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Forum: Modding Research Wiki

This forum is designed to be a comprehensive reference guide for Medieval 2 Total War modding information. Members can post and edit the information in the top post in each thread in order to keep each area up to date with the latest discoveries. Before creating a new thread, members should check to ensure that a thread does not already exist for this area. For more details see the stickied post 'How to use the Modding Research Wiki'.

  1. Sticky Thread Sticky: Hardcoded limits

    Well I thought I'd start such a thread again since I did a bit of research on building trees. Buildings - Maximum number of buildings per tree is 9 - Maximum number of building trees is 128. The next four buildings will somehow be wrapped onto the first four buildings already built in the...

    Started by alpaca, 01-04-2007 17:43
    2 Pages
    1 2
    • Replies: 33
    • Views: 5,005
    02-03-2008 17:59 Go to last post
  2. Sticky Thread Sticky: Conditions/Commands/Events - Things to know

    Well I thought it's a good idea to collect which of the things described in the docudemons don't work as they should or not at all. If you stumble across anything, please post it here or add it directly to my post. Commands terminate_battle appears to crash the script engine. After using...

    Started by alpaca, 05-05-2007 21:37
    • Replies: 1
    • Views: 1,786
    01-20-2008 15:24 Go to last post
  3. Sticky Thread Sticky: Sandbox

    This is a Sandbox thread for members to play around with the Research Wiki features. All normal forum rules apply to content entered herein and please leave this note at the top of the file, however, aside from that - feel free to play around. Testing testing one two three... How to transform...

    Started by Modding Forum, 10-23-2006 00:54
    • Replies: 2
    • Views: 2,329
    11-25-2006 18:27 Go to last post
  4. Sticky Thread Sticky: File directory structure project

    Placeholder

    Started by Modding Forum, 10-23-2006 00:57
    • Replies: 0
    • Views: 1,716
    10-23-2006 00:57 Go to last post
  5. Sticky Thread Sticky: How to use the Modding Research Wiki forum

    How to view edit history Briefly, for now - on the left of each post that has been edited you will see a link beneath the poster's post count called View Edit History. Click on that and it will return you to the post but there will be a series of numbers to the right of View Edit History -...

    Started by Modding Forum, 10-23-2006 00:55
    • Replies: 0
    • Views: 1,892
    10-23-2006 00:55 Go to last post
  1. Adding a new culture

    The process of adding a new culture is very simple and does not require the vanillia data to be changed. However you can only add one new culture, any more and the game will crash. Though it is possible to remove an existing culture and replace it with a new culture without the game crashing (as...

    Started by uanime5, 05-06-2007 16:51
    • Replies: 26
    • Views: 5,283
    06-05-2010 00:54 Go to last post
  2. Accessing Files

    I'm new to modding, but I was wondering, how in the world do I get to some of these folders? My computer isn't displaying anything. In Rome: Total War it's fine, but in the Medieval2 folder it isn't. I am running vista on my computer. Thanks in Advance.

    Started by Gwyain, 10-12-2009 23:12
    • Replies: 1
    • Views: 480
    12-07-2009 13:32 Go to last post
  3. Game AI stuff

    This is for stuff not directly related to path-finding. Used alpaca's stripped down map to make a mini testing map. http://img175.imageshack.us/img175/390/testmapjk5.th.jpg The map is set up in such a way as to not have any path-finding problems so i could test other things. Plan is to...

    Started by nikolai1962, 04-19-2007 03:20
    • Replies: 19
    • Views: 2,821
    03-26-2009 20:35 Go to last post
  4. Adding a new religion

    New religion The information on which files to use was provided by Octavius. To add a new religion you need to do the following (since this is pretty straight forward I won't included diagrams). 1) Open descr_religion.txt and add you religion to the list (in this case diabolical), then assign a...

    Started by uanime5, 05-09-2007 12:29
    • Replies: 25
    • Views: 5,311
    02-28-2009 14:32 Go to last post
  5. Hordes (campaign_db.xml)

    Excerpt from my modified file <hordes> <end_target_faction_bonus int="600"/> <start_target_faction_bonus int="300"/> <farming_level_bonus int="50"/> <shared_target_bonus int="10"/> <disbanding_horde_bonus int="-400"/> <starting_region_bonus...

    Started by FactionHeir, 04-05-2008 06:34
    • Replies: 6
    • Views: 1,387
    01-05-2009 12:29 Go to last post
  6. Trading

    A settlement seems to make more money if it can trade with other settlements that do not posses the resources it does. For example if settlements A, B, and C all border each other and only have coal to trade they won't make much money because they're trading 'common goods'. But if A has coal, B...

    Started by uanime5, 09-19-2008 01:17
    • Replies: 2
    • Views: 595
    09-25-2008 23:08 Go to last post
  7. Dead Characters in descr_strat.txt

    I'm unsure whether this is known from RTW (I haven't tested it but I assume the same code works), but we certainly weren't aware of it in EB, so I thought I had better post my findings here. Sometimes it may be necessary to have a family tree that contains dead characters in it (ie characters...

    Started by Foot, 08-19-2008 09:53
    • Replies: 1
    • Views: 968
    09-25-2008 23:06 Go to last post
  8. [Scripting] Some notes on 'send_character_off_map' (Kingdoms)

    This command is used to send a character off the bounds of the map, and nonexistent for the purposes of gameplay (he's even counted as dead in the family tree). But when you spawn him again, he retains all of his old traits, and can be used again. Here is the usage: send_character_off_map...

    Started by SigniferOne, 09-05-2007 06:30
    • Replies: 7
    • Views: 1,857
    08-19-2008 15:33 Go to last post
  9. Vanilla Map Settlement Position Numbers

    In case anyone else needs these: London 109,147 Nottingham 107, 155 York 106, 164 Edinburgh 102, 174 Inverness 99, 181 Caernarvon 94, 157 Dublin 90, 162 Oslo, 142, 187

    Started by Nem Godslayer, 12-10-2006 17:02
    • Replies: 3
    • Views: 2,303
    08-14-2008 16:35 Go to last post
  10. Self-replenishing units

    How do I give a unit a self-replenishing property like the general units or the unique units in M2TW:Kingdoms? I'm trying to add them to a unique unit with a unit cap of 1, but is not a general's bodyguard unit.

    Started by TheLastPrivate, 07-23-2008 05:33
    • Replies: 4
    • Views: 980
    08-10-2008 21:12 Go to last post
  11. Map editing for AI path-finding problems.

    AI path-finding Guidelines The AI is massively handicapped by path-finding problems between regions. Their armies are often immobile through not being able to find the target they have been given. Some quick examples: 1) The southern starting scottish army doesn't move at all. 2) The...

    Started by nikolai1962, 03-31-2007 01:10
    2 Pages
    1 2
    • Replies: 56
    • Views: 5,734
    07-03-2008 04:14 Go to last post
  12. Research: Bribery Mechanics

    Since I'm currently testing bribery which I want to use in a feature for Italia Invicta (bribable condottieri stacks as mercenary armies), I'll log my test results and conclusions here so everyone has some use out of it (settings means settings changed from vanilla test unless specified). First...

    Started by alpaca, 10-10-2007 21:48
    • Replies: 6
    • Views: 1,229
    05-13-2008 02:01 Go to last post
  13. Battle Odds balancing

    I've read in several topics that it is possible to balance battle odds (the one's that show on the engagement screen and determine the extent of victory) by using stat_health's mount health value, as it is not used for anything besides elephants in M2TW. However, after testing a few cases, this...

    Started by FactionHeir, 04-05-2008 06:48
    • Replies: 4
    • Views: 799
    04-10-2008 13:57 Go to last post
  14. Settlements: File Formats; Take 2

    Hi all, This is a continuation of a thread that had some formatting problems. Hope this thread doesn't. I'm going to try a quick test in this post, then post the real question. Here's a chunk of the settlement header, hopefully it will come out ok with linebreaks: serialization::archive...

    Started by KnightErrant, 08-04-2007 04:48
    3 Pages
    1 2 3
    • Replies: 74
    • Views: 5,130
    03-31-2008 17:54 Go to last post
  15. mount_effect

    I'm rather intrigued by this attribute in export_descr_units. I've been wanting to make certain units, such as billmen and voulgiers have bonus fighting cavalry without taking a drastic hit on combat effectiveness against infantry due to their already poor animations by using spear_bonus. Did a...

    Started by FactionHeir, 03-26-2008 16:12
    • Replies: 2
    • Views: 705
    03-27-2008 17:42 Go to last post
  16. Double Velocity

    Asking a question for a change after the forum search wasn't quite successful: descr_projectile gives 2 velocity values for some projectiles. Other projectiles have only 1 value. What does the first and second value mean and how does it compare to those projectiles with only 1 value? And...

    Started by FactionHeir, 12-30-2007 15:33
    • Replies: 12
    • Views: 1,274
    01-01-2008 22:07 Go to last post
  17. Battlefields

    Placeholder

    Started by Modding Forum, 10-23-2006 01:45
    • Replies: 6
    • Views: 1,585
    12-29-2007 08:30 Go to last post
  18. Campaign/Diplomacy AI

    Thought I'd start a thread on this as I'm currently messing with it. Will post anything I come up with. edit: removed first point until i get a chance to retest :) ~~~~ Lots of very useful info on this subject in this link posted by CavalryCmdr

    Started by nikolai1962, 11-19-2007 22:20
    3 Pages
    1 2 3
    • Replies: 84
    • Views: 4,847
    12-19-2007 05:20 Go to last post
  19. Command line switches

    The config file The medieval2.preference.cfg file that you can find in your M2TW directory has a lot of settings that can be used to enhance modding or customize your game. The primary uses for it in modding are presumably as a mod switcher (together with a .bat file, explained later), to...

    Started by Modding Forum, 10-23-2006 02:01
    • Replies: 21
    • Views: 9,061
    12-14-2007 01:51 Go to last post
  20. Buildings & Settlements

    A listing of some of the new building effects can be found here: http://forums.totalwar.org/vb/showthread.php?t=73978 Prefixes guild_ makes the building unbuildable, but instead subject to rules defined in export_descr_guilds temple_ as in Rome, only one temple_ structure can be built in a...

    Started by Modding Forum, 10-23-2006 01:45
    • Replies: 24
    • Views: 4,072
    12-07-2007 23:41 Go to last post
  21. A start on the .MESH file format

    Hi I've been looking at the .MESH format and although it's not complete, I thought I'd share what I've found and maybe kickstart others to finish it. I've mainly been looking at figure meshes (siege engine and other meshes are a bit different) and the information relates to these. All values...

    Started by GrumpyOldMan, 02-14-2007 06:13
    22 Pages
    1 2 3 4 ... 22
    • Replies: 651
    • Views: 40,187
    12-06-2007 18:23 Go to last post
  22. Kingdoms commands

    Well I have a specific question after getting the campaign scripts and maybe someone could test it: Do destroy_buildings and destroy_units only work on a faction-wide level or can we also specify a certain city as the scope?

    Started by alpaca, 09-04-2007 18:28
    • Replies: 8
    • Views: 1,452
    11-25-2007 10:05 Go to last post
  23. Mod folder for Kingdoms

    Has anyone worked out how to do this yet? I've only worked out a cruder version, where whoever wants to run the mod makes a copy of campaign folder then installs mod into said folder. Has anyone got anything better?

    Started by Marcus Orentius, 10-22-2007 17:25
    • Replies: 6
    • Views: 948
    10-23-2007 18:10 Go to last post
  24. Agents

    You can add the fact that the number of Agent is capped to 12 (family, general, merchant, diplomat, princess, spy, assassin, admiral, heretic, priest, witch, inquisitor). If you try to add more agents with descr_strat it will crash and system.log will tell you exactly "N° of agents capped to...

    Started by madalchemist, 01-05-2007 02:25
    • Replies: 4
    • Views: 1,544
    09-28-2007 15:26 Go to last post
  25. Kingdoms

    This thread is the place for all research founded about Kingdoms' modding. What have been changed, what is same as M2...Just what we should now, if going to making mods for it... I can't yet make any research, but I'll try it later, then get own copy. So if anyone has found something, post it...

    Started by Charge, 09-19-2007 00:04
    • Replies: 0
    • Views: 822
    09-19-2007 00:04 Go to last post
  26. Cracking the .sd files

    Well, did some work on those yesterday since we need to edit them if we actually want to add new factions (not only replace them). In case you don't know a thing about them, the .sd files can be found in the data/ui folder and describe the images associated with ui elements (i.e. they describe...

    Started by alpaca, 12-29-2006 20:55
    2 Pages
    1 2
    • Replies: 52
    • Views: 4,250
    09-13-2007 08:53 Go to last post
  27. Unit Upgrade levels

    Hello. I drew up a new system to the armor upgrade levels, but this does not work. Te original txt file looks in this manner: type Spear Militia dictionary Spear_Militia ; Spear Militia category infantry class spearmen voice_type Light banner faction main_spear banner holy crusade

    Started by GubZol, 08-21-2007 19:46
    • Replies: 2
    • Views: 991
    09-10-2007 11:41 Go to last post
  28. recruit_priority_offset (export_descr_unit.txt)

    This is the new command in EDU, which is supposed to influence how frequently or infrequently the AI decides to recruit this unit. So far, 0 seems to be the neutral setting, as for peasants; Prussian Archers (I'm using the teutonic campaign) are -10, probably indicating undesirability; dismounted...

    Started by SigniferOne, 09-05-2007 01:01
    • Replies: 0
    • Views: 1,695
    09-05-2007 01:01 Go to last post
  29. Chariots taking me for a ride!

    Been spending quite a bit of time trying to get to grips with how this can be done, and I have a solid plan that just does not seem to be working for me! 1) Took a selected set of horse animations, and created a dummy 'elephant' to try and get it so that a horse appeared as a horse...but was...

    Started by Bwian, 07-15-2007 11:32
    2 Pages
    1 2
    • Replies: 38
    • Views: 2,047
    08-27-2007 22:53 Go to last post
  30. Animations

    Well just to let you guys know: I started looking into the animation files a bit. I already wrote a python script that can extract them from the .idx/.dat file - it seems they aren't packed or anything since Verci's old cas importer was able to import them (well they didn't work properly, but it...

    Started by alpaca, 04-10-2007 13:33
    9 Pages
    1 2 3 4 ... 9
    • Replies: 251
    • Views: 12,354
    08-24-2007 05:54 Go to last post

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