Log in

View Full Version : The Definitive Thread on Basic Changes



pevergreen
12-10-2006, 13:46
After hearing so many people ask how to change these things, endless new topics on the same question, I decided to do something about it.

To unlock all the factions:


The ... need to be unlocked before you can play as them. To do this you can either complete a campaign (on any difficutly, long or short setting) with one of the five starting factions, or you can edit the preferences file. To do this open your Sega\M2TW folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says
campaign imperial_campaign
playable
england
france
hre
spain
venice
end
unlockable
sicily
milan
scotland
byzantium
russia
moors
turks
egypt
denmark
portugal
poland
hungary
end
nonplayable
papal_states
aztecs
mongols
timurids
slave
end

Change it so it reads

campaign imperial_campaign
playable
england
france
hre
spain
venice
sicily
milan
scotland
byzantium
russia
moors
turks
egypt
denmark
portugal
poland
hungary
end
nonplayable
papal_states
aztecs
mongols
timurids
slave
end

Changing the turn display into years:
To do this open your Sega\M2TW\folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says


marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
show_date_as_turns
brigand_spawn_value 20
pirate_spawn_value 28

into this:


marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
brigand_spawn_value 20
pirate_spawn_value 28

To remove Pirate Spawns:
To do this open your Sega\M2TW\folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says


marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
show_date_as_turns
brigand_spawn_value 20
pirate_spawn_value 28

into this:


marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
show_date_as_turns
brigand_spawn_value 20
pirate_spawn_value 100

To remove Rebel Spawns:
To do this open your Sega\M2TW\folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says


marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
show_date_as_turns
brigand_spawn_value 20
pirate_spawn_value 28

into this:


marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
show_date_as_turns
brigand_spawn_value 100
pirate_spawn_value 28


To change how long each turn counts:
(default is 2 years per turn [2.00])

To do this open your Sega\M2TW\folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says


timescale 2.00

into


timescale X.YZ


XYZ being three numbers. For RTW timelime (2 turns per year) make it 0.50
Yes you need the zero beforehand. For MTW timelime (1 year per turn) make it 1.00

You can change it to whatever you want, just not too low (0.25 is lowest IIRC)

A sticky would be nice to help the newer people.

Shahed
12-10-2006, 13:48
Note:

You can only do these changes BEFORE you start a new campaign (as far as I know).

FactionHeir
12-10-2006, 13:55
If you want you can add the stuff in my sig there too for those who change the timescale or just don't want to play endlessly to finally get to th new world or gunpowder.

As an aside to your post though, you state that rebel/pirate spawns are deactivated by setting the value to 100. In another topic ("Rebels in M2TW") I was told that the spawn is equal to 100/x where x is the spawn value. Therefore, 100/100 = 1% spawn rate, not 0%, unless the knowledgeable person there had it wrong.

forkboy
12-10-2006, 19:31
A very useful thread.

Thanks:2thumbsup:

FactionHeir
12-10-2006, 20:02
I tested your spawn value 100 thing and it did not work. I still had rebels spawn all over the place.

pevergreen
12-10-2006, 23:35
I tested your spawn value 100 thing and it did not work. I still had rebels spawn all over the place.


Thats odd, it worked for me.


Note:

You can only do these changes BEFORE you start a new campaign (as far as I know).

Thanks for pointing that out, it was late :laugh4:


As an aside to your post though, you state that rebel/pirate spawns are deactivated by setting the value to 100. In another topic ("Rebels in M2TW") I was told that the spawn is equal to 100/x where x is the spawn value. Therefore, 100/100 = 1% spawn rate, not 0%, unless the knowledgeable person there had it wrong.

Well at zero (100/0) it would make 0% spawn rate, yes? If so, why does 0 spawn numberless stacks?

We really need a reference on that.


A very useful thread.

Thanks

That's what it's for :yes:

Somebody Else
12-11-2006, 00:29
Well at zero (100/0) it would make 0% spawn rate, yes? If so, why does 0 spawn numberless stacks?

I was always taught that anything divided by zero was infinite... but then maybe my maths is dodgy (not a good thing, I have a maths exam tomorrow morning). To get 100/x to equal zero, x would have to be, well, infinite.

pevergreen
12-11-2006, 06:59
I was always taught that anything divided by zero was infinite... but then maybe my maths is dodgy (not a good thing, I have a maths exam tomorrow morning). To get 100/x to equal zero, x would have to be, well, infinite.


I thought /0 or 0/ was always 0.... It works for multiplying.

I'm going off my experience and others threads for that. 0 makes large spawns, 100 has given me 2 spawns (3 units in each) for + 400 turns. No Pirates!:2thumbsup:

That really helps, as in current vh/vh i am England....in Holy Lands only! Its great because everyone is at war with you, but Scotland wont take any of the rebel english territories now... and HRE wouldnt accept them.

Somebody Else
12-11-2006, 08:22
I thought /0 or 0/ was always 0.... It works for multiplying.

0/x = 0.
x/0 doesn't. If you have 100/x, see what happens if you pick a big number, and a small number for x. So, 100/10 compared to 100/1. Which gives a smaller number? The one where 100 is divided by a number closer or farther from zero?

I mean, come on, this is pre-school maths here or something...

Derventio
12-11-2006, 11:23
There are two things here that are getting mixed up:
In pure mathematical terms anything divided by zero is infinity.
Computers don't handle infinity very well so there is a convention sometimes applied that infinity is zero.
So you are maybe all correct.

How did the exam go?

Dan.o6
12-11-2006, 11:52
Good thread!

rios
12-11-2006, 12:56
there's no infinity in programming as there's always a limitation that the digits beyond which are truncated.
in a binary system 1s could be truncated as well...

econ21
12-11-2006, 13:19
A sticky would be nice to help the newer people.

No offence, but this information is already in the stickied forum FAQ.