Excuse-me, what is the culture of Damascus ? I think this settlement is made from a Maya city, because I get only a Maya settlement instead of a greek one. I don't manage to convert it :/
Excuse-me, what is the culture of Damascus ? I think this settlement is made from a Maya city, because I get only a Maya settlement instead of a greek one. I don't manage to convert it :/
Probably not the first person to discover this but I involuntarily found a flaw which allowed me to conquer two settlements without assieging the city. Playing with the Sweboz and up north the two rebel settlements are fully garrisoned with a couple of units just hanging right next to their settlements as they can't get in.
I tried to siege the settlement and when Eleutheroi's turn arrive, they attack me with the single unit which is outside of the city. So it's my army against this single unit and the settlement's garrison. Problem is, I launch the battle and find myself facing only this single unit as the ennemy saw his "reinforcement delayed". So ofc I easily win the battle, thinking I will now have to deal with the settlements but no... game tells me I conquered the settlement and that ennemy units have fled. Probably the game considered that the garrison army was part of the battle but couldn't show due to graphic limitation I guess (if that's what the "reinforcements delayed" notification means).
Same thing with the Scandinavian settlement, fully garrisoned, 3 units standing in the red tiles nearby. Tried to do it differently to avoid the exploit, tried to attack the standing units first, same result, the garrisoned army is involved but "delayed" on battle map and settlement is then conquered with just the killing of 3 units.
Are these "reinforcements delayed" event due to hardcoded game limitations? Or just my computer's hardware limitations?
Because if it's the first option, maybe you could look into it so it does not happen every time. It would not happen if the settlements were not fully garrisoned or if these particular rebels were more active, moving their units so they don't stand on the red tiles for example.
It's Eastern Greek.
Are you using a Mac?
Do you have unlimited_men_on_battlefield = 1 in your config? I'm pretty certain this only happens when you've got it set to 0, so it caps the number of units at whatever the game thinks your machine can handle.
Yes I'm using a Mac, I'm trying to fix the settlements issue for Mac users using the East of Rome Settlements (which are originally the EBII I think). It's working for some culture settlements, I think I can make a fix for this
I just want to congratulate the EB II team on releasing v. 2.3. Bravo!
Ya you do that, anyways speaking of numbers. Yesterday I fought in Britain against rebels. My 4k swebos boys against theirs 5,5k - a hell of a battle. Obviously, I couldn't use double speed so it took me like 20 minutes to win that fight (with huge looses on both sides). Best version ever. 250 turns, still no crash or anythingl
Never mind the previous reply, sorry. I think I found a way to open and edit cfg files on my mac. So the ebII.cfg has the unlimited_men_on_battlefield set to 1. But considering the other comments on the subject it may be my M2TW config file that needs ot be changed, but I can't find it... I'm using the Steam version btw.
Should be in \[M2TW]\medieval2.preferences.cfg
Yes I tried to search for a medieval2.preferences.cfg but can't find it. Probably has something to do with the fact that I'm using the steam and mac version... Files are probably in a different place.
Hello Damien !
The CFG file is in Feral Interactive/Medieval II Total War/VFS/Local/preferences (you need to make all the files visible in Finder https://www.macworld.co.uk/how-to/ma...r-mac-3520878/)
To open it, just rename it to medieval2.preference.txt
Then you can modify what you want like set unlimited_men_on_battlefield = 1
(I give you a little advice for graphics : here you can also set unit_detail = highest, that will disable the 2D sprite for units. That is way more beautiful but that may hit a little your performance, but it's running perfectly on my MacBook Air)
Save
Quit and then rename it to medieval2.preference.cfg (if you don't do this your modifications will be lost and the game will create a new .cfg file so don't forget to rename it !)
I'm working on the settlements but it's quite hard to understand anything in this. That will surely take some time
Hope that will help you !
PS : sorry for my bad English, I'm French and I'm a total in foreign languages
Last edited by Aerys IV le Grand; October 30, 2017 at 09:48 AM.
Ok so what's happened to my client ruler!?!
Pas de problème compatriote ! (je repasse en Anglais au cas où, d'autres pourraient être intéressés par cette solution)
I managed to find and open the file without renaming it, Textedit can open cfg files actually, and I think you can even modify and save keeping the same format.
Thanks for the reply and for the advice, I'll try to set unit detail to the highest.
By the way, modifying the config file is saved-game compatible right? Or do you have to start over my campaign after I modify the cfg file?
Hopefully you will manage to make the settlements work, that's the only thing missing for us in this wonderful mod !
Config modification is entirely independent of any save, so should be savegame compatible.
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