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Thread: Solution: Events on various timescales
FactionHeir 17:11 12-07-2006
I've been playing on timescale 1.0 for a while now and got frustrated that I never got around to fighting the mongols, get gunpoweder, see the timurids or visit america, so I did a bit of digging around in the files and came up with a solution.

This is useful for anyone really who uses any timescale (including default) to make the game more fun (yet probably slightly less historically accurate) to play with.

To do that, you need to go to the desc_events.txt and firstly remove the read-only marker on it.
Nextly, you'll find a lot of words and numbers in that file. THe numbers after the word "date" mean when those events appear.
Note that date here refers to years, not turns. That means if you play under timescale 2.0, those dates means [turns played]/2 and for timescale 1.0 means [turns played].
Sometimes there is a second date given, this is the last date that this event will possibly occur (boundary)
That is really the interesting part as you can modify those numbers to fit your needs and thus determine when you want which events to occur!

Of course thats not where it ends. You can now also go to the descr_mercenaries.txt file and change when various mercenaries appear. If you made the mongols appear early or gunpowder develop earlier, you might want to change a few dates there as well to suit the changes. The changes there are more strightforward as they just mention the date (the year) things become available and until when.

Happy editing and enjoying a more fun M2TW!

Let me know if you experience any problems with this or any feedback

Reply
Shahed 19:32 12-07-2006
Excellent. Thanks.

I'm playing on 0.5, it's about 1125. I've been playing since Sunday I think, so errm at this rate this game will go on forever lol. But I like it, I like to be able to build up my empire and make it extremely strong financially. I also like to meet high tech enemies not some foolish rabble which routs in 20 seconds.

I'm gonna have a look into this, might want to pull up events a bit.

Reply
Quin 21:05 12-07-2006
Did anyone try a 1.5 scale? 1.0 is somehow to slow for me and 2.0 is to fast...

Reply
ShellShock 21:25 12-07-2006
You might be interested in MedManager. The new version allows you to adjust the time scale for an existing game. So you do not have to start a completely new campaign to try out different time scales.

It will also allow you to change other things, like showing the date rather than the turn number.

You can also change the end date for the campaign. So if you are finding things are too easy for you, and you have ages to go until 1530, why don't you set the end date for say 10 years time, and then race to the end!

Reply
Barry Fitzgerald 22:33 12-07-2006
The default time scale is too fast...though I got 47 regions..I never got near america..or jerusalem.

But then I did play the english. I know you can modify the file..but I would have liked to have seen an option to select how long years are..and a more realistic campaign goal...and a non war one like MTW

Reply
Bucky_Rogers 08:23 12-16-2006
How do we adjust the timescale, then?

Reply
Shahed 12:20 12-16-2006
Originally Posted by Bucky_Rogers:
How do we adjust the timescale, then?
As is stated above use the medmanager or else BEFORE starting a new campaign:

Medieval II Total War\data\world\maps\campaign\imperial_campaign
descr_strat file

1. Backupthis file.
2. Change turn scale from 2 to 0.5
3. Change file properties to write enabled
4. Save


Originally Posted by Faction Heir:
I've been playing on timescale 1.0 for a while now and got frustrated that I never got around to fighting the mongols, get gunpoweder, see the timurids or visit america, so I did a bit of digging around in the files and came up with a solution.

This is useful for anyone really who uses any timescale (including default) to make the game more fun (yet probably slightly less historically accurate) to play with.

To do that, you need to go to the desc_events.txt and firstly remove the read-only marker on it.
Nextly, you'll find a lot of words and numbers in that file. THe numbers after the word "date" mean when those events appear.
Note that date here refers to years, not turns. That means if you play under timescale 2.0, those dates means [turns played]/2 and for timescale 1.0 means [turns played].
Sometimes there is a second date given, this is the last date that this event will possibly occur (boundary)
That is really the interesting part as you can modify those numbers to fit your needs and thus determine when you want which events to occur!

Of course thats not where it ends. You can now also go to the descr_mercenaries.txt file and change when various mercenaries appear. If you made the mongols appear early or gunpowder develop earlier, you might want to change a few dates there as well to suit the changes. The changes there are more strightforward as they just mention the date (the year) things become available and until when.

Happy editing and enjoying a more fun M2TW!

Let me know if you experience any problems with this or any feedback
Can I change this in the middle of a game ?

Also can you please tell me when the following will occur in my game. I'm playing on 0.5 scale.

Code:
event	historic	first_rudder
date	100

event	historic	first_magnetic_compass
date	102

event	historic	science_maths_zero_europe
date	122

event	historic	mongols_invasion_warn
date	128 144

event	historic	gunpowder_discovered
date	160 170
movie	event/gunpowder_invented.bik

event	earthquake	earthquake_in_alexandria
date	222
position	230, 38

event	earthquake	earthquake_in_alexandria_2
date	232
position	230, 38

event	plague 		black_death_hits
date	266

event	plague 		black_death_2
date	270

event	plague 		black_death_4
date	274

event	historic	first_blast_furnace
date	270

event	historic	timurids_invasion_warn
date	288 304

event	historic 	world_is_round
date	320 328

event	historic	science_de_docta_ignorantia
date	364
I don't get it, so the first event above will appear in which year ? Thanks a bunch !

Originally Posted by ShellShock:
You might be interested in MedManager. The new version allows you to adjust the time scale for an existing game. So you do not have to start a completely new campaign to try out different time scales.

It will also allow you to change other things, like showing the date rather than the turn number.

You can also change the end date for the campaign. So if you are finding things are too easy for you, and you have ages to go until 1530, why don't you set the end date for say 10 years time, and then race to the end!
That's a cool programme. THANKS !

Reply
Shahed 12:22 12-16-2006
sorry dbl post.

Reply
Aelwyn 18:46 12-16-2006
Sinan, I believe the first event will occur in turn 200 for you, if I have it worked out right.

The number corresponds to the amount of years that pass. So if the event has a number of 100, on timescale of 2 where each turn is 2 years, that's turn 50. If you changed it to .5, or half a year per turn, multiplied by 100 years, would be turn 200.

Reply
Lord Magus 19:31 12-16-2006
Too bad it doesn't work if I already have a savegame.

Reply
madchoochter 20:33 12-16-2006
Originally Posted by Aelwyn:
Sinan, I believe the first event will occur in turn 200 for you, if I have it worked out right.

The number corresponds to the amount of years that pass. So if the event has a number of 100, on timescale of 2 where each turn is 2 years, that's turn 50. If you changed it to .5, or half a year per turn, multiplied by 100 years, would be turn 200.
Yeah that's right, I just tested it. I divided the first windmill date of 50 by 4 to get 12 and it happened in turn 25 with the 0.5 timescale (after 24 turns because of the integer value). 25 turns in the 2 year timescale is 50 years so it's 1 year too early, but only 1 year.

I edited my descr_events.txt dividing each year value by 4. I do not know what the dates with 2 values mean, but i assumed those where either the range of dates e.g. the mongols could appear or the initial year of appearance and the years later they appear. Either way I divided both by 4.

You can try this file, see how it works for you but no warranty, etc. I may have made a mistake. If you want to try this, create a backup of descr_events.txt before doing anything. It will give the mongols on or around turn 64 like the original would.

Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;  EVENT LIST  ;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event	historic 	first_windmill
date	12

event	historic	earthquake_in_aleppo
date	14
position	257, 73

event	historic	science_alchemy_book
date	16

event	historic	first_european_paper
date	18

event	historic	first_rudder
date	25

event	historic	first_magnetic_compass
date	26

event	historic	first_wheelbarrow
date	30

event	historic	science_maths_zero_europe
date	31

; ------------ CORE GAME EVENT --------------
event	historic	mongols_invasion_warn
date	32 36

; ------------ CORE GAME EVENT --------------
event	historic	gunpowder_discovered
date	40 42
movie	event/gunpowder_invented.bik

event	earthquake	earthquake_in_silicia
date	47
position	232, 76

event	historic 	first_mechanical_clock
date	50

event	historic	first_eyeglasses
date	51

event	earthquake	earthquake_in_alexandria
date	55
position	230, 38

event	earthquake	earthquake_in_alexandria_2
date	58
position	230, 38

event	historic	football_banned
date	59

event	historic	first_sawmill
date	62

event	historic	first_public_clock
date	63

event	historic	science_weather_forecast
date	64

; ------------ CORE GAME EVENT --------------
event	plague 		black_death_hits
date	65
position	281, 163
position	258, 134
position	233, 117
position	278, 109
movie	event/black_death.bik

event	plague		black_death_1
date 	67
position	278, 101
position	258, 104
position	213, 92
position	216, 88
position	209, 73
position	230, 38
position	232, 76
position	150, 70
position	132, 76
position	131, 92
position	120, 99
position	133, 104
position	146, 108
position	136, 111
position	157, 82
position	168, 95
position	190, 85
position	191, 71
position	175, 87
position	194, 99
position	93, 95
position	77, 73
position	92, 83
position	97, 114
position	105, 104
position	121, 122
position	129, 119
position	160, 108
position	249, 44
position	246, 76
position	241, 65
position	232, 76
position	245, 85
position	251, 57
position	254, 51
position	214, 65
position	202, 57

event	plague 		black_death_2
date	68
position	281, 79
position	259, 64
position	257, 73
position	136, 63
position	103, 66
position	71, 80
position	107, 155
position	201, 109
position	74, 104
position	55, 88
position	109, 147
position	78, 90
position	115, 143
position	120, 144
position	113, 131
position	163, 124
position	94, 157
position	132, 126
position	119, 133
position	148, 147
position	143, 120
position	138, 139
position	125, 131
position	104, 134
position	94, 130
position	102, 126
position	235, 32
position	291, 70
position	251, 73
position	265, 80
position	150, 40
position	90, 101

event	plague 		black_death_3
date	69
position	205, 125
position	196, 114
position	99, 181
position	102, 74
position	90, 162
position	142, 187
position	106, 164
position	157, 136
position	172, 122
position	148, 147
position	141, 154
position	141, 166
position	174, 136
position	192, 140
position	163, 143
position	228, 2
position	268, 13

event	plague 		black_death_4
date	70
position	235, 169
position	202, 179
position	181, 174
position	188, 186
position	167, 183
position	169, 151
position	217, 139
position	212, 162
position	189, 158
position	155, 155
position	244, 158

event	historic	first_blast_furnace
date	67

event	historic	grote_mandenke
date	71

; ------------ CORE GAME EVENT --------------
event	historic	timurids_invasion_warn
date	72 76

event	historic	first_piano
date	80

; ------------ CORE GAME EVENT --------------
event	historic 	world_is_round
date	80 82

event	historic	first_oil_painting
date	85

event	historic	science_de_docta_ignorantia
date	91

; ------------ CORE GAME EVENT --------------
;TRUE TIME event	historic 	world_is_round
;TRUE TIME date	366 374

event	historic	first_printing_press
date	93

event	earthquake	earthquake_in_naples
date	94
position	157, 82

event	historic	malleus_maleficarum
date	102

event	historic	science_da_vinci_ornithopter
date	103

event	historic	first_watch
date	107


; ------------ OLD EVENT EXAMPLES --------------
;event	volcano		eruption_at_vesuvius
;date	99
;position	103, 65

;event	plague		plague_in_asia_minor
;date	173
;position	192, 68
;position	200, 55
;position	190, 80


Reply
Shahed 21:26 12-16-2006
Got it. Thanks !

Originally Posted by Lord Magus:
Too bad it doesn't work if I already have a savegame.
If you mean the MedManager. It does, you can modify the savegame with it and it works.

Reply
Lord Magus 21:38 12-16-2006
How?
Because I made a mod with a 1 year per turn timescale and I want to use it with the patch.

Reply
Shahed 22:22 12-16-2006
Magus Did you read this post a few posts above ?

Originally Posted by ShellShock:
You might be interested in MedManager. The new version allows you to adjust the time scale for an existing game. So you do not have to start a completely new campaign to try out different time scales.

It will also allow you to change other things, like showing the date rather than the turn number.

You can also change the end date for the campaign. So if you are finding things are too easy for you, and you have ages to go until 1530, why don't you set the end date for say 10 years time, and then race to the end!

Install that programme, with it you can modify your savegames at any time. It's neat.

Reply
Lord Magus 22:42 12-16-2006
So how do I use the patch with my save?

Reply
Shahed 22:49 12-16-2006
1. Download the patch folder.
2. Extract the patch folder.
3. Click the setup exe in that folder.
4. (Now the patch is installed) Launch the game.
5. Load your savgame.

Savegames ARE compatible with the patch.

If you want to modify the speed in the middle of the campaign, the Medmanager is great.

Reply
Lord Magus 22:54 12-16-2006
I mean I created a mod using MedManager, and my save game is there, I can just transfer it to the main saves folder and use it with the patch?

Reply
Shahed 22:56 12-16-2006
Yeah, sure. Why not ?

Reply
Lord Magus 23:07 12-16-2006
Because once I edited the original files without the MedManager and then loaded a save, it didn't work.

And is there a way I can test if the save was patched?

Reply
Shahed 20:32 12-17-2006
The only way to test is to load the game.

Hey I need some help.

I want to Change mercenary availibility dates and frequency.

Can anyone please tell me step by step how to do this using MedManager or otherwise ?

Many thanks !.

Reply
Lord Magus 23:08 12-17-2006
I mean to check if a bug was fixed or something.

Reply
Niccolo Machiavelli 00:34 12-18-2006
I personally think that anything else than timescale 0.5 feels wrong, so I've modified events, the starting date, buiding construction times, city pop levels to grow etc... - my campaign starts in 1270 and ends in 1500, everyone ages a year in a year, it doesn't take 4 years to go from Edinborough to London by horse etc... and I'm fine with that.

Reply
Bob the Insane 03:14 12-18-2006
Originally Posted by Niccolo Machiavelli:
I personally think that anything else than timescale 0.5 feels wrong, so I've modified events, the starting date, buiding construction times, city pop levels to grow etc... - my campaign starts in 1270 and ends in 1500, everyone ages a year in a year, it doesn't take 4 years to go from Edinborough to London by horse etc... and I'm fine with that.
Sweet, so you have basically done a High Era mod... Nice...

Reply
Niccolo Machiavelli 07:58 12-18-2006
@Bob: Actually not - I didn't change anything about the starting conditions, so basically, the game is the same - I've just compressed the campaign to 230 years, which resembles 460 turns on timescale 0.5 whilst roughly doubling building construction times and cost to roughly strikes a balance between the 225 (iirc) turns in 450 years on timescale 2 and my timeline.

Reply
Bob the Insane 11:13 12-18-2006
Originally Posted by Niccolo Machiavelli:
@Bob: Actually not - I didn't change anything about the starting conditions, so basically, the game is the same - I've just compressed the campaign to 230 years, which resembles 460 turns on timescale 0.5 whilst roughly doubling building construction times and cost to roughly strikes a balance between the 225 (iirc) turns in 450 years on timescale 2 and my timeline.
Well it is a first step in the right direction... I was starting to do this myself the other night but when I took a look at the campaign file I needed to to start updating and thought about the play testing that would be required to ensure balance; I gave up and continued on with my vanilla HRE game...

Additionally, you find the doubled build times make for a good game?

I have a simple mod (that I have yet to update for the patch) which sets the TimeScale to 0.5 and increases the build times by x4 and while it takes forever to get stuff built at least the tech progression does not get out of wack. I also used part of Wonderland's SloMod to alter the base farming output of the regions (reduced by a fact of four) which seemed to help this the settlement growth getting out of hand.

I am considering using a little variety in the build times (hopefully using logic and common sense), keeping the first level building on the orginal timescale, doubling for the mid level building and keeping the x4 for the higher level buildings. I mean, approx 30 turns for a Hugh Cathedral seems long, but those things really did take 15-20 years to build...

Reply
Shahed 13:06 12-18-2006
I'd like to add some mercs, namely Tuaregs and Camel Gunners for the Turks using the medmanager or otherwise.

Can anyone help please ?

Reply
Goofball 20:03 12-18-2006
Sorry, I'm having a hard time figuring this out. I'm playing 2 turns/year right now. What year (not turn) will gunpowder be invented? How about discovering the New World?

Reply
Kobal2fr 20:26 12-18-2006
Originally Posted by Bob the Insane:
Well it is a first step in the right direction... I was starting to do this myself the other night but when I took a look at the campaign file I needed to to start updating and thought about the play testing that would be required to ensure balance; I gave up and continued on with my vanilla HRE game...

Additionally, you find the doubled build times make for a good game?

I have a simple mod (that I have yet to update for the patch) which sets the TimeScale to 0.5 and increases the build times by x4 and while it takes forever to get stuff built at least the tech progression does not get out of wack. I also used part of Wonderland's SloMod to alter the base farming output of the regions (reduced by a fact of four) which seemed to help this the settlement growth getting out of hand.

I am considering using a little variety in the build times (hopefully using logic and common sense), keeping the first level building on the orginal timescale, doubling for the mid level building and keeping the x4 for the higher level buildings. I mean, approx 30 turns for a Hugh Cathedral seems long, but those things really did take 15-20 years to build...
The problem with multiplying build times is that most traits and ancillaries (the good ones certainly ) are triggered on building completion... So essentially, your governor will sit for 30 years to have his +1 Piety from ReligiousActivity, and he will have had plenty of time to turn into a drunken gambling womanizer in the meantime .

That's the problem with these interconnected mechanics - change one thing and you have to change everything :)

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