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Thread: "turns" back to years and other how-to-s

  1. #1

    Default "turns" back to years and other how-to-s

    first open your M2TW directory on your hard drive and then go to this text file "descr_strat"

    located in the

    SEGA\Medieval II Total
    War\data\world\maps\campaign\imperial_campaign

    make a backup copy of it first.

    (simply, right click on the file, hit copy and then paste and you will have an extra file called "copy of descr_strat)

    Now right click the original and uncheck the "read only" box.

    now find this line :

    show_date_as_turns

    delete that line. (close up the gap)

    Save the file, put back the "read only" option by right clicking on the file.

    It will only work if you start a new campaign.
    Whatever campaign you have in progress will remain in "turns" instead of years.


    p.s. by the way, with all the old RTW options present there, it will be easy to re-create RTW with the new M2TW engine.

    edit:

    guys see my old post for RTW to change the behavior of the factions for the AI. here:

    http://www.twcenter.net/forums/showthread.php?t=18223


    balanced - biasses towards growth, taxable income, trade level bonusses (roads), walls and xp bonus buildings

    religious - biasses towards growth, loyalty, taxable income, farming, walls and law

    trader - biasses towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings

    comfort - biasses towards growth, farming, games, races, xp bonus and happiness

    bureaucrat - biasses towards taxable income, growth, pop health, trade, walls, improved bodyguards and law

    craftsman - biasses towards walls, races, taxable income, weapon upgrades, xp bonusses, mines, health and growth

    sailor - biasses towards sea trade, taxable income, walls, growth, trade

    fortified - biasses towards walls, taxable income, growth, loyalty, defenses, bodyguards and law

    These biasses are towards building properties, rather than buildings themselves. The game does not know what a "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman AI would be more likely to build it than another AI personality type.

    These are then combined with a troop production personality, as follows:

    smith - exactly level

    mao - biased towards mass troops, light infantry

    genghis - biased towards missile cavalry and light cavalry

    stalin - biased towards heavy infantry, mass troops and artillery

    napoleon - biased towards a mix of light and heavy infantry, light cavalry

    henry - biased towards heavy and light cavalry, missile infantry

    caesar - biased towards heavy infantry, light cavalry, siege artillery
    these things govern how the factions behave on the campaign map.

    Whether or not they will attack you, or build walls or just do financial stuff most of the time.

    you will see them such as "fortified ceasar" for a faction for example, which would mean that it is a faction that it will likely be building walls but also will use heavy infantry most of the time.

    change the faction descriptions to your own liking or experiment a bit... (in the descr_strat.txt)
    Last edited by HorseArcher; November 19, 2006 at 02:06 AM.

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