Browse the directory to find STW tools. |
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 formationdatafiles.zip
Document from CA about unit formation files (FormationData\*.txt)
Written by Longjohn
Uploaded by GilJaysmith on 25.4.03
No guarantees, no support
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See also
Guides
Tools
Guides & FAQ
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 stw_Magyar_logreader_v82.zip
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 ServerSwapper.zip
This tool allows to switch to Tosa server in case EA is offline.
Tosa server may only be available if the EA server is offline.
Visit http://www.totalwar.org to check availability of the server.
Run STWServer.bat from the STW WE/MI folder to select a server.
The procedure to enter the foyer after installing Tosa server is the same as
normal.
Only friendly games can be played on Tosa server.
This service is not supported by CA or EA.
Win XP users need to install choice.com, instruction can be found
after install in the choicecom subfolder of STW WE/MI.
Manual Install
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 fkesvr23e.zip
This program by RSW is used for setting up a simulated Shogun Totalwar server.
The following is a list of possible function of this program:
01) Log in
02) Logged in Player list
03) Online open chat
04) Send message to someone particular
05) Host game (friendly games only)
06) Log out message
07)#ignore "full name" Ignore someone's message
#unignore "full name"
08)#buddy "full name" Add someone into your friend list, your message
#unbuddy "full name" would be directly sent to their personal chat room.
09)#page "full name" Page someone.
10)#afk Away form Keyboard
[Things that did not include in this program]
1) Set up your personal chat room.
[Testing]
1) Open the file 'internet.cfg' from your Shogun Totalwar directory, change
ChatserverIPAddress = daphne.eagames.co.uk to
ChatserverIPAddress = localhost (if offline) or,
ChatserverIPAddress = your ip address (if you have a fixed IP address and
are connected to internet)
The value of ChatserverPort must match the one that shows on this
program.
2) Run the program, and make sure which port you are using, click 'Start'.
3) Start the game and choose multiplayer, make a check on 'use exsiting
internet connection'. Select 'playe on EA|Play', and then enter your
CD-Key, player name and password. Finally, click on 'continue', you
should be able to log on to this simulated server by now.
4) The only player that is logged in to the server currently is yourself,
but if you can tell somebody your IP address, they should be able to join
your server and play as well.
[Note]
1) Click on 'STOP' once again will disconnect all connections, the server
will also be offline.
2) In 'client list', you can select one or several players and click on your
right mouse button, a list of fuctions will show up:
a) kick player (after 10 seconds)
b) ban player's ip (a 'ipbanned.txt' file will be made)
c) kick and ban
ps: if there is a check in front of someone, that means this player is
currently in game.
3) Options
a) max conn Max connections for this server (0 - no limits)
b) shut down (Shut down the server after ? minutes, 0 represents this
function is not in use. A notice will be didelivered to every
online players 1 minute before the server shuts down.)
c) AFK (Shows a AFK message every ? seconds)
d) Time out (Due to my personal skill, the server will broadcast a message
constantly saying who is hosting a game, if time expires, the
server will automatically stop broadcasting. If there is not
enough players joined in a game, please re-host your battle.
At the same time, the host will receive a message saying
"Game Hosting Time Out")
e) power off (When the server is closed, the computer will automatically
shut down by itself.)
f) reload ip (reload ipbanned.txt)
g) set (set the above time settings to program.)
4)ipbanned.txt guide
For every single line shows one ip, in a format of xxx.xxx.xxx.xxx
example: 128.22.22.22 (to forbid 128.22.22.22)
128.* (to forbid any ips that start with 128.*)
128.22.*.1 So and so...
5)if you get "incorrect name or password" when you login:
your name has been used by other online user,
plz pick a new name and try again.
if you get "logon error":
the server's connections has reached the limits, plz try again later or
contact the surpervisor for the limits.
[SPECIAL THANKS to]
1) Hide for translating the readme file.
2) TosaInu and all people on .org who tested the preleased version.
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 DateConverter.zip
Tool by C.E West from http://www.samurai-archives.com to convert dates: like 1800; 12th year of Kansei.
Japanese Date Converter - Version 1.01
_______________________
-----------------------
(C)2000 Christopher West
Programmed in Visual Basic 6.0
Compile Time: (Laptop, 550Mhz, 56MB RAM: 196 seconds)
HomePage: http://www.samurai-archives.com
Features of v1.01
*****************
Enter any date from 645AD - 2000AD into the top textbox, and you
will be given the corresponding Japanese Period name and Era name and
Era number.
Enter any era name and era number corresponding to 645AD - 2000AD into the bottom textbox, and you will be given the corresponding 'western' year.
Era name textbox is not case sensitive. 'Long' Japanese vowel sounds 'O' and 'U' can be represented by 'o' or 'ou' and 'u' or 'uu' respectively. The Japanese 'N' can be used interchangeably with 'm' wherever such a substitution is logical: Tenmon / Temmon, etc. Apostrophes after the Japanese 'N' are acceptable but not necessary: Bun'ryaku / Bunryaku, etc. Era names with more than one word must be seperated by a hyphen: Tempyou-Shouhou, etc.
*****************
Feedback + Problems / Questions:
--------
For feedback, questions and any comments:
- HomePage: http://www.samurai-archives.com
- Future updates to the Japanese Date Converter will be available at:
http://www.samurai-archives.com/downloads.html
Thank You
CEWest
Download DCdep to install missing DLL files.
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 bifreader.zip
The first version of BIFReader made by RSW. It's not capable to animate, import or export.
Delphi Sourcecode
This is a small program which can show the STW's bif files.
Basic functions:
1) Read a bif and display.
2) A simple gamma function, or
change the selected colors of the original color table and save
the new color table with the original image data.
3) Zoom in.
ps: the green color stands for the transparent color.
The decoding methods are based on rsw's post in sword dojo.
This Program just provides a simple way to view the bifs.
I don't know if someone has interests in modifing the bifs.
Besides, it's hard to add the draw method (and saving funtions of image data)
in this simple program. I have no idea to add any new features in the future.
If anyone has interests in this area and want to work more,
I can share what I know at so far.
Feel free to use this program.
Hope this helps... ^_^
==============================================================
Other version developed 1-8-2002:
rbif2_00.ZIP
Recompiled by Tm
Brief description about the usage.
1) file tab
open, open exist bif files.
save, save the current image data to a bif file.
new, get a clear file to start editing.
2) tools tab
cursor, make the clicking of mouse unfunctional.
zoom, left click to zoom in, right click to zoom out.
eyedroper, left click on the image will set the color of the pen
as the color under the mouse cursor.
draw, use the color of the pen to draw pixels of the image
left click to draw pixels, right click to undo.
(only 255 undoing is available.)
color table, show a color table used by the current image.
pen info, a color index of the pen and a color square of the pen.
double click on the color square can change the RGB values
of the pen directly.
(this will change the color of all pixels of the same color index)
3) options
grid when zoomed, if this is checked, you can get gridlines when
the zoom-in level is over 7:1.
gamma correction, use the gamma value to change all colors used. (no undo available)
4) the color table
get a quick-view of the 256 colors used.
you can set the pen's color index by left clicking on the color square.
double click on the color square can change the RGB vaules too.
the color of index 0 is used for transparent color,
and may only meaningful to the editor for background color.
the color of index 255 can not be reset.
it's used to represent the color mode of the current image.
5) warmings
the bif generated by this program may be incorrect to the shogun's program.
so backup your files before you do any changes to it.
==============================================================
The most versatile version developed for Shogun: Total War: import, export and animation capabilities! 5-5-2002
readbif21.zip
The newer versions will be listed in MTW tools. These will be capable to edit Shogun: Total War BIF files too.
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 VanyaLogExe.ZIP
************************************************************************
************************************************************************
THE HORSEMAN'S GUILLOTINE
Version 2.0
by Vanya Fukushima
************************************************************************
************************************************************************
The Ramen Noodle is mightier than the Sword!
************************************************************************
Installation Instructions
The following dependencies exist for this application:
1. VB runtime DLLs
2. ADO 2.1 or higher
3. DAO 3.51 or higher
4. Jet 4.0 or higher
If you...
1. ... Have MagyarKhan's reader, you have the VB runtime DLLs.
2. ... Have Access 97 or higher, you have DAO/Jet.
3. ... I can't recall if ADO ships with IE, but you can get it at
www.microsoft.com/data
If you are unsure as to whether or not your system already contains
the system files for the above dependancies, run the setup program to
install the application.
If you know you have all the above dependancies, then you can just copy
the executable into the folder of your choice and run it. If you
experience any problems, first try installing it using the setup
program.
************************************************************************
First Use
When you first run the application, it will create the database it
requires. Should the database disappear, it will rebuild it if it
cannot find the database when the application is started.
************************************************************************
Usage
Here are some guidelines on using this application:
1. Specify what your name(s) are. The reports in the "Report" frame
will all be empty unless you do this. If you have already imported
files, you can select your name list using one of the dialogs by
clicking on the "GET" button. Use the "SAVE" button to save your
names (the owner list).
2. You must IMPORT log files into the database before you can use this
application. This app does not read log files directly. This can be
time consuming if you have hundreds of log files accumulated, but you
only need to import files ONCE. But, don't worry if you attempt to
reimport a file: it will skip the file if it is already in the database.
I prefer to move the logfiles elsewhere once imported so I don't have to
wait for the importer to skip over all the previously imported ones.
3. You can use the following Chart key controls when the focus is on
the chart object (except the Battle View form):
Key Description
2 Change chart to 2D
3 Change chart to 3D
u, U Increase angle of elevation*
d, D Decrease angle of elevation*
l, L Rotate view to the left*
r, R Rotate view to the right*
e Decrease edge illumination*
E Increase edge illumination*
i Decrease light intensity*
I Increase light intensity*
* do not apply if the chart is 2D.
4. On the mail panel, you will see some text boxes with buttons that
say "O" and "GET". The "O" sets the text box automatically to your
owners list. The "GET" buttons allow you to select from the players
that exist already within your database.
5. The bottom two frames on the mail panel are for use with the "QUERY"
button in the "FEATURES" frame.
6. The BlackList feature is now operational. Use it to keep track of
undesireable opponents.
7. The Koku Cheaters report can provide awkward results because of
innacuracies in the log files themselves. Thus, if people show up on
the list with a variance of just a few koku over the limit, this is not
an indication they are using any form of known koku cheat. If the
discrepancy is greater that just a few koku, then odds are good they
used some kind of cheat.
8. When you select a battle in the battle viewer, you can get a
printable report on it as well by using the "REPORT" button.
9. Version 2 and higher can read logfiles from the Mongol Invasions
expansion pack in addition to the traditional Shogun: Total War version
logfiles.
10. Everything else is WYSIWYG.
************************************************************************
Disclaimer
This application was developed to run on English-based log files. If
your logfiles use tags that are different from those used in the English
version, the import routine will probably fail, or import only partial
information. If you want a future version that accomodates other
language tags, I will need a copy of your logfile so I can add the
necessary tags to the app. This does not affect the actual data in
most cases.
This application was designed to only import multi-user games. Single
player, custom battles and historical battles are not supported at this
time (not that they couldn't be). This decision was based solely on the
author's view that solo games were not relevant to this kind of
attention.
************************************************************************
NOTE TO USERS
Because this is a database application, I ask that if any of you develop
a SQL query that provides a cool view of things captured, that you
disclose it on the Chain Clan forums/web site so that I can include it
in future versions.
Also, if you encounter any bugs, or have any suggestions on improving
the app or its interface, please post suggestions to the editing/mod
forums at The Org (www.totalwar.org).
************************************************************************
Enjoy "THE HORSEMAN'S GUILLOTINE"!
And if you see me online, remember, my games feature free chicken legs
and sake, served by the finest geishas from whatever province I am in!
- Vanya Fukushima
Dependencies to run the tool:
VanyaLog1.ZIP
VanyaLog2.ZIP
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 STWCampaignEditorV1.1b.zip
Shogun: Total War Warlord Edition Campaign Editor v1.1 Manual
=============================================================
by hecose
Table of Contents
-----------------
1. Changes from version 1.0
2. Loading a campaign
3. Understanding the interface
4. Changing province owner
5. Changing units in a province
6. Changing buildings in a province
7. Changing start year and campaign description
8. Daimyo settings
9. Saving a campaign
10. Installing a campaign into STWWE and playing it
11. Questions, feedback, bug reporting
12. Acknowledgements
Appendix A - Unit Abbreviations
--------------------------------------------------------------------
IMPORTANT:
This campaign editor is written for Shogun: Total War Warlord Edition. I doubt it will work for the original Shogun: Total War. I am not sure whether it will work for the Mongol Invasion expansion pack though (but I think it should).
You will need a dynamically linked library - msvbvm60.dll. If you do not have it on your PC, download it from the internet, and put it in C:\Windows\System.
--------------------------------------------------------------------
1. Changes from version 1.0
Read this section if you already have v1.0 of the campaign editor and have used it. If you are new to this campaign editor, please read the full manual before proceeding to use the campaign editor.
Additions / changes from v1.0 to v1.1:
- Mongol campaigns and Mongol units (Chapter 7)
- Ability to specify heir unit type, honour level and location {Chapter 5)
- Provinces with daimyo present will have an underlined coloured number
- Ability to choose start daimyo (Chapter 8)
- Fixed geisha unit problem (in v1.0 a Korean Skirmisher is created instead of a Geisha)
- Campaign description (Chapter 7)
- Create files and folders required for installing into STWWE (Chapter 9, 10)
- Declare province owner first before specifying units. In v1.1 campaign files, all province ownerships are declared first. This is to avoid potential problems when installing into STWWE.
--------------------------------------------------------------------
STWCampaignEditorV1.0.zip
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 startermaps.zip
Starter Maps -by Kurando, Aug 2001.
This is a series of 20x20 flat maps designed to be used as starting pallets for the initial stages of map making.
..
Installation process:
Copy the all the .jjm files to your \Program Files\Total War\Shogun-Total War-Warlord Edition\savemaps directory
..
Improtant Note: these maps are designed for the Mongol Invasion/Warlord Edition of STW v1.0 map editor
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 F3.zip
Both screenshots are captured in STW WE using a battlefieldresolution of 1024*768,
both are edited in PaintShopPro, both have the same method of resizing and both
are 304*120 pixels. As you can see the picture captured with the F3 method is
crisper than the straight screenshot.
If you're a mapmaker copy both jjm and TGA files to shogun/battle/maps and check
the difference please.
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 wle_largeFlat_1.zip
Large Flat Map for Warlord Edition/Mongol Invasion
I just made this for those of you out there that would like to start with a totally flat map and you'd like to save 15-30 minutes of your time. That's about how long it takes to make this Large one flat all over, depending on how fast you can click! ;)
Feel free to use this in games or just as a primer for developing other maps that need a majority of the area to start off this way.
I haven't tried out this map in the original Shogun yet, but I'm gonna bet that it works with it as well.
Enjoy!
The Daimyo
Miaowara Daidoji - Planet Total War (clan and website)
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 Primer.ZIP
A flat green map to start creating maps, it can also be used to test unit strengths.
This couldn't be made without Robs mapflattener.
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 TextureTool.ZIP
Hello,
These 8 maps are made by using green (thanks to Rob for the mapflatener).
The demo can make use of 127 different textures, but which one is which? Usally I end up with only some well known textures: 4, 5, 6. The developpers have set an maximum of about 40 different textures to be used at 1 time in a given map, to ensure compatibility with old videocards (without 32 mb ram). If you use more than 40 different ID's in a map, you'll get a warning dialogue box. You might be able to make and use maps with more than 40 different textures, however, please keep in mind that people with less powerful hardware thenyou, like to play new maps too.
These 8 different maps all do the same thing: "easy" lookup of textures.
TextureIDMin has about 40 different textures in one map. This one is for low end videocards.
I haven't made an extra map for ID 120-127, please replace 112-119 with those yourself.
TextureIDMax has all 127 ID's in one map. I have a TNT2 with 32 mb ram and it works with me.
It may be that loading the Maxmap, in either the editor or the full game, stops. This is
because of the texture warning dialogue (which might be invisible): hit enter to confirm and continue loading.
WSWG stands for wysiwyg, which means that you can rotate textures [ or ] and see the result without need for a relaunch of the editor (this is possible due to the little pond.
Thanks to Kraellin, for discovering this). You can also make combinations of the textures in the map, rotate them and view the result (for example a forest with 5, 6, 7 and 8 or some roads: 24, 22, 23, 25). In the Maxmap the texture warning dialogue will pop up (might be invisible) when rotating or changing a texture: just hit enter to confirm and continue.
I included some blending examples with the Min maps. Min1-41WSWG shows a castle. Making castles with the demoeditor is possible, but you should take some care. First of all: the donjon is placed in the middle of a castle, as there are 2 castlewall areas (the example and the systematic numbering) the donjon is placed between these 2 castles. All textures used here are necassary to make a functional castle: road, fundament, 30/31/32, proper rotation of the textures (road near gate). Study the example. It's also only possible to make a gate in a north-south wall, not in an east-west (Thanks to Kasin san for discovering this).
As you can see, this map messes the AI/human controlled unit behavior. In this case it's probably due to the 2 castles.
Note that other textures than from the given set might be required for proper blending, as demonstrated in MinTextureID81-119WSWG.jjm.
Some textures look different in the editor and the full game: check. You might also look for a texture while using the game (I tried to make the maps as systematic as possible).
Texture ID 36 (Rock on green background) might appear a white cross on a black background in winterbattles.
I've used and tested all maps, but I'm not responsible if you damage your system by using them.
Only use textures 1-127. Other textures will cause unrepairable damage to the maps.
Have fun
Ja mata
Toda MizuTosaInu
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 Widda'sLogFileReaderv1.1.zip
This tool only recognizes the original Shogun: Total War units.
A simple Shogun Log File reader which displays unit statistics, battle data and calculates the total koku value of the surviving troops. The editor is designed to be quick and simple to use for online campaign calculations and general viewing of Shogun battle data. It is freeware and you use it at your own peril. Have a nice day.
The functions are as follows:
Left click on ‘File’ to open the standard windows open file dialog. Select the log file you wish to peruse and then open.
Left click drag on the title ‘Log File Reader’, allows you to move the window around your screen.
The two groups of arrow:
The left most arrows are for selecting the next group of 16 units for viewing single player campaign battles where there are more than 16 units in an army.
The right arrow group is used to select the next and previous player. Ie: in an 8 player game cycle through each player forwards and backwards as they appear in the log file.
Widda.
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 mapconv2.ZIP
A great tool by Rob:
Type in the name of the source file in the Source text box. To browse for a source file,
click the Browse button to the right of the Source box.
The same goes for choosing the output file name. You can overwrite existing files,
so be careful!
Once you are ready, click the Begin button and your map will be converted.
Remember, this is for converting FULL STW MAPS to EDITABLE DEMO MAPS, so there is no
point trying to convert edited maps like Tami Kochi, Magyorsag or even flatdemo,
because these are already in demo format.
version 1 mapconv.ZIP
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 shogunfaces.zip
Made by Nick from Creative Assembly.
Welcome to Shogun faces. This little program generates faces for use on message boards and forums etc. When saving the image save it as .bmp Enjoy!!!!
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See also
Art
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 stw_church-bif_error_solve.zip
Crash in Campaign Game : Insert CD 1
This problem occurs while you play the tutorials, the historical and custom battles without any difficulty. But when you try to play the campaign the game starts loading and at about 20% on the bar loading stops and you are prompted to insert CD1. With any luck you get this message:
Loadimages couldn't find :campmap\review_panel\buildings\jes_church.bifUnknown Error: (0) (00000000)
For some reason, during installation of the game, the file jes_church.bif hasn't been installed. This is not caused by faulty discs. Your discs may work very well on other computers. It may have something to do with the type of cd drive, but I don't know yet.
There's a simple solution however. You can download the jes_church.zip file by clicking the button below. Then simply extract the jes_church.bif file in the zip to the campmap\review_panel\buildings\ folder in your Shogun folder.
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 Shogcrak.zip
Game : Shogun - Total War DEMO CRC check crack.
Author : Stephen Di Ciano (thorgrim)
Instructions : Extract to demo root directory. Backup shogdemo.exe file
(in win95 by selecting the file and copy then paste to same
directory) ; run shogcrak.exe, and check if it says "Successful"
otherwise you're out of luck.
Details : You can now edit the \battle\batinit\MX.... files and alter
your units and other mission parameters. All these files contain
text so open them with notepad. (you can easily do a rightclick on
file, then select SEND-TO -> Notepad, if it's there)
Specifics :
M3_1_0 -> M3_1_2 are the 3 large scale battles at the tutorial end.
*** EDITING m3_1_2_0.adf or your enemys m3_1_2_1.adf
- Can change Troop Honour, Leader honour, and rank.
- max unit size = 60 else crash
- lsamurai = samurai archers (Light samurai)
- samspears = spear samurai (Yari samurai)
- naginata = Heavy samurai
- nodachi = 2-H-Swd Samurai (No dachi)
- ashispears = yari ashigaru
- lancers = yari light cavalry
- hcavalry = heavy cavalry
- lcavalry = cavalry archers
- arquemen = arquebusmen
- musketmen =
- monks = warrior monks
- phantoms = error
Missing : xbowmen ??? , taisho(standard bearer), ninja ???,
daimyo, general, or guards ???
-Guess you can change deployment spot too but haven't tried.
*** EDITING M3_1_2.bdf
Can change season to WINTER (thus terrain is now snow white).
Deployment to "true" doesn't have an effect.
There's some other Victory conditions like, killed 50% of enemy
or 505 of your men, or enemy daimyo.
*** MISSING 3RD LARGE BATTLE
I haven't seen this mission, but maybe it does pop up sometime.
It's on the same map as one of the large ones, but you start on the enemy hill
and get cavalry archers.
battle\batinit\M3_1_0
Put all files in this directory into the \M3_1_2 directory.
Change the "3" files from m3_1_0 to m3_1_2
Edit the M3_1_0.bdf file with notepad and again change the army file
references to m3_1_2 instead of m3_1_0.
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