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Thread: Ship Movement

  1. #1
    Sword of the Cross Member Loki's Avatar
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    Default Ship Movement

    Hi All,

    New to this forum and have never modded before, but thought that this would be the place to ask this particular question.

    First a statement: I love MTW2 and am having great good fun playing it. My only *major* dislike right now is the farsicle naval movement rates.

    Like it taking several years to cros the Med IN THE SHORT DIRECTION etc.

    So on to my question. Do any of you wise folks know of a way to increase ship movement rates? Or better yet, has anyone already done this and could share it?

    Thanks in Advance!
    Loki
    "God I love this... God help me I do love this so."

    Geo S. Patton

  2. #2
    Sword of the Cross Member Loki's Avatar
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    Default Re: Ship Movement

    Oh come on me brothers!

    Someone else has had to have had the same thought?!

    *surely*
    "God I love this... God help me I do love this so."

    Geo S. Patton

  3. #3
    IW Director, MA Mapper Member Ilsamir Lord's Avatar
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    Default Re: Ship Movement

    It will most likely be in some text file with a somewhat appropriate name. Just look in data and data/text and you might find what you're after. I too have always wondered about the movement speeds in general - especially when you consider that a regiment of horsemen would take 2-4 years to get from Rome to Venice :P .

    That's the best I can offer without more research, but it'll almost certainly be a text based thing.

    As an alternative to changing movement speeds you could simply change the time-scale of turns from 2.0 (years per turn) to 1.0 (which you can do in data/world/maps/imperial_campaign_descr_strat.txt (I think that's the right path). While your ships and armies will move the same distance per turn, they will have moved twice as fast as usual. Any other number will produce a different result, but I haven't tested any others out for the time-scale. I assume that 0.5 would make each turn 6 months, 0.25 one season etc. but don't quote me on that.
    Last edited by Ilsamir Lord; 22/02/07 at 07:18.
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  4. #4
    Member Member Skyline Pete's Avatar
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    Default Re: Ship Movement

    I assume that 0.5 would make each turn 6 months,
    Correct.

  5. #5
    IW Director, MA Mapper Member Ilsamir Lord's Avatar
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    Default Re: Ship Movement

    Glad we got that cleared up :P .

    Any luck, Loki?
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  6. #6
    Member Member KnightErrant's Avatar
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    Default Re: Ship Movement

    I haven't tried this myself so grain of salt here.
    In the /data directory there's a file called
    descr_ship.txt that has a speed entry. It doesn't
    have entries for each ship unit, just heavy warship,
    light warship, and flagship. Try changing the speed
    entry and see if it does anything. This one bugs me
    too so could you post back if this does anything?
    Thanks.

  7. #7
    Member Member Re Berengario I's Avatar
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    Default Re: Ship Movement

    Nope it's character.txt like all the other units in the game and it's an overall change. Alas you cannot change the movement of just the ships and not the army.

    The only other way it's to add a hidden trait to all admirals which gives them more movement points (the system is explained here in the rtw scriptorium section I guess, use forum search).

  8. #8
    Member Member KnightErrant's Avatar
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    Default Re: Ship Movement

    Shoot! I really wanted this one to be moddable because
    it drives me crazy to take 5 or 6 turns just to get around
    Spain when I'm the English. I've added stuff to admirals
    traits but I wanted like a factor of 2 or 3 for this one.
    Anyway, thanks Berengario I, I can at least take this one
    off my list to research.

    Edit: Hey, cool! Suddenly I'm a Member.
    Last edited by KnightErrant; 23/02/07 at 05:48.

  9. #9
    IW Director, MA Mapper Member Ilsamir Lord's Avatar
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    Default Re: Ship Movement

    Perhaps the turn-time option is still viable? I know it would take just as much time to get around Spain, but it would also make the movement speeds more accurate in general would it not? Ships move a lot further than armies at present anyway, and if you just found a decent turn/time ratio perhaps it would make it more satisfying?
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  10. #10
    Member Member KnightErrant's Avatar
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    Default Re: Ship Movement

    Thanks Ilsamir Lord,
    You got me thinking about this again. I know I should be
    working on .mesh files but can't let this go. I saw over
    in TWcenter today "look at descr_character.txt" for movement
    points, or in the file starting_action_points 80 for admirals.
    Naturally, changing this doesn't do anything anymore than
    descr_ship.txt did so I went back to traits. If you max out
    an admiral trait for movement points (I did 9, don't know if
    this really is the max), (this is probably what
    Berengario I pointed out three posts ago) you can get
    almost double the ships movements ability. The green bounding
    box is a little funky, like its hitting some hard coded limit, but
    it does increase. Anyway, I 'll have to include this next time
    and see how it goes.

    Side question: does anybody else suffer from CSMAFAC, or
    Can't Stop Modding And Finish A Campaign? I bought this
    game back in November and to date I don't think I've gone
    beyond 70 turns before starting over with new stuff. Is this
    what I have to look forward to for the next couple of years?

  11. #11
    Member Member Re Berengario I's Avatar
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    Default Re: Ship Movement

    Each point is a 5% so it seems that max movement points in traits are 20

  12. #12
    Member Member Skyline Pete's Avatar
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    Default Re: Ship Movement

    Side question: does anybody else suffer from CSMAFAC, or
    Can't Stop Modding And Finish A Campaign? I bought this
    game back in November and to date I don't think I've gone
    beyond 70 turns before starting over with new stuff. Is this
    what I have to look forward to for the next couple of years?
    Yuppo!!
    Just when I think I've finished tweaking everything the way I want it.....I get another idea and try to implement that.

  13. #13
    Member Member KnightErrant's Avatar
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    Default Re: Ship Movement

    @Skyline Pete
    Maybe daily affirmations are the way:

    I will not mod today, must play the game.
    I will not mod today, must play the game.
    I will not ...

    Just thought of a mod, I'll get back to you.......

  14. #14
    The Philosopher Duke Member Suraknar's Avatar
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    Default Re: Ship Movement

    Quote Originally Posted by KnightErrant
    @Skyline Pete
    Maybe daily affirmations are the way:

    I will not mod today, must play the game.
    I will not mod today, must play the game.
    I will not ...

    Just thought of a mod, I'll get back to you.......
    HAHA...yes indeed... :P

    Well if it helps (at least for new people), at every new TW game I get I play one campaign with vanilla first before even..well... comming in the forum :P

    That way it never nags me ever again when I get to mod and tweak and get ..how you call it...CSMAFAC..hehe.
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
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    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
    ~ Everyone dies, not everyone really fights ~

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