Results 1 to 10 of 10

Thread: Campaign map movement

  1. #1
    Member Member PBI's Avatar
    Join Date
    Jan 2008
    Location
    UK
    Posts
    1,176

    Default Campaign map movement

    How do you go about changing the movement speed of units and agents on the campaign map? I've had a cursory look through the EDU and campaign files but can't see any obvious way of doing it, but I'm sure it must be possible as lots of mods seem to do it.

  2. #2
    Member Charge's Avatar
    Join Date
    Jul 2007
    Location
    Russia
    Posts
    1,324

    Default Re: Campaign map movement

    descr_character.txt in RTW, should be same in M2.

  3. #3
    Member Member PBI's Avatar
    Join Date
    Jan 2008
    Location
    UK
    Posts
    1,176

    Default Re: Campaign map movement

    Hmm, yes, this seems to let you change the speed of generals, agents etc, but I want to change the movement speed of artillery, cavalry etc.

  4. #4

    Default Re: Campaign map movement

    asked and asked and asked again. There doesn't seem to be an answer for that. Either hard-coded or a guarded secret by the experts.
    How to unpack specific files to they respective folders:
    make a new .cmd in Medieval II Total War\tools\unpacker and put this inside after you right-click edit.
    Code:
    unpacker --source="..\..\packs\*.pack" --destination=..\..\--filter=[name of file goes here w/o brackets]

  5. #5

    Default Re: Campaign map movement

    Actually it was answered in your thread on the TWC. Here:

    To specifically increase siege equipment movement you can add the following lines to descr_campaign_db.xml:

    <siege_movement_points_modifier float="1.00"/> <!-- movement points modifier for siege units -->

    You add them in the lowest section of the file, the "misc" section. I think you need to run the game with the kingdoms.exe to be able to run it though.
    http://www.twcenter.net/forums/showthread.php?t=119655

  6. #6

    Default Re: Campaign map movement

    Quote Originally Posted by Poor Bloody Infantry View Post
    Hmm, yes, this seems to let you change the speed of generals, agents etc, but I want to change the movement speed of artillery, cavalry etc.
    If this works, you have made my day, my month, and my years!

    If it doesn't, thanks for the help. It will at least mean that I will never ask this question again, and can move on with my mod life.

    Thanks again,
    and again.
    Ignorance is the greatest threat to democracy.

  7. #7
    Member Member PBI's Avatar
    Join Date
    Jan 2008
    Location
    UK
    Posts
    1,176

    Default Re: Campaign map movement

    No worries.

    You may have to play a few turns for it to take effect, and I think I only got it working with Kingdoms. It's best to change it to something huge like seven times the normal rate so the change is obvious it is has worked.

  8. #8

    Default Re: Campaign map movement

    Quote Originally Posted by Poor Bloody Infantry View Post
    No worries.

    You may have to play a few turns for it to take effect, and I think I only got it working with Kingdoms. It's best to change it to something huge like seven times the normal rate so the change is obvious it is has worked.
    IT WORKS. THANK YOU so very much!

    The editing is a little tricky. You need to use the wordpad editor and make sure you save as an xml file...but it is great.

    Furthermore, a quick glance at these xml files shows a whole new well of modding power.

    I will search the guild for any help on how they are set up and what can be done with them.

    Again thanks to you my three year search is over.
    And thanks to SignifierOne as well.

    BTW It does not set up with my current game on Kingdoms using the Stainless Steel mod 5.1 but it runs fine using same mod with a new game. I set it at "1.80" just to see the obvious change. Perhaps it will take in my current game as you say, in a few more moves..that would be more than I deserve.
    But I don't know what game step will trigger the re-read of the descr_campaign_db.xml file.

    OK I will stop here and see if I can trigger it somehow. If I find a way, I will let you know.

    My final thanks...for now.

    PS I think this help about movement modding s/b more prominant in the guild site.
    Ignorance is the greatest threat to democracy.

  9. #9

    Default Re: Campaign map movement

    Quote Originally Posted by straggler13 View Post
    IT WORKS. THANK YOU so very much!

    Perhaps it will take in my current game as you say, in a few more moves..that would be more than I deserve.
    But I don't know what game step will trigger the re-read of the descr_campaign_db.xml file.

    OK I will stop here and see if I can trigger it somehow. If I find a way, I will let you know.
    In my current game, with some 30 moves in, it triggered the movement mod after and end of move execution.
    So, the only trigger I can discern is an end of turn exec; as simple as that.
    Ignorance is the greatest threat to democracy.

  10. #10

    Default Re: Campaign map movement

    Also, just picking up a mercenary siege unit gets the trigger; even before a move exec.
    ( I have my game modded so that much of the siege equipment is available on the camp map. It makes for a more fun game.... to me. ) It was my original intent to mod it so that just the existance of a siege engineer in a general's entourage would allow him to build the equipment on-site as it often may have been historically.
    But I will now have to rethink this to see if I can somehow set up the triggers to do this.
    Ignorance is the greatest threat to democracy.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO