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Thread: The Definitive Thread on Basic Changes

  1. #1
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default The Definitive Thread on Basic Changes

    After hearing so many people ask how to change these things, endless new topics on the same question, I decided to do something about it.

    To unlock all the factions:

    Quote Originally Posted by frogbeastegg
    The ... need to be unlocked before you can play as them. To do this you can either complete a campaign (on any difficutly, long or short setting) with one of the five starting factions, or you can edit the preferences file. To do this open your Sega\M2TW folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says
    Code:
    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
    Change it so it reads
    Code:
    campaign      imperial_campaign
    playable
       england
       france
       hre
       spain
       venice
       sicily
       milan
       scotland
       byzantium
       russia
       moors
       turks
       egypt
       denmark
       portugal
       poland
       hungary
    end
    nonplayable
       papal_states
       aztecs
       mongols
       timurids
       slave
    end
    Changing the turn display into years:
    To do this open your Sega\M2TW\folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says
    Code:
    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    show_date_as_turns
    brigand_spawn_value 20
    pirate_spawn_value 28
    into this:
    Code:
    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    brigand_spawn_value 20
    pirate_spawn_value 28
    To remove Pirate Spawns:
    To do this open your Sega\M2TW\folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says
    Code:
    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    show_date_as_turns
    brigand_spawn_value 20
    pirate_spawn_value 28
    into this:
    Code:
    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    show_date_as_turns
    brigand_spawn_value 20
    pirate_spawn_value 100
    To remove Rebel Spawns:
    To do this open your Sega\M2TW\folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says
    Code:
    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    show_date_as_turns
    brigand_spawn_value 20
    pirate_spawn_value 28
    into this:
    Code:
    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    show_date_as_turns
    brigand_spawn_value 100
    pirate_spawn_value 28
    To change how long each turn counts:
    (default is 2 years per turn [2.00])

    To do this open your Sega\M2TW\folder\data\world\maps\campaign\imperial_campaign, find the file called "descr_strat" and open it with wordpad. Now find the section which says
    Code:
    timescale	2.00
    into
    Code:
    timescale	X.YZ
    XYZ being three numbers. For RTW timelime (2 turns per year) make it 0.50
    Yes you need the zero beforehand. For MTW timelime (1 year per turn) make it 1.00

    You can change it to whatever you want, just not too low (0.25 is lowest IIRC)

    A sticky would be nice to help the newer people.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  2. #2
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    Note:

    You can only do these changes BEFORE you start a new campaign (as far as I know).
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  3. #3
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    If you want you can add the stuff in my sig there too for those who change the timescale or just don't want to play endlessly to finally get to th new world or gunpowder.

    As an aside to your post though, you state that rebel/pirate spawns are deactivated by setting the value to 100. In another topic ("Rebels in M2TW") I was told that the spawn is equal to 100/x where x is the spawn value. Therefore, 100/100 = 1% spawn rate, not 0%, unless the knowledgeable person there had it wrong.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  4. #4

    Default Re: The Definitive Thread on Basic Changes

    A very useful thread.

    Thanks

  5. #5
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    I tested your spawn value 100 thing and it did not work. I still had rebels spawn all over the place.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  6. #6
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    Quote Originally Posted by FactionHeir
    I tested your spawn value 100 thing and it did not work. I still had rebels spawn all over the place.

    Thats odd, it worked for me.

    Quote Originally Posted by Sinan
    Note:

    You can only do these changes BEFORE you start a new campaign (as far as I know).
    Thanks for pointing that out, it was late

    Quote Originally Posted by Factionheir
    As an aside to your post though, you state that rebel/pirate spawns are deactivated by setting the value to 100. In another topic ("Rebels in M2TW") I was told that the spawn is equal to 100/x where x is the spawn value. Therefore, 100/100 = 1% spawn rate, not 0%, unless the knowledgeable person there had it wrong.
    Well at zero (100/0) it would make 0% spawn rate, yes? If so, why does 0 spawn numberless stacks?

    We really need a reference on that.

    Quote Originally Posted by forkboy
    A very useful thread.

    Thanks
    That's what it's for
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  7. #7
    Nobody Important Member Somebody Else's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    Quote Originally Posted by pevergreen
    Well at zero (100/0) it would make 0% spawn rate, yes? If so, why does 0 spawn numberless stacks?
    I was always taught that anything divided by zero was infinite... but then maybe my maths is dodgy (not a good thing, I have a maths exam tomorrow morning). To get 100/x to equal zero, x would have to be, well, infinite.
    Don't have any aspirations - they're doomed to fail.

    Rumours...

  8. #8
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    Quote Originally Posted by Somebody Else
    I was always taught that anything divided by zero was infinite... but then maybe my maths is dodgy (not a good thing, I have a maths exam tomorrow morning). To get 100/x to equal zero, x would have to be, well, infinite.

    I thought /0 or 0/ was always 0.... It works for multiplying.

    I'm going off my experience and others threads for that. 0 makes large spawns, 100 has given me 2 spawns (3 units in each) for + 400 turns. No Pirates!

    That really helps, as in current vh/vh i am England....in Holy Lands only! Its great because everyone is at war with you, but Scotland wont take any of the rebel english territories now... and HRE wouldnt accept them.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  9. #9
    Nobody Important Member Somebody Else's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    Quote Originally Posted by pevergreen
    I thought /0 or 0/ was always 0.... It works for multiplying.
    0/x = 0.
    x/0 doesn't. If you have 100/x, see what happens if you pick a big number, and a small number for x. So, 100/10 compared to 100/1. Which gives a smaller number? The one where 100 is divided by a number closer or farther from zero?

    I mean, come on, this is pre-school maths here or something...
    Don't have any aspirations - they're doomed to fail.

    Rumours...

  10. #10
    Member Member Derventio's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    There are two things here that are getting mixed up:
    In pure mathematical terms anything divided by zero is infinity.
    Computers don't handle infinity very well so there is a convention sometimes applied that infinity is zero.
    So you are maybe all correct.

    How did the exam go?
    If a man speaks and there is no woman to hear---
    Is he still wrong!

    Derventio

  11. #11
    <Insert Custom User Title> Member Dan.o6's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    Good thread!

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  12. #12

    Default Re: The Definitive Thread on Basic Changes

    there's no infinity in programming as there's always a limitation that the digits beyond which are truncated.
    in a binary system 1s could be truncated as well...

  13. #13
    Senior Member Senior Member econ21's Avatar
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    Default Re: The Definitive Thread on Basic Changes

    Quote Originally Posted by pevergreen
    A sticky would be nice to help the newer people.
    No offence, but this information is already in the stickied forum FAQ.

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