Medieval 2: Total War 1.2. patch introduced a new feature: an assistant captain, who yells stuff like the topic of this thread every 20 seconds or so. Which I think everyone finds annoying. :)
I was a bit surprised to see that I couldn't find any fix for this problem on any forums. Maybe there is, but in that case, here we go again:
1) Download from http://www.twcenter.net/wiki/Sound_text_files the .rar -file that can be found at the top of the page. (The page also has the instructions based on which I worked this solution.) The .rar -file contains .txt -files.
2) Unpack the .txt files to /data/ -folder.
3) Rename event.dat and event.idx -files from /data/sound/ -directory to something else, so the game doesn't find them.
4)* Change the .txt files as you want. (More later) These files are read-only, so you have to change that first in order to edit them.
5) Start the game normally. The game creates new event.data and event.idx files automatically. Changes you made should be working.
* Well then the changes we want to make:
The most easiest way to silence the Captain Obvious is to change from descr_sounds_battle_events.txt -file "probability 1" to value "probability 0". This means that there will be 0% probability that a battle event sound will be played.
This worked for me, and I did not test any further.
However, if you want to try making some other adjustments, maybe you might want to try change from that same file "repeat_timeout" -value to a higher number, which would mean that the guy doesn't repeat the same lines so often. Or you could look into export_descr_sounds_units_battle_events.txt and remove(?) the events that you do not want to hear.
Should be easy -- I hope it works for everyone.
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Then couple other fixes, which I'm sure most of you already know:
In game's main folder there is medieval2.preference.cfg -file. From it you might want to change the following:
advisor_verbosity = 0
blind_advisor = 1
mute_advisor = 1
This gets rid of rest of the advice. (But doesn't work on v1.2. assistant captain).
Other things which you might want to try out are:
disable_arrow_markers = 1
show_banners = 0 ([video]-section)
It's probably best to change this file to read-only after the changes, as the game has a habit of changing the values back. (But if you do this, you have to remember to remove the read-only flag if you want to make some changes using the game options menu.)
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Then there is descr_strat.txt -file in \data\world\maps\campaign\imperial_campaign\ -folder.
From here you can for example change all factions playable by moving them from unlockable -section to playable -section.
The file also has timescale -value, which tells how many years one turn takes.
You can also comment out
;show_date_as_turns
to get year shown instead of turn number.
Nice values to make large empires easier to manage are
brigand_spawn_value 200
pirate_spawn_value 60
These effect on how many brigands and pirates appear on the map. (This is random, and happens even if you have all provinces at 200% loyalty.) Large numbers mean less rebels, small mean more. I found 200 and 60 good values.
This also effects on old savegames, so no need to start a new campaign.
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