Can you do it, and how? Thanx.
Can you do it, and how? Thanx.
Hi,
locate the file of ur M2TW.
open:
My Computer / c: / program files / SEGA / Medieval II Total War / data / world / maps / campaign / costum / e3_campaign_demo / descr_regions.
the first u will see is:
North_America
Miccosukee
england
Native_Rebels
212 198 206
tobacco, coal, america
5
2
religions { catholic 0 orthodox 0 islam 0 pagan 95 heretic 5 }
Inverness_Province
where 2 is base farm value. down at other regions on the same page the value might be higher.
change it in 1 or 0 at all regions. just delete 2 and type 1 or 0.
it will look this way:
North_America
Miccosukee
england
Native_Rebels
212 198 206
tobacco, coal, america
5
0
religions { catholic 0 orthodox 0 islam 0 pagan 95 heretic 5 }
Inverness_Province
do it at all regions with care (sorry if im being annoying ). it will take awhile.
the "save as" on your desktop or a "new file"
after that you open:
My Computer / c: / program files / SEGA / Medieval II Total War / data / world / maps / campaign / imperial campaign.
just drag with your mouse the "descr_regions" over there.
now the pop growth rate will be on zero or even negative, forcing you and the AI to concentrate on building farms to acheive a decent pop growths.
however this will slow down the development in general thus adjusting the time in game is cool and gets u much more turn for gameplay.
if you r interested:
open:
My Computer / c: / program files / SEGA / Medieval II Total War / data / world / maps / campaign / imperial campaign / descr_strat.
the beginning is like:
; Custom campaign script generated by Romans Campaign Map Editor
campaign imperial_campaign
playable
england
france
hre
spain
venice
end
unlockable
sicily
milan
scotland
byzantium
russia
moors
turks
egypt
denmark
portugal
poland
hungary
end
nonplayable
papal_states
aztecs
mongols
timurids
slave
end
start_date 1080 summer
end_date 1530 winter
timescale 2.00
change as following:
start_date 1080 summer
end_date 1630 winter
timescale 1.00
meaning that the game will end in 1630 giving you a more 100 years, and that in place of 2 years / turn you will get 1 year / turn a cool 550 tunrs game
enjoy![]()
ps the above info is not my idea but is from other several mod forums. i play now M2TW with those modifications & the game is more balanced & cool. beside those mods one can mod the strength of factions or diplomatic relations or events ( like in 1 y/t u dont want to get the gun powder discovered in 1150 !!! , but rather 1350 or latter) etc. feel fre to contact for more info. if you already know all the above i appologies.
long live M2TW
Thanx a lot man! Now i have all the info i need to start a campaign.
Cool !!!![]()
im glad i could help, but reduce the diplomacy standings a bit, makes game more dynamic; down in "descr_strat". i left the slave unchanged , and well made the islamic factions to be friends and the turks to really conquer Constantinople thus they go after the Byzantine Emp, rather than egyptians.
ex as is in my "descr_strat" ( the first 5 lines)
faction_standings england, -0.1 france, scotland
faction_standings england, -0.6 slave
faction_standings scotland, -0.1 england
faction_standings scotland, 0.1 france
faction_standings scotland, -0.6 slave
also change in "descr_events" the gun-powder event ; i believe that adding a value of 100 to both figures will do. but here how is in mine:
; ------------ CORE GAME EVENT --------------
event historic mongols_invasion_warn
date 228 244
; ------------ CORE GAME EVENT --------------
event historic gunpowder_discovered
date 300 320
movie event/gunpowder_invented.bik
now im messing around with all. just some back ups then i just try all that can by tried![]()
Values in events should be in years FWIK, not in turns, so modding them should be unnecessary unless you wanna have some different dates.Originally Posted by Agapeus
I already run a campaign with 2 turns for year and events seemed to fire correctly without editing.
Also if you increase the power of the rebel faction a tuning of the diplomatic standings is necessary together with changing the victory conditions as most of them are VERY unrealistic.
hm with me i had it at 1 year/turn & the gun powder arrived after 80 turns or so .... year 1160 i think .... now after i did changed the values as above im in turn 135 and no sigh of gunpowder - ill wait & see.
and now those rebel r powerful ! sieging york !!! and all those huge powers r hammering every settlement i get plus well i get now an alliance that lasts more than 3 turns ... hm i dont know but imho i find now M2TW more challenging ....
@ Re Benengario I ,
![]()
U might be right. so far i had to change diplomatic relations 2 times because after i gave the HRE a standin of -6 with Denmark, the turks & egiptians m8s at 0.2 ; egiptians & moors m8s at 0.2 as well ; France - Milan at -8 ( well i tried ) nothig happened till turn 45 when i decided to stop. No wars no aliances nothing.Also if you increase the power of the rebel faction a tuning of the diplomatic standings is necessary together with changing the victory conditions as most of them are VERY unrealistic.
thus I just kept the halfed values copared with the original & gave a lower agressions for turks & egiptians ( -1 ). Now in turn 50 in a new campaign things go cool ( imo ): scotland took Dublin from me so i had to contra atack. milan is trying to get to me but France is quite strong and kept them at bay; Denmark got Antverp before me & Bruge is still rebel.![]()
How in the above case will victory condithion be afected i have no idea. I thought till now that is kind off "my" victory condition thus i need to hold 50 regions including Jerusalem ...... if im wrong ill have to get more into changing diplomatics; i'll see...
i tried the 2y/t as well but its very slow ( at least for what im expectingfrom my game ) ; and to put it frankly im waiting for the patch to get things right. so far im kind of experimenting and im having alot of fun
![]()
here indeed i should look more carefully; but so far i did not find any exact example like "do it so" ; "change that" replacing the original "this" .... or i didnt look enough (im kind of slow in understanding things like this because inglish isnt my mother languageValues in events should be in years FWIK, not in turns, so modding them should be unnecessary unless you wanna have some different dates.)
but in (ill quote myself):
the original values forced as i said , the gun powder event to occur earlier. but at that stage i didnt change the base farm values & i did advance quickly..... perhaps that was the reason.; ------------ CORE GAME EVENT --------------
event historic mongols_invasion_warn
date 228 244
; ------------ CORE GAME EVENT --------------
event historic gunpowder_discovered
date 300 320
movie event/gunpowder_invented.bik![]()
all in all this is how im running my game now:
1y/t end game in 1630
base farm value 0 (replacing 2)
+2000 florins king purse above the original value for: HRE ;Fr ; Turks ; Moors ; Egyptians & slave
diplomatic values halfed except for slave
added 1 extra spearunit/general to : HRE ;Fr ; Turks ; Moors ; Egyptians
but if ill find something new ill change it asap![]()
c u around m8
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