View Full Version : Request - Looking to addresses travel time
Campidoctor
03-18-2011, 18:16
Greetings,
So I'm a "late" comer to M2TV.
Last played MTW 7 years ago,.... finally got some time to play again and picked 2 up.
So far I think the developers did expand on M1 well, however taking 7 turns to march to Sicily from Milan, and 7 turns back, each turn being 2 years - 28 years!!!! What the heck?
I've searched a bit and didn't find this complaint. Am I the only one?
So,.....
Is/Are there any Mod that addresses this?
Thanks for any advice.
Pax.
Campidoctor
A turn is half a year. You can see the changes from winter to summer on the campaign map. Therefore if your turns statement is true that is 7 years, which still is excessive. I will concede that I don't have any factual evidence on how long it took armies to march certain distances. 10 mile a day for the Romans is ringing a bell (more like 20 with Caesar) but they were the Romans...
Campidoctor
03-19-2011, 01:55
Thanks for the input Passion, but maybe it's a function on the version your playing.
I've got M2TW GOLD Version 1.03 and I am 100% certain a turn is 2 years (on the Grand Campaign). I think the developers through in the season change to mix it up battle conditions.
That being said a 6 month turn would be ideal. Travel/march times would make sense.
So do I need to play an other version to fix it?
I assumed that since I was playing a late pressed GOLD edition I'd have the most current version and patches.(am I nuts to assume this?)
Passion- Can you tell me which version you have, as if the turns with that one are 6 months I'd use it.
I see a number of views,... anyone else using version with 6 month or 2 year turns?
Pax.
Emperor of the Awesomes
03-19-2011, 03:01
I don't have Gold edition but I'm pretty sure that 1 turn counts as 2 years but for characters and seasonally it is 6 months. I don't know why the developers did this but If you go diving into the descr. files then there should be a piece of code that affects the time scale (I found it set at 2.00 or something) changing that might solve the problem. I think there's some helpful vids on youtube or somewhere. Just suggesting, but I think there probably is a way to rectify the problem.
hope this helps.
To change the time scale to six months you have to go the desc_strat file and change the turn scale from 2.00(I think) to 0.50. I have changed mine and the only issue I've come across is that it will take over 300 turns before reaching gunpowder age and 600 before the new world is available. Obviously that would be the reason for making a turn two years but simulate six months, so it does not take as long to progress through a campaign. So if you don't mind taking your time in a game, having all your home settlements built to the max before the 1300s, and most other factions as technologically advanced as you then changing your turn scale will fix the time issue. Another possible option, if waiting is not your thing, you could try changing your starting date to a later time as well as changing your turn scale, but I'm not sure how that will effect events and the overall campaign.
I recently picked up the game and the same thing bugs the crap out of me. Doing my first real campaign as the English (I dinked around with the custom battles for quite a while before starting to play "for real") and it takes a ship 9 turns to get to Italy (to go bribe the Pope). 18 years - one way?! WTF?! Even back then the voyage wouldn't take more than a few months max. But I guess its all part of the suspension of disbelief when you're playing a video game. On the flip side, I conquered Wales by Turn 3. So that's like 6 years. In real life, tt took England over 200 years after the Norman invasion to do the same thing, so the time thing cuts both ways. And I would imagine that if a ship could get anywhere on the map in one turn (which is more "realistic", in my mind), it would horribly unbalance the gameplay. In any case, there are a ton of mods that add depth and realism to the game, so I might have to check one of those out at some point.
phonicsmonkey
03-21-2011, 05:33
In any case, there are a ton of mods that add depth and realism to the game, so I might have to check one of those out at some point.
Stainless Steel is probably the best full-conversion mod that keeps the focus on Europe. It completely reworks almost everything including movement rates and you might find it to be better in that regard.
Broken Crescent is set further to the East and definitely has far-increased movement rates compared to vanilla. It's my personal favourite of all the M2TW mods I've tried.
For a more vanilla experience you could try the Kingdoms Grand Campaign Mod in which movement rates are increased from vanilla but not excessively, or Lands to Conquer. Both of these retain more of the original material from the vanilla game but add extra features.
In SS your movement is vastly increased. You can go from London to Paris in one turn (or almost) and you can sail to Denmark in two turns, to give you an example.
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