Didn't see this around and I thought some people would find it useful.
What it is
This simple and very easy process will get rid of the campaign map movement reduction that happens when you have siege units in your army. I started to use siege units about 80% more once I did this.
How to do it
You only need to edit one file, descr_campaign_db.xml (do not confuse it with descr_campaign_ai_db.xml) the file can be found in the data directory of the M2TW installation folder, or the data directory of whatever mod you might want to use this in.
1: Back up the file before touching it!
2: Open the file with notepad. You might need to right click on the file and choose open with. Using any other non xml editor to edit this file may cause problems. No Wordpad etc... in other words
3: Search for a field that starts with <misc> If you cannot find it, go to step 4. If you do find it, move on to step 5.
4: If you do not find a field beginning with <misc> you will have to create it. Scroll down to the end of the file and locate </root> and you will add a new entry above that. Be sure to keep the symetry of the lines. You will notice how everything except <root> and </root> is tabbed in a bit.
Add this above </root>
5: If you did find a <misc> header (many mods will already have this entry) you can simply add this as a new line within the field:HTML Code:<misc> <siege_movement_points_modifier float="1.00"/> <!-- movement points modifier for siege units --> </misc>
6: Save the file with the exact same name and then load the game up. Siege units should no longer slow you down!HTML Code:<siege_movement_points_modifier float="1.00"/> <!-- movement points modifier for siege units -->
Example using Stainless Steel:
TroubleshootingHTML Code:<misc> <allow_resource_forts bool="false"/> <!-- do we allow forts and watchtowers to be built on resource locations --> <fort_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for forts --> <army_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for field armies --> <fort_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for forts --> <army_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for field armies --> <enable_hotseat_messages bool="true"/> <!-- do we allow hotseat messages to be send between human players --> <enable_unit_accent_overrides bool="true"/> <!-- do we use unit db accent overrides for campaign unit selection --> <siege_movement_points_modifier float="1.00"/> <!-- movement points modifier for siege units --> </misc> </root>
If something went wrong, just retrace the steps and you should be able to locate the problem. The important things are that you place the fields in the correct spots and with the correct spacing etc...
If all else fails, just load up the backup file. (You did back it up right?)
Feel free to ask if you need any help with this.


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