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  1. #1

    Default Modding population growth rates

    Can you do it, and how? Thanx.

  2. #2

    Default Re: Modding population growth rates

    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

  3. #3

    Default Re: Modding population growth rates

    Thanx a lot man! Now i have all the info i need to start a campaign.

  4. #4

    Default Re: Modding population growth rates

    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

  5. #5
    Member Member Re Berengario I's Avatar
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    Default Re: Modding population growth rates

    Quote Originally Posted by Agapeus
    ; ------------ 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.

    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.

  6. #6

    Default Re: Modding population growth rates

    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 ....

  7. #7

    Default Re: Modding population growth rates

    @ Re Benengario I ,


    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.
    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.

    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 expecting from 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

    Values in events should be in years FWIK, not in turns, so modding them should be unnecessary unless you wanna have some different dates.
    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 language )

    but in (ill quote myself):
    ; ------------ 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
    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.


    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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