Results 1 to 6 of 6

Thread: Editing in M2TW

  1. #1

    Talking Editing in M2TW

    Hello

    I want to find out if I am the only one to prefer to alter a little bit the conditions of the initial game - to add some fun here and there.

    For example: I always try to play some factions that are from the area where I actual am : byzantium, hungarians - and those need unlocking.

    Also I tried to give me a head start - making my starting cities very big - at least 15.000 people.

    Also - I am making my leader younger - as in 35-38 years old - 'cause I like to play a lot with him as my strongest general.

    For all these I am editing the file : descr_stat.txt in the imperial campagn folder.

    As for the units: I always try to add some features to make them more history-like. Like the english Longbows would have to have the highest attack of all the missile units in early period

    So I am editing the descr_units.txt file.

    And so on and so forth...

    Please share with us your unique ideas and views concerning the topic

    I always think that the best things will emerge from a pool of different opinions..

    AlexCezar

    Wisdom and courage make the deadliest combination in the times of war !!!
    AlexCezar

    When wisdom fails, the courage is sent by the Gods...

  2. #2

    Default Re: Editing in M2TW

    How do you make factions playable?

  3. #3

    Default Re: Editing in M2TW

    Unlocking factions is very similar to the technique used in RTW, but in addition they have added a configuration file line also

    see https://forums.totalwar.org/vb/showthread.php?t=72109

    do a search for "unlock faction" using the Edit/Find (on This Page) function on the top Explorer Bar and it will take you right to it (about 3/4 of the way down the page)

  4. #4
    Sage of Bread Member Rilder's Avatar
    Join Date
    Oct 2005
    Location
    EB Tavern, Professing my superiority.
    Posts
    932

    Default Re: Editing in M2TW

    The only editing ive done is in the preferences file, opening factions, resetting the advisor that tells you were to conquer cause i started a campaign with advice off, checking to see if you can still specificly alter unit sizes,(Which sucks that you can't)

  5. #5
    Still warlusting... Member Warluster's Avatar
    Join Date
    Aug 2006
    Location
    Brisbane, Queensland, Australia
    Posts
    2,590

    Default Re: Editing in M2TW

    Shouldnt this be in the Mod Section?
    To unlock factions you dont jsut have to conquer them, you can start a campaign and finish it to unlock ALL of them,
    if you are going to use the conquer campaign way I suggest you start on Short Campaign, its easier.
    I have modded probaly every single file there (Unpacked) and have had to re-install M2TW a LOT of times because of forgotten Back-ups...

  6. #6
    Member Member Roy1991's Avatar
    Join Date
    Apr 2006
    Location
    The Netherlands
    Posts
    228

    Default Re: Editing in M2TW

    As for the units: I always try to add some features to make them more history-like.
    This is what I changed to my export_descr_unit file, to make it more historically accurate and make battles more difficult:

    All longbows:
    - +3 missile attack
    - +30 range
    - recruitement cost increased

    Crossbows:
    - mounted crossbowmen +5 missile attack
    - foot crossbowmen +3 or +4 missile attack
    - recruitement cost of some crossbow units increased
    - stat_fire_delay increased to 60 for all peasant crossbow units, 54 for all militia crossbow units, and 48 for all 'regular' crossbow units (standard is 18)

    Knights (both mounted & dismounted):
    - Armour increased (up to 2x for knights wearing plate armour)
    - Defence skill increased
    - Recruitement & upkeep cost much higher --> no more armies consisting of nearly only knights. Knights now dominate the battlefield, like they should, but they cost a lot.

    Gunpowder infantry:
    - Musketeers (including mounted musketeers) +3 missile attack
    - Musketeers (including mounted musketeers) -30 range
    - Arqubuesiers -30 range

    All infantry (except peasants)
    - Mass increased, to make cavalry charges a bit less effective.
    A well-executed charge can still destroy a whole unit of light infantry, but usually only kills the first 2 lines of heavily armoured infantry like foot knights or JHI.



    With these changes, there's much more difference between armies of all factions, and battles generally are a lot more difficult (f.e, any type of knights can completely decimate several units of light infantry, so you need to counter them with your own knights, etc)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO