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Thread: MedievalShell

  1. #1
    Member Member TheImp's Avatar
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    Default MedievalShell

    While playing Azincourt battle, i opened the medieval shell. And as i didn't know any command, it kept saying "err:...".

    Does anyone know how to use it? If so, could he/she give me a link where to learn the commands? Thanks.
    "He could hear her still at times. Promise me, she had cried, in a room that smelled of blood and roses, Promise me, Ned. The fever had taken her strength and her voice had been faint as a whisper, but when he gave her his word, the fear had gone out of his sister's eyes."
    Eddard and Lyanna Stark about Jon Snow Targaryen.

  2. #2
    Freedom Fighters Clan LadyAnn's Avatar
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    Default Re: MedievalShell

    "Err..." :D

    Anniep
    AggonyJade of the Brotherhood of Aggony, [FF]ladyAn or [FF]Jade of the Freedom Fighters

  3. #3
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: MedievalShell

    hehehe, very appropriate message, that.

    No idea TheImp. It could possibly have the same commands that RomeShell did (a list of which I am completely failing to find at the moment) but likely they have all been disabled. You might try searching the forums here for shell commands, I know there is a good list around here somewhere.
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

  4. #4

    Default Re: MedievalShell

    Forgive my noobishness but what are shell commands?
    "Money isnt the root of all evil, lack of money is."

    (Mark Twain)

  5. #5
    Member Member TheImp's Avatar
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    Default Re: MedievalShell

    Shell Commands are basically some key words that u type in a window dedicated to it and it calls some modifications of the GUI or the game settings. I guess there must be some commands for AI as well.

    Shells are used mostly in Unix based operating systems such as Linux. I didn't know there were some in Total War series, so i was wondering what it was used for.

    I'll have a look in the forum for the ones used in RTW. Thanks for the answers.
    "He could hear her still at times. Promise me, she had cried, in a room that smelled of blood and roses, Promise me, Ned. The fever had taken her strength and her voice had been faint as a whisper, but when he gave her his word, the fear had gone out of his sister's eyes."
    Eddard and Lyanna Stark about Jon Snow Targaryen.

  6. #6
    Freedom Fighters Clan LadyAnn's Avatar
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    Default Re: MedievalShell

    shell is useful to debug AI scripts. Just that it is kinda proprietary, and there isn't much documentation, I guess it is reserved to the devs. However, would be fun to know what it could do :)

    Anniep
    AggonyJade of the Brotherhood of Aggony, [FF]ladyAn or [FF]Jade of the Freedom Fighters

  7. #7

    Default Re: MedievalShell

    Man theres so much i dnt know about the workings of games thanks for the info though.
    "Money isnt the root of all evil, lack of money is."

    (Mark Twain)

  8. #8
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: MedievalShell

    I think the command lines from the shell have been totally modified from those of Rome Total War. IMHO, of course we need to check that before we enter any commands.
    Ja mata, TosaInu. You will forever be remembered.

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    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

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  9. #9
    New Member Member ProudNerd's Avatar
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    Default Re: MedievalShell

    Quote Originally Posted by Mithradates
    Forgive my noobishness but what are shell commands?

    Basically command line arguments in game anything from giving you weapons in a fps to disabling textures or AI. Usaly used for debuging but for some games like half life its for cheating.

  10. #10

    Default Re: MedievalShell

    Wasn't RomeShell just the place to enter the cheats?

  11. #11

    Default Re: MedievalShell

    How MedievalShell can be used?

  12. #12
    drugi Rudolf Maister Member zstajerski's Avatar
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    Default Re: MedievalShell

    hehe, do you men cheates?
    then a small help:

    add_money 99999
    add_population "London" 99999 (or any other settlement)
    process_cq London (or any other settlement)
    give_trait this Fertile 3 (or any other trait) (a full list is here in the forums)
    toggle_fow (removes fog of war)
    create_unit "London" Longbowmen (or any other)

    hope it helped
    Last edited by zstajerski; 02-08-2007 at 14:25.

  13. #13
    Senior Member Senior Member Carl's Avatar
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    Default Re: MedievalShell

    process_cq London (or any other settlement)
    what does that one do?
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  14. #14
    Senior Member Senior Member econ21's Avatar
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    Default Re: MedievalShell

    I believe MedievalShell is the console that you can open to enter cheats - on my machine, I think it is by pressing the ` key, to the left of 1.

    There are various commands that you can enter, of which perhaps the most useful is "toggle_fow", which switches the fog of war on or off.

    There are lists of RTW cheat commands available on the net, one of which I put in a spoiler here, but some may not work with M2TW and some did not work with Romeshell, but required loading through a script instead. Hardcore questions about scripting are probably best raised in a modding forum, e.g. ModChat.

    Spoiler Alert, click show to read: 

    Quote Originally Posted by Finn
    toggle_tow : shows/hides the tabbed output window
    add_money : adds an amount of money to a faction's coffers, can be negative, default is player faction
    add_population : adds an amount of population to a settlement, can be negative
    move_character , : moves named character to position on campaign map
    auto_win : the attacker or defender wins the next autoresolved battle
    create_unit : creates one or more units of the specified type
    toggle_fow : toggles the fog of war on or off
    toggle_restrictcam : toggles camera restrictions on or off
    give_ancillary : gives the character an ancillary
    give_trait : gives the character a trait at level (default = level 1)
    process_cq : Completes all (possible) construction pending in queue
    character_reset : resets the character back to it's start of turn settings
    show_cursorstat : shows the cursor position and region id
    bestbuy : sells units cheaper
    oliphaunt : the biggest around
    jericho : and the walls came a-tumblin' down
    write_ui_cache: writes out the ui texture cache to disk
    toggle_terrain : toggles the terrain to display various data sets, no param resets to normal
    give_trait_points : gives the character points for trait
    list_traits : lists all the available traits
    list_ancillaries : lists all the available ancillaries
    mp : gives the character movement points
    list_characters : lists all the characters in the world or those belonging to a faction
    show_landings : shows the landing positions available to the ai from a given region, default hides them
    filter_coastlines : applies filter to world map coastlines
    toggle_coastlines : toggles strategy map coastline display
    set_building_health : sets health of a building of the specified type (eg core_building) in a settlement, so that the final health percentage is as specified; for building chains see export_descr_building.txt
    ai_turn_speed : sets the maximum speed of turn processing during the ai round
    amdb_min : sets aerial map overlay depth bias for min zoom
    amdb_max : sets aerial map overlay depth bias for max zoom
    amdb_offset : sets aerial map overlay offset towards camera
    zoom : zooms to specified aerial map zoom
    set_ranking_interval : sets the denominator of the faction ranking graph interval which is calculated as (number_of_turns / denominator). If set to 0, then the denominator will be set to number_of_turns, giving an interval of 1
    regenerate_radar: Does what it says on the tin
    adjust_sea_bed : adjusts whole sea bed to specified height
    reload_shaders : reloads all vertex shaders
    reload_textures : reloads all textures
    toggle_perfect_spy : toggles everyone's spying ability to perfect and infinite range, and off again
    building_debug: toggles building debug mode. TAB to toggle view modes, RIGHT SHIFT-TAB to reset mode, LEFT SHIFT-TAB to go back modes. G damages mouse-over building. P displays plaza.
    reset_display: Forces a display_close(); display_open() display reset cycle
    toggle_underlay:
    toggle_overlay:
    process_rq : Completes all (possible) recruitment pending in queue
    force_diplomacy : Forces the negotiator to accept or decline a proposition
    diplomatic_stance : Set the diplomatic stance between the two factions
    shadow
    ie
    invulnerable_general : makes that named general invulnerable in battle
    test_ancillary_localisation: adds all ancillary to the character info display. Ancillaries aren't actually added to the character
    perf_times: Toggle display of simple performance times of game update vs display
    burn_piggies_burn : ignite all the piggy winks
    test_message: Test the event message specified in descr_event_enums.txt
    show_terrain_lines : display defensive terrain features
    message_collation_set: Set the message collation on or off (sets all factions)',0
    show_all_messages: Show all messages to all factions (on/off)
    clear_messages: Clear all the current stacked messages
    puppify_my_love
    reapply_rigid_model_influence
    toggle_flowing_water: toggles display of campaign map flowing water
    nw_stats: toggles display of network stats.
    toggle_pr: toggles pr mode.
    list_units : lists all of the units in an army, with details.
    victory : show victory message for faction for short or long campaign.
    trigger_advice: triggers an advice thread
    damage_wall : Damage wall of settlement. Forces 40% damage to a random gatehouse and a nearby straight section. Destroys gatehouse if 'gate' parameter present; breaches wall if 'breach' present'
    test_victory_scroll : 'Opens up the victory scroll declaring that the given faction is the victor
    date : changes the campaign date to the given year
    season : changes the campaign season to the given season
    upgrade_effect : triggers unit upgrade effect
    force_battle_victory : forces the local player's alliance to win the battle, completely destroying the enemy alliance
    force_battle_defeat : forces the local player's alliance to win the battle, completely destroying the enemy alliance
    output_unit_positions : output the positions of all units in the battle to the specified file
    show_battle_paths : show all valid processed paths in the pathfinder
    show_battle_paths_for_unit : show all valid processed paths in the pathfinder for a specific unit given a unit id
    show_battle_street_plan : show the street plan for the settlement
    show_battle_marker : display a marker at (x, y) for t seconds
    show_battle_circle : display a circle at (x, y) of r radius for t seconds
    diplomacy_mission : creates a diplomacy mission
    event : creates an event at position
    kill_character : kills a character with the given name
    control : switches player control to specified faction; old faction may not act correctly as ai faction
    create_building : creates a building of the specified type in a settlement; for building level id's see export_descr_building.txt
    capture_settlement : evicts any resident characters and armies and gives the settlement to the local player
    disable_ai : disables the ai, so that it does nothing
    halt_ai : halts the turn sequence just before the start of the specified faction's turn, or the current faction if no faction given
    run_ai : re-starts an ai turn sequence after disableai or haltai has been triggered

  15. #15
    drugi Rudolf Maister Member zstajerski's Avatar
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    Default Re: MedievalShell

    Finishes the Construction Queue of the settlement

  16. #16
    drugi Rudolf Maister Member zstajerski's Avatar
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    Default Re: MedievalShell

    give_ancillary : gives the character an ancillary

    does anyone have a list of ancillarys?

  17. #17
    Senior Member Senior Member econ21's Avatar
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    Default Re: MedievalShell

    Quote Originally Posted by zstajerski
    does anyone have a list of ancillarys?
    I found this link from the FAQ:

    https://forums.totalwar.org/vb/showthread.php?t=77228

  18. #18
    Member Member Kraggenmor's Avatar
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    Default Re: MedievalShell

    Thank you, Econ!


    "No swords for you wannabes! Get back to poking!"
    - Dopp -

  19. #19
    Senior Member Senior Member Carl's Avatar
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    Default Re: MedievalShell

    Yep, thanks econ.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  20. #20
    drugi Rudolf Maister Member zstajerski's Avatar
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    Default Re: MedievalShell

    Thnx man, will try it out now

  21. #21
    Senior Member Senior Member econ21's Avatar
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    Default Re: MedievalShell

    Here's a link from the FAQ on how to give traits to your generals:

    https://forums.totalwar.org/vb/showp...42&postcount=1

    There's some good stuff in the FAQ, you know. Sometimes even I am surprised by what's in there, and I compiled it.

  22. #22

    Default Re: MedievalShell

    i wander if there are any more surprise units like the elephant rocketeers ?

  23. #23

    Default Re: MedievalShell

    I was looking through the list but I couldn't find the command to show the number of frames per second I'm getting in the game. Does anyone know the command for that? I tried typing in "fps" and "frames per second" in the Medieval Shell but it didn't work. Thanks

  24. #24
    Member Member atheotes's Avatar
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    Default Re: MedievalShell

    Quote Originally Posted by TheodoreSeville
    I was looking through the list but I couldn't find the command to show the number of frames per second I'm getting in the game. Does anyone know the command for that? I tried typing in "fps" and "frames per second" in the Medieval Shell but it didn't work. Thanks
    I dont think there is any command to do it. You may have to download a program like FRAPS (google is your friend) to get the FPS and record video (limited to 30seconds for the free version)

  25. #25

    Default Re: MedievalShell

    thanks man, I'll go check that out. I'm just so curious as to how those graphic settings affects the performance, in particular, the fps.

  26. #26

    Default Re: MedievalShell

    Hey I downloaded FRAPS (free version) and it works great. I can see the fps in battles. I'm getting like as low as 18 fps in the heat of battle but it usually hovers about 30-40 fps. Sometimes when I'm looking only at a few soldiers it goes up as high as 70 fps. How is everyone else's fps?

  27. #27
    Corrupter of Souls Member John_Longarrow's Avatar
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    Default Re: MedievalShell

    For all,

    The purpose of the shell is NOT to allow players to cheat. It is intended for developers to test. As an example, if you are trying to see if a specific trait is working in game you would use the shell to add that trait and remove all others from an agent/general and then test to see if it performs as expected.

    This is NOT an attempt on the develpers side to promote cheating.

    As the code that is put in to allow monitoring and entry of commands does get extensive and removing it can cause problems, I don't see this as being a feature that will be removed from the series. Likewise due to its intent I don't see it as a feature that will be supported either.

  28. #28

    Exclamation Re: MedievalShell

    Quote Originally Posted by pike master View Post
    i wander if there are any more surprise units like the elephant rocketeers ?
    There are several Shell codes that give you special units.
    Spoiler Alert, click show to read: 

    These all give one unit in the army or city you have selected (code = Unit)
    george = Mercentary Monster Ribault's
    houston = Mercenary Rocket Launcher
    istanbul = Mercenary Monster Bombard
    madras = Elephants
    rogan = Elephant Artillery
    vindaloo= Elephant Rocketeer


    Spoiler Alert, click show to read: 
    Or just go look up all of these under the cheat section at this place
    .

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