What does it do?
This script allows you to edit the number of turns there are before a year elapses. You can use it to make each turn represent one of the four seasons, or a month per turn.
How does it work?
By using RTW's internal scripting language - the same thing that controls the prologue. For more information on scripting, read the two excellent guides in the scriptorium: A Beginner's and an Intermediate Guide to Scripting.
How big is it?
Approx. 250 kb
Mod compatibility
This script can be used in combination with almost all other mods and any version of RTW. The only exceptions to this are mods with complicated scripts. In this situation it is still possible to use this script, but it is more complicated to implement. Many mods with complicated scripts include the multiple turns script already.
Put export_descr_advice.txt under the data folder (make a backup of the current one first)
Run the script generator and follow the instructions shown. A file will be generated in C:\
Copy this file to Rome - Total War\data\scripts\show_me\
Usage instructions
This mod is a rtw script. This means that the script must be run every time you start a new game or load a saved game. This is done through the advisor in game (in campaign map mode) by doing the following:
Press the question mark in the top right hand corner. Press the Show me how button on the advisor.
Press escape so that the campaign menu appears.
Press the question mark (?) button in the top right hand corner of the menu. The advisor will appear.
Press the Show me how button on the advisor.
NB This must be done every time you load the game
Comments
This mod can be used in combination with any other mod. Mod developpers who wish to include this script in their mod are free to do so so long as they contact me and give credit in their mod release.
This mod is my oldest scripting project, started when the RTW scripting language was not fully understood. You can read the research we did by clicking the Scripting Research link below.
I have to thank all those people who helped research the scripting language, and Jerome Grasdyke of CA for releasing the docudemon files and scripting notes.
Free use - You may alter and adapt this modification for other public modifications freely subject to the following conditions. It may not be used for any commercial purpose. The creator of the modification must be identified within the credits included in any release, and the creator should be contacted if possible before use.
Features:
Large scale strat map, all factions playable, 199 regions, custom combat stats,
and two turn recruitment for all units. To reduce army spam and enhance strategy.
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Conditions of use:
WarMap map tga's are public property,
and can be used in any public mod.
I only ask that the name WarMap not be used
and any customized WarMap tga's also become
public property.
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Features:
1. A very large scale strat map.
Map regions size in pixels is 510 x 337.
For comparison: vanilla 255 x 156 and mundus magnus 384 x 234.
Map size has been increased almost entirely by scale, with only slight
extensions to the north and east to accomodate Scotland and Bactria.
2.Movement points/traits have been enhanced.
3.A Homeland and capitol city Zone Of Reruitment.
4.Settlements spread out to enhance more field battles and less sieges.
5.Elite units do not become extinct with their factions demise
they simply fight for their new masters.
6.Decisive naval battles.
This ZOR ensures that the AI factions develop into several major powers
and NOT just one superpower, producing countless armies each turn.
Also as your empire grows so does game difficulty by emulating the age old
military problem of extended supply lines.
And many more tweaks to ensure the least micro-management,
and the most consistently challenging Campaigns and Battles.
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Conditions of use:
WarMap map tga's are public property,
and can be used in any public mod.
I only ask that the name WarMap not be used
and any customized WarMap tga's also become
public property.
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