing ##.....
0x0137F7E0 0A 74 6F 6F 20 6D 61 6E 79 20 63 6F 6D 6D 61 6E .too many comman
0x0137F7F0 64 73 2E 2E 2E 00 00 00 0A 6D 75 6C 74 69 70 6C ds.......multipl
0x0137F800 65 20 77 6F 72 64 20 6E 61 6D 65 73 20 73 68 6F e word names sho
0x0137F810 75 6C 64 20 62 65 20 77 72 61 70 70 65 64 20 69 uld be wrapped i
0x0137F820 6E 20 71 75 6F 74 65 73 00 00 00 00 0A 75 73 65 n quotes.....use
0x0137F830 20 27 3F 63 6D 64 6E 61 6D 65 27 20 74 6F 20 72 '?cmdname' to r
0x0137F840 65 74 72 69 65 76 65 20 68 65 6C 70 20 66 6F 72 etrieve help for
0x0137F850 20 61 20 63 6F 6D 6D 61 6E 64 00 00 4D 65 64 69 a command..Medi
0x0137F860 65 76 61 6C 53 68 65 6C 6C 20 63 6F 6D 6D 61 6E evalShell comman
0x0137F870 64 20 6C 69 73 74 69 6E 67 3A 0A 0A 00 00 00 00 d listing:......
0x0137F880 65 72 72 3A 20 63 6F 6D 6D 61 6E 64 20 27 25 73 err: command '%s
0x0137F890 27 20 6E 6F 74 20 72 65 63 6F 67 6E 69 73 65 64 ' not recognised
0x0137F8A0 00 00 00 00 63 6F 6D 6D 61 6E 64 20 6E 6F 74 20 ....command not
0x0137F8B0 72 65 63 6F 67 6E 69 73 65 64 20 28 75 73 65 20 recognised (use
0x0137F8C0 3F 20 66 6F 72 20 68 65 6C 70 29 2E 00 00 00 00 ? for help).....
0x0137F8D0 63 6F 6E 73 6F 6C 65 20 6D 6F 64 65 20 6E 6F 74 console mode not
0x0137F8E0 20 69 6E 69 74 69 61 6C 69 73 65 64 2C 20 6E 6F initialised, no
0x0137F8F0 20 63 6F 6D 6D 61 6E 64 73 20 61 76 61 69 6C 61 commands availa
0x0137F900 62 6C 65 00 00 00 00 00 63 6F 6E 73 6F 6C 65 20 ble.....console
0x0137F910 63 75 72 72 65 6E 74 6C 79 20 64 69 73 61 62 6C currently disabl
0x0137F920 65 64 20 66 6F 72 20 68 6F 74 73 65 61 74 20 6D ed for hotseat m
0x0137F930 75 6C 74 69 70 6C 61 79 65 72 2C 20 6E 6F 20 63 ultiplayer, no c
0x0137F940 6F 6D 6D 61 6E 64 73 20 61 76 61 69 6C 61 62 6C ommands availabl
0x0137F950 65 00 00 00 84 17 48 01 CC 7C 14 01 CC 17 48 01 e.....H..|....H.
0x0137F960 10 10 CB 00 00 00 00 00 61 64 64 5F 6D 6F 6E 65 ........add_mone
0x0137F970 79 20 3C 6F 70 74 3A 66 61 63 74 69 6F 6E 5F 74 y <opt:faction_t
0x0137F980 79 70 65 3E 20 3C 61 6D 6F 75 6E 74 3E 20 3A 20 ype> <amount> :
0x0137F990 61 64 64 73 20 61 6E 20 61 6D 6F 75 6E 74 20 6F adds an amount o
0x0137F9A0 66 20 6D 6F 6E 65 79 20 74 6F 20 61 20 66 61 63 f money to a fac
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0x013836E0 65 72 20 74 6F 20 64 6F 63 75 6D 65 6E 74 61 74 er to documentat
0x013836F0 69 6F 6E 2F 63 75 72 72 65 6E 74 5F 68 61 6E 64 ion/current_hand
0x01383700 6C 65 72 5F 73 68 6F 72 74 63 75 74 73 2E 74 78 ler_shortcuts.tx
0x01383710 74 00 00 00 70 72 69 6E 74 5F 73 68 6F 72 74 63 t...print_shortc
0x01383720 75 74 73 00 00 00 00 00 63 61 6E 6E 6F 74 20 61 uts.....cannot a
0x01383730 64 64 20 75 6E 69 74 28 73 29 20 62 65 63 61 75 dd unit(s) becau
0x01383740 73 65 20 74 68 65 20 67 61 72 72 69 73 6F 6E 20 se the garrison
0x01383750 61 6C 72 65 61 64 79 20 63 6F 6E 74 61 69 6E 73 already contains
0x01383760 20 74 68 65 20 6D 61 78 69 6D 75 6D 20 6E 75 6D the maximum num
0x01383770 62 65 72 20 6F 66 20 75 6E 69 74 73 00 00 00 00 ber of units....
0x01383780 63 61 6E 6E 6F 74 20 61 64 64 20 73 68 69 70 20 cannot add ship
0x01383790 75 6E 69 74 20 74 6F 20 67 61 72 72 69 73 6F 6E unit to garrison
0x013837A0 00 00 00 00 00 00 00 00 63 61 6E 6E 6F 74 20 61 ........cannot a
0x013837B0 64 64 20 75 6E 69 74 28 73 29 20 62 65 63 61 75 dd unit(s) becau
0x013837C0 73 65 20 63 68 61 72 61 63 74 65 72 27 73 20 61 se character's a
0x013837D0 72 6D 79 20 61 6C 72 65 61 64 79 20 63 6F 6E 74 rmy already cont
0x013837E0 61 69 6E 73 20 74 68 65 20 6D 61 78 69 6D 75 6D ains the maximum
0x013837F0 20 6E 75 6D 62 65 72 20 6F 66 20 75 6E 69 74 73 number of units
0x01383800 00 00 00 00 63 61 6E 6E 6F 74 20 61 64 64 20 6C ....cannot add l
0x01383810 61 6E 64 20 75 6E 69 74 20 74 6F 20 61 64 6D 69 and unit to admi
0x01383820 72 61 6C 20 63 68 61 72 61 63 74 65 72 00 00 00 ral character...
0x01383830 63 61 6E 6E 6F 74 20 61 64 64 20 73 68 69 70 20 cannot add ship
0x01383840 75 6E 69 74 20 74 6F 20 6E 6F 6E 2D 61 64 6D 69 unit to non-admi
0x01383850 72 61 6C 20 63 68 61 72 61 63 74 65 72 00 00 00 ral character...
0x01383860 75 6E 69 74 20 74 79 70 65 20 6E 6F 74 20 72 65 unit type not re
0x01383870 63 6F 67 6E 69 73 65 64 00 00 00 00 59 6F 75 20 cognised....You
0x01383880 63 61 6E 20 6F 6E 6C 79 20 61 64 64 20 61 20 75 can only add a u
0x01383890 6E 69 74 20 74 6F 20 61 6E 20 67 65 6E 65 72 61 nit to an genera
0x013838A0 6C 00 00 00 63 61 6E 6E 6F 74 20 61 64 64 20 75 l...cannot add u
0x013838B0 6E 69 74 20 74 6F 20 6E 6F 6E 2D 67 65 6E 65 72 nit to non-gener
0x013838C0 61 6C 20 63 68 61 72 61 63 74 65 72 20 74 79 70 al character typ
0x013838D0 65 00 00 00 63 61 6E 6E 6F 74 20 61 64 64 20 75 e...cannot add u
0x013838E0 6E 69 74 20 74 6F 20 63 68 61 72 61 63 74 65 72 nit to character
0x013838F0 20 69 6E 20 72 65 73 69 64 65 6E 63 65 00 00 00 in residence...
0x01383900 79 6F 75 20 6E 65 65 64 20 74 6F 20 73 65 6C 65 you need to sele
0x01383910 63 74 20 61 20 70 6C 61 63 65 20 74 6F 20 70 75 ct a place to pu
0x01383920 74 20 69 74 2C 20 65 69 74 68 65 72 20 61 20 63 t it, either a c
0x01383930 68 61 72 61 63 74 65 72 2C 20 73 65 74 74 6C 65 haracter, settle
0x01383940 6D 65 6E 74 20 6F 72 20 66 6F 72 74 20 77 69 6C ment or fort wil
0x01383950 6C 20 64 6F 00 00 00 00 63 68 65 61 74 20 6F 6C l do....cheat ol
0x01383960 69 70 68 61 6E 74 73 00 69 6E 76 61 6C 69 64 20 iphants.invalid


There you can locate also the "control" command as previously in RTW, so maybe bad syntax ??? See the difference with halt_ai, wher is faction type NAME, but in kill faction and control is only faction type. Maybe we must to use number for the each faction respectively, ....

Bye Sinuhet

ShellShock
12-05-2006, 23:04
I have posted a new version of MedManager (http://www.twcenter.net/forums/showthread.php?t=68328) that makes it easy to edit the dates, as documented by Sinuhet.

Nice work everyone!

alpaca
12-05-2006, 23:42
Sinuhet: In RTW it worked with the faction name, I tried supplying numbers but that didn't work either.

Sinuhet
12-06-2006, 09:12
Sinuhet: In RTW it worked with the faction name, I tried supplying numbers but that didn't work either.

Yes, I have tried it in campaign script the same day I hav esuggested it to you and it doesnt work for me too, with names or numbers.

I would like to suggest to try it again with names firstly like in RTW via Show me script after releasing the CA expert_descr_advice.txt file. This was solution which worked for me in RTW, so there is the highest probability that if it will be functional in MTW2 too (i.e. it is not only a residuum in the code of the Demo exe), it will be possible to activate this command via script in this way. I cannot to do myself unfortunatelly, I have to yesterday spent all my time with some statistics for job and today I have some party, and if I will be able to do anything after it is a big question .... However, I think that it is worth of it to try it still via the Show me script.

After releasing the CA Data files, I will direct my research toward AI battle mechanics, so this topic will be such an orphan for some time now from my side ....

Bye Sinuhet

ShadowStriker
12-24-2006, 19:47
With hex editting would it also be possible to change the faction you are, the money you have, relations and diplomacy and stuff like that?