well before i had to reinstall my game, i somehow downloaded a cheat that let me build a queue full of units in 1 turn, and all the buildings took 1 turn apiece. does anyone know what cheat this is and if there is one compatible with 1.2? thanks.
well before i had to reinstall my game, i somehow downloaded a cheat that let me build a queue full of units in 1 turn, and all the buildings took 1 turn apiece. does anyone know what cheat this is and if there is one compatible with 1.2? thanks.
Cheaters never prosper![]()
It's not so much a cheat, more of a mod to the game's export_descr_units.txt and export_descr_buildings.txt files I assume.
You can edit the files yourself and reduce the recruitment times of all units to 0. See the modding forum to see how.
There's also the SPQR mod that apparently adds loads of stuff as well as makes units have 0 build time. Perhaps there's another mod at the twcenter.net that reduces the unit training and building times to 0 too.
Last edited by professorspatula; 06-12-2005 at 18:47.
Improving the TW Series one step at a time:
BI Extra Hordes & Unlocked Factions Mod: Available here.
i really would like to play the spqr mod but i want to play with only 1 roman faction. not 4. (senate,julii,brutii.scipii)
If you don't want to mod there is a cheat you can use. The problem is that for some reason you can only do one cheat per game. To use another you have to quit and restart.
Anyways process_cq settlement for buildings
process_rq settlement for units
FOr example to instant build the build production que for Arretium
process_cq Arretium and presto buildings all built
only the RQ didn't worked i thought
We do not sow.
For my next campaign I won't be touching the building times, but I've reduced unit recruitment times by 1 turn in the export_descr_unit file. Most now have a recruitment time of 0, with elite units on 1. This prevents Praetorians, Pharoah's Bowmen etc. being cranked out by the bucketload, but allows armies and fleets to be built up quickly. It's also handy if you want to migrate large numbers of peasants from the centre of your empire to the underpopulated fringes.![]()
Is it possible to make a mod mid-game? I'd like to change the recruitment time on peasants only to 0 for my current campaign (to allow mass migrations), but I don't want to break the game. If I go into export_descr_units and change this now will it make a change to the existing game, or does this file "set up" the unit at the beginning of the campaign? Sorry I'm not familiar with how this works.
Yes changing the unit and building will affect current games. You have to restart to get merc or region changes.
and if you only want it for peasants, only change the peasants
We do not sow.
Thanks, I tried it last night and it worked great. I changed all the peasant times to 0 and the mobs appear. Does anyone know why there are three flavors of Roman peasant? There are two versions of Roman civilians tacked on at the end of the file, one male and one female.
those are the ones you see in the cities when you close-up to see how the citie is built. you'll never see them in your game as a fighting unit. or you must have a corrupted RTR game like mine and you'll get biremes, triremes and quadremes for free with it. but they still won't be playable on the battlefield
We do not sow.
I tried this out once, modding the buildings & units for the Greeks only to build in one turn, & gave myself over 1 Billion Denarii... needless to say, 20 minutes into the game, I had an army of over 50,000 soliders, & a fleet of over 1,000 ships (strangly similar to the movie "Troy").
I just quit the game, & restored the original .txt files; that sort of modding just isnt fun you know.![]()
Depends on how you do it, I just changed peasants and milita units to 0 and buildings to 1. The result? A faster - paced game, I hate waiting too many turns for specific buildings to be constructed....why does it take 4 years to make a barracks? If Caeser could make a bridge in 10 days and romans with forts in at least 1-2 nights obviously they were very skilled engineers.
I did that too. It really helps when migrating peasants to control your cities population. Now the rub:Originally Posted by The_678
I also try to change the unit size for the PEASANTS ONLY to 100 instead of the Normal size of 60. It seems that this caused the game to crash to desktop right after the initial splash screen.
I know there was a utility that allowed you to change the unit size (normal, large, huge) mid-game, but in my case I just want to change the Roman peasants.
Any ideas/suggestions?
Thanks,
-T![]()
"The point is, you see, that there is no point in driving yourself mad trying to stop yourself going mad. You might just as well give in and save your sanity for later."
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Try multiples of 6. 60, 120, etc.
Last edited by antisocialmunky; 06-16-2005 at 02:23.
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
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I just found out the text to activate this cheat code, it is:
allowmetorecruitlikeegypt
I tried that, but no luck.Originally Posted by antisocialmunky
![]()
good idea tho! It sounded plausible.![]()
-T
"The point is, you see, that there is no point in driving yourself mad trying to stop yourself going mad. You might just as well give in and save your sanity for later."
(Douglas Adams)
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