yes but how can i altar the time, id like to change the year turning time cycle in game, how can i do that Lusted or Fenrir :)
yes but how can i altar the time, id like to change the year turning time cycle in game, how can i do that Lusted or Fenrir :)
DrGary
Norfolk
UK
descr_strat.txt in landstoconquer\data\world\maps\camapign\imperial_campaign and you need to edit the timescale line.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I:\Program Files\SEGA\Medieval II Total War\fenirtotalwar\data\world\maps\campaign\imperial_campaign
open this file..... descr_strat
Look at the top of the page.......down about 8 cm
and you will find this...underneath the playable and non playable factions listings
************************************
start_date 1080 summer
end_date 1580 winter
timescale 1.00 <=====change this to 0.50
************************************
So it looks like this......
************************************
start_date 1080 summer
end_date 1580 winter
timescale 0.50 <=====change this to 0.50
************************************
hope that helps.
I personally use 1 turn per year on my mod. But am making a mod for 1204AD which will use 0.5 season changes.
Really because I want to see how well I do trying to save the Roman Empire. Yeah alright, i have problems.![]()
anyway, i hope that helps.
fenir
Time is but a basis for measuring Susscess. Fenir Nov 2002.
Mr R.T.Smith > So you going to Charge in the Brisbane Office with your knights?.....then what?
fenir > hmmmm .....Kill them, kill them all.......let sega sort them out.
Well thats it, 6 years at university, 2 degrees and 1 post grad diploma later OMG! I am so Anal!
I should have been a proctologist! Not an Accountant......hmmmmm maybe some cross over there?
Im not a modder so i wouldnt attempt to compete with the excellent work of you fellas but heres a question:
is it possible to safely change the start and end date of campaigns or is that heavily tied into Vanilla Code...
I just feel the medieval campaign passes really quickly and id like to see how far i could reduce it up or down to extend playability :)
my question also applies to the seasonal time as well...
regards,
G
DrGary
Norfolk
UK
I actually didn't think that the Eastern factions played as well under this mod as in the 1.3 patched game. That said it is still a very nice mod.
I would have liked Anno Domini better except it just moves so slow.
I have played it several times but I did change the time scale to a 1 year per turn.
Something I don't like that appears to be hard coded into this game is that unlike MTW changing the time scale or the start date does NOT delay the Mongol's arrival. They come in at what appears to be about the 70 turn mark regardless of the date you start or the length of the turns.
Last edited by Gray Beard; 09-19-2007 at 01:25.
Gray Beard
Byzantium, Forever and Ever
Dear Elenar:
Good afternoon from Canada!!! I hope this finds you and yours well.
King Elenar, you can't get it any better than the latest edition of LTC!!!!! In hopes of NOT EMBARRASSING him, I feel that Lusted has outdone himself with his latest mod!!!!![]()
Better yet, for those of us who ARE NOT ZIP UTILITY FRIENDLY, he has made sure that it was very easy to download.
You can't go wrong with this mod!!! You get all factions, and with his latest edition, he has made it as historically accurate as possible. When factions have been wiped out, you'll not see their shield among the factions (i.e. Sicily).
I can only humbly bow to Lusted and his creativity, historical knowledge and his computer programming expertise!!!!
I thank him for his improvements on Medieval 2!!!
Live lon and prosper, take care and thank you kindly!!!
Sincerely yours always,
Indy.
LTC is a very good Mod. I was immediately impressed by the changes to the Strategic Map game play.
One thing to be wary of however, is that enemy Assassins are quite deadly in LTC, and you will need to guard your Family Members with BOTH Spies and Assassins. This is something that ought to be mentioned in LTC's Readme.
I presently play LTC 3.1 with Real Combat 1.2 modded on top, which works very nicely for me.
Being a bit of a history buff, I'm thinking of tinkering further with recruitment slots and build times to balance the AI Armies more towards their historical composition.
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