View Full Version : [MTW]Game time enhancement
Hello!
I love long playing. The game is however to short for me. I know that it is possible to edit Medieval Total War configuration (text) files, modify some values and the result is: You can start game in earlier period - so the player has much more time before time limit expire.
Please give me information which configuration files must be edited (I predict that these files contain starting dates in some scripting language).
Thank You for Your help and time. It is deeply respected.
Also it would be nice if somebody tell me: is it possible to disable revolting my own armies (via config files or other trick...)? Thank You.
EatYerGreens
09-22-2005, 15:41
Welcome to the Org! :bow:
The information about altering the game dates should be answered in the MTW modding forum.
You should be able to at least browse the posts there but will not be able to post questions in that section until your Org membership is granted. Just keep posting questions or useful replies in the Entrance Hall until that happens.
Revolts in your own armies? Some might consider disabling these (even if it were technically possible, which I think it isn't) as a bit of a cheat, since it's an aspect of the game you simply have to be able to deal with.
There was a recent thread in the Main Hall section, about Civil Wars and How to avoid them. Have a read of that and see if it helps.
There is a well-known feature of the game whereby you're offered the 'minor victory' after conquering 60% of Europe but decide to continue and go for 100%. Somewhere around the 80% mark, rebellions spontaneously break out right across large sections of your empire. This is apparently hard-coded into the game by the makers, so as to not make the final stages of the game into a too-easy walkover for the player.
You might be able to avoid this by activating the auto-taxes feature, which ensures loyalty will stay above 120% in your provinces. This is enough to prevent re-emergenges of eliminated factions and should help prevent rebellions too, though I cannot guarantee that.
Welcome to the Org! :bow:
The information about altering the game dates should be answered in the MTW modding forum.Thanks for this info. I will use this suggestion :)
Revolts in your own armies? Some might consider disabling these (even if it were technically possible, which I think it isn't) as a bit of a cheat, since it's an aspect of the game you simply have to be able to deal with.Taxes etc. are no problem, I just have lots of generals with low loyality and so they like to revolt. I want to play as Great Imperator with army of brainless cyborgs, with full respect of my orders. I can deal with revolts, but disabling revolting generals (not provinces/regions) only better fit to my gamestyle. :charge: :whip: :whip: :whip: So I have asked how it can be performed :)
Disband low loyalty units. If it's a family member, send him into battle and get him killed.
Hmm? Why do that. Fighting and winning normally results in fame and that makes your generals more loyal, at least I had the impression when I still played...
Hmm? Why do that. To avoid revolts in my own armies if I have lots of low loyality generals.
However please, I only need to disable revolts in generals (not in provinces), because I do not like and need this feature in my rulestyle. Please stop suggest how to deal with revolting generals. I know it ;) I only need to disable it if it is possible.
But more important is enhance game time - please see above (I have no access to modding forum, so I cannot post this question there...). These generals are not very, very important, only small mess.
If you want a longer campaign, the simpliest mod is to change the start date to an earlier time. Start 200, 300 or even 1000 years earlier. The existing extension mod works fine, but you will enjoy making your own mod a lot more.
Copy your Early startpos folder and paste it back in startpos. Rename it whatever you want. Open the new folder
in wordpad. change the true to false on both cn_predefined and cd_predefined. Change the word EARLY to mod or whatever you want. This will add the mod as a 4th option on your new campaign screen. Now scroll down a few lines and you will see the line SetStartDate: 1087. Change this to however early you want. Then go down a few more lines and change the line early start date to match your new start date. I advise adjusting the start dates for high and late to match so you can get your troop upgrades without waiting a millenia or two.
Now save it and you are set to go for a long campaign. If it doesn't show up on the campaign start screen it means you made a typo. There is a hidden utility that rejects bad mods, so you won't hurt anything. Just remember to make the edits on the renamed copy, although if you don't and make a mistake just reinstall the game.
You will not get the starting princess and emissary with this simple change. To get them also, scroll down to the bottom of the notepad and you will see the birthdates for all factions special agents. For your second mod, change these to match your new start date.
From this small start, go wild and mod everything.
edit: formatting problems.
ok, the quote was messing up the post, I don't know, it's early am here and I'm still asleep!
That's another thread about the same thing.
https://forums.totalwar.org/vb/showthread.php?t=5344
Just so you know, you can't post in the some forums yet, but you can view all the MTW ones. Also, the google search in the top right corner should work for you too, that's where I found those links.
I'm going to go out on a limb and say that you can't prevent rebellions on the part of generals. At least, I've never heard of it, but try the search engine, you might get lucky.
To avoid revolts in my own armies if I have lots of low loyality generals.
However please, I only need to disable revolts in generals (not in provinces), because I do not like and need this feature in my rulestyle. Please stop suggest how to deal with revolting generals. I know it ;) I only need to disable it if it is possible.
But more important is enhance game time - please see above (I have no access to modding forum, so I cannot post this question there...). These generals are not very, very important, only small mess.
I think you didnt get what I meant, getting into fights with other nations early on - and winning - can get your generals loyal again, that means that you're fighting before they even get a chance to revolt and it enhances their loyalty if your king gets more fame through wins and the expanding of your territory.
I had a lot games where I had low loyalty generals, but at the latest when I conquered something and got mightier they got more and more loyal.
Maybe they changed that in a newer patch version or something, but normally that should work without problems.
I think he wants to disable generals from revolting full stop.
Mouzafphaerre
09-23-2005, 23:14
.
I can help you with the campaign beginning/ending dates, provided that you have VI installed. (That's how I remember it is; these may not work on the vanilla.)
Open the files EARLY.TXT, HIGH.TXT and LATE.TXT and find the block of lines starting with
//========================================
//Start Date
//The year in which this
//campaign will begin
//========================================
Now, right below it, you will find some values. Change
SetStartDate:: 1087 and
SetEarlyPeriodStartDate:: 1087
SetHighPeriodStartDate:: 1205
SetLatePeriodStartDate:: 1321 values to your liking and add
SetGameEndDate:: your_desired_year right below.
Hth!
.
Weebeast
09-24-2005, 02:45
I barely get civil war :(. I try so hard trying to start it by firing my generals it's still not happening.
Anyway, my guess is that one of your high-rank, disloyal generals commands more troops than he should be commanding. Try to drop a ton of soldiers on your king or princes; people that you can trust.
I cant think of any way to disable disloyal general's revolts through modding, although you can (almost?) do that for peasant revolts with some work...
Yukon Cornelius
10-05-2005, 05:47
If you really insist on improving loyalty the easy way, modify the unit_prod file. Give princesses a 0 florin, 1 turn construction cost and make them buildable with a castle. Build princesses when you've nothing better to do and marry them to any and all generals. You'll instantly boost their loyalty by 2 points. As an added bonus, when a general dies of old age you can marry another one to his successor, resulting in the "same general" getting another +2 loyalty boost.
I've not noticed the enemy or auto-agent training princesses, nor do I believe the AI uses princesses to improve the loyalty of its generals, so you'll be the only beneficiary (by the way, always automate agent construction -- while you ignore your homeland provinces the AI will build hordes of assassins and fun things for you to spam when you're feeling vicious).
And yes, I do make princesses buildable in my campaigns (you know, since I don't like blitzing and therefore don't typically have high influence). I typically add a 100 florin cost though. Makes me feel less guilty.
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