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Thread: Disabling Money script.

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  1. #1
    Byzantium's Avatar Semisalis
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    Default Disabling Money script.

    Can anyone point me in the direction of the .Txt file i have to alter to do this?
    The specific file and what i have to delete would be great.

    Thanks a lot in advance.

  2. #2
    delra's Avatar Praepositus
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    Default Re: Disabling Money script.

    \Medieval II Total War\mods\Stainless_Steel\data\world\maps\campaign\imperial_campaign\campaign_script.txt

    Look for "money script". Don't expect much competition after you turn it off though.

  3. #3

    Default Re: Disabling Money script.

    Quote Originally Posted by delra View Post
    . Don't expect much competition after you turn it off though.
    I have to disagree with you here. I disabled the money script and began to play as the turks. i am now 60 turns into the game. The byzies are attacking two of my cities (Sinop, Iconium) and feel that that these cities will fall soon. I have created a big army to attack Nicaea, however, when i attacked it, a two big armies of the byzies appeared. It was a tough battle but i have lost. Also egypt is attacking me all the time with good quality troops. In fact, i think that the AI does better without the money script. I see a lot of times that ireland has 240000 florins, and it havent even conquered Dublin! But now without the script, it has conquered Edinburgh...
    i think that the AI cannot utilise the amount of it gets.
    Ma'salama
    Peace and prosperity to you noble sadiq

  4. #4
    delra's Avatar Praepositus
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    Default Re: Disabling Money script.

    The best money script was in RTW:EB.

    AI kept throwing elite stacks on you, one after another after another after another. I remember playing up to 10 huge battles per turn when my Roman conquest was quickest... Hardly any of those being sieges. That was fun. :-)

  5. #5

    Default Re: Disabling Money script.

    Quote Originally Posted by delra View Post
    RTW:EB.
    Europa Barbarorum?
    Peace and prosperity to you noble sadiq

  6. #6
    delra's Avatar Praepositus
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    Default Re: Disabling Money script.

    Yeah. The best TW mod ever. :-)

  7. #7
    Byzantium's Avatar Semisalis
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    Default Re: Disabling Money script.

    Thanks a lot for the input chaps.

    Quote Originally Posted by Delra
    \Medieval II Total War\mods\Stainless_Steel\data\world\maps\campaign\imperial_campaign\campaign_script.txt
    Magic Cheers

    In theory i'm in favour of the script but Leon/Castille creating and supporting 3 stacks of troops with 1 city wasnt what i had in mind.Also,i'd like to think that my ecconomic attacks are having an effect,i hardly bother to blockade enemy ports now as it dosent seem worth the effort.

    As i've heard conflicting stories,those for and against,i'm going to start a new Moors campaign without it and find out for myself.

  8. #8

    Default Re: Disabling Money script.

    Byzantium
    The money script does two things if the Ai is in control
    1. Increases the Kings Purse
    2. Adds 5000 if treasury is less then -500
    Both seem to be a reasonable approach to keeping small factions going. Remember by removing this you are effecting factions such as Lithuania and Templars who start with small empires. I know its annoying when the last settlement is able to summon up reserves out of nowhere to fend you off, but what is the alternative :hmmm:. Another way might be to base it on number of cities, say 3 or less, but either way you are trying to keep the smaller factions in the game, which IMO is a good thing. KK must have spent sometime trying to get the faction balance right with this, so removing may lead to an unbalanced playing experience.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  9. #9
    Byzantium's Avatar Semisalis
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    Default Re: Disabling Money script.

    Quote Originally Posted by Quark View Post
    Byzantium
    The money script does two things if the Ai is in control
    1. Increases the Kings Purse
    2. Adds 5000 if treasury is less then -500
    Both seem to be a reasonable approach to keeping small factions going. Remember by removing this you are effecting factions such as Lithuania and Templars who start with small empires. I know its annoying when the last settlement is able to summon up reserves out of nowhere to fend you off, but what is the alternative :hmmm:. Another way might be to base it on number of cities, say 3 or less, but either way you are trying to keep the smaller factions in the game, which IMO is a good thing. KK must have spent sometime trying to get the faction balance right with this, so removing may lead to an unbalanced playing experience.
    Aye,you make a fair point about the other factions chances of survival.

    To be honest i didnt post out of any real frustration on my part,my campaign up until now with the Moors has been brilliant.
    It was Portugals inability to finish off LeonCastille that bugged me.Portuguese armies from Oporto and Burgos constantly repelled by a regenerating Spanish army in Asturia.Still,i might be biased as the Portuguese are my allies

    Cheers for the replies again lads.always appreciated.

  10. #10
    delra's Avatar Praepositus
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    Default Re: Disabling Money script.

    I like this script because it causes that factions don't disappear so easily. They can hold onto their last city forever, so if you're bored and want to try your units against certain faction, they are always there.

  11. #11

    Default Re: Disabling Money script.

    but if you play on hard, it gives the AI ~4500 florins per turn, what i think is really much.
    but i like the debt part of the script..
    Peace and prosperity to you noble sadiq

  12. #12
    Byzantium's Avatar Semisalis
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    Default Re: Disabling Money script.

    Not sure what it equates too but i usually play on H/VH.
    I have read that the best game for balance is M/M - not sure if anyone could ever verify that.

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