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Thread: Help please - 2 turns per year

  1. #1
    Foederatus
    Join Date
    Jan 2007
    Location
    Plymouth, UK
    Posts
    31

    Default Help please - 2 turns per year

    Hello,

    I know I can change the game to 2 turns per year easily, as I like to see the characters aging correctly.

    But I've heard that events, population and build times are then wrong.

    Can one of you clever modders confirm this please?

    If this is so, is it easy to chahge the parameters of events, populations and build times?.... oh and if so how?

    Thanks for any responses.

    A

  2. #2
    Burebista's Avatar Electro Artifacts AP
    Join Date
    Oct 2004
    Location
    East
    Posts
    1,401

    Default Re: Help please - 2 turns per year

    ; Custom campaign script generated by Romans Campaign Map Editor

    campaign imperial_campaign
    playable
    england
    ireland
    wales
    scotland
    norway
    barons_alliance
    end
    unlockable
    end
    nonplayable
    slave
    end


    start_date 1258 summer
    end_date 1730 summer
    timescale 0.50
    Modding Arts Inc.

    SS City Reinforcement Script - (*SS 6.2 any mod comptible)

  3. #3
    Foederatus
    Join Date
    Jan 2007
    Location
    Plymouth, UK
    Posts
    31

    Default Re: Help please - 2 turns per year

    Thank you fror a prompt response.

    But do I need to modify ANY other file to cover.... population, events, building?

    Ta

    A

  4. #4
    Burebista's Avatar Electro Artifacts AP
    Join Date
    Oct 2004
    Location
    East
    Posts
    1,401

    Default Re: Help please - 2 turns per year

    nope
    Modding Arts Inc.

    SS City Reinforcement Script - (*SS 6.2 any mod comptible)

  5. #5

    Default Re: Help please - 2 turns per year

    Yes you do, unless you want the population growth of a normal 2 years a turn (depending on what mod you are using).

    Also events would pop up way too early.

    the easiest thing to do is to open up the descr_events file in the C:\Program Files\SEGA\Medieval II Total War\data\world\maps\campaign\imperial_campaign folder and increase the all event numbers times 4.

    also you can open up the export_descr_buildings file in your data directory to increase build times of buildings.

    and finally the descr_settlement_mechanics file also in your data folder to adjust population growth.

    Found in the last part of the file:

    <population_levels>
    <!-- city -->
    <level name="village" base="500" upgrade="1000" min="500" max="1500"/>
    <level name="town" base="1000" upgrade="3000" min="500" max="5000"/>
    <level name="large_town" base="3000" upgrade="8000" min="500" max="12000"/>
    <level name="city" base="8000" upgrade="15000" min="500" max="25000"/>
    <level name="large_city" base="15000" upgrade="26000" min="500" max="60000"/>
    <level name="huge_city" base="28000" min="500" max="120000"/>
    <!-- castle -->
    <level name="moot_and_bailey" base="500" upgrade="1000" min="500" max="1500"/>
    <level name="wooden_castle" base="1000" upgrade="2500" min="500" max="5000"/>
    <level name="castle" base="2500" upgrade="7500" min="500" max="12000"/>
    <level name="fortress" base="7500" upgrade="15000" min="500" max="25000"/>
    <level name="citadel" base="15000" upgrade="30000" min="500" max="50000"/>
    </population_levels>
    </root>
    Artifex
    Under the patronage of King Kong
    Proud patron of y2day and yelowdogg23

  6. #6

    Default Re: Help please - 2 turns per year

    was my understanding that event times are in years not turns, so multiplying them by 4 would be wrong no?

  7. #7

    Default Re: Help please - 2 turns per year

    Don’t know abut the event times in GC, but in Kingdoms they work just fine without modifying them. I use 0.5 timescale and still all of my events occur when they should.
    Holy Land mod for Crusaders Campaign
    Dismounted Knights Templar, Hospitaller for the Crusaders Campaign

  8. #8

    Default Re: Help please - 2 turns per year

    FYI: Events are triggered by year, not by turn.

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