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    Resident Pessimist Member Dooz's Avatar
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    Default SloMod

    Hey folks. Here's a "mod", if you want to call it that, that I just put together compiling a few things I recently learned from the modding community (my thanks to those who posted replies with their help for my queries). It's pretty much the most basic of text file edits to achieve the goal of slowing down M2TW, even more so than it already is. Specifically, here's what's been done.

    • All playable factions unlocked.


    • Rebel brigands and pirates reduced.


    • The year is displayed instead of turns, and the timescale is 2 turns per year. Character aging is synched up with actual years passed.


    • Population growth rates have been decreased proportionately across the board to compensate for building times not being able to be modded at this time. This has a few effects I was looking for. It lets you enjoy lower techs longer by not allowing you to build up cities and castles as fast and teching up. It also makes money tighter because you can't have all your taxes on high or very high if you want any population growth at all.

    Quote Originally Posted by Agapeus
    a really low growth with lower income and of course with a balanced planing of what & when i build .... the time period of building remains the same only the resources r low thus u have to wait and struggle with the tech at hand for quite some time.
    • Diplomacy has been tweaked to make alliances stronger, especially between factions of the same faith. There are now fewer arbitrary transgressions and factions are generally better about building up their power in preperation for conflict. AI factions also go for rebels a bit more.

    Quote Originally Posted by Aristocrat
    These values just mean the AI will attack the rebels first (thus developing larger empires) and be more inclined to hold alliances with nations of the same religion. Of course wars still happen, but so far the diplomacy has worked very well for me.

    On another note, sometimes the campaign AI of factions stalls. This happened to England and Scotland in my game, I found that using the move_character command on one of their family members fixed this.
    (This wasn't caused by my diplomacy settings, it is just a bug, and I just thought I'd let people know how to work around it).
    http://www.totalwar.org/patrons/pbm/SloMod.zip


    That's all for now. Any further changes and tweaks to the details can be done according to feedback I suppose, depending on how people feel about the pace. To install, just unpack the two text files into your Medieval II Total War\data\world\maps\campaign\imperial_campaign folder and overwrite whatever is necessary. Enjoy!
    Last edited by Dooz; 11-27-2006 at 04:02.

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