Hey, just like MTW2 that add more years to a turn, goes from 400 to 900 I guess.
Can be done that on SS mod?
I didnt find anything.![]()
Hey, just like MTW2 that add more years to a turn, goes from 400 to 900 I guess.
Can be done that on SS mod?
I didnt find anything.![]()
Last edited by biscayzacu; February 13, 2008 at 08:42 PM.
It can be changed by going into your Medieval II Total War\mods\Stainless_Steel\data\world\maps\campaign\imperial_campaign folder. open up your descr_strat.txt and about 20 lines down there is the following...
timescale 1.50
change that to 0.50 if you want 2 turns per year (winter AND summer months in the one yr).
But you might also want to know that doing that will throw off building times, events, missions and character movements etc. it effects quite a few files. if you dont change those files aswell then dont be suprised that you have citidals built by 1150 or you cant complete missions properly due to lack of time etc
I have my SS set up and modified all the files to accomodate the 2 turns per year. I'd upload my copied files but i cant at the moment.
hope that helps ya tho.
...longbows, in skilled hands, could reach further than trebuchets...
I set the timescale at 0.25 and I add a script to have 4 turns per year![]()
Tsarsies, could you post which files did you have to modify, or at least give examples? I have not yet noticed any problems with changing the timescale. Besides increasing buildtimes, what other changes should be implemented?
the list of files i changed are at the bottom of this post, the following is just an explanation as to why i changed those files. please also note that most of the problems you would run into would only happen if build times are lengthened.
You can change the timescale and you wont run into any problems. other then events would happen earlier then usual, and your build times would cause you to have citidals by 1200. and therefore gunpowder, america found all before 1200-1250.
if you change building times (either double the current time or 1 1/2 times). you might want to change the cost to build also if you alter income in desc_strat and the AI money script just for balance.
but you still run into having events happening earlier then they should. so you should change the descr_events.txt (multilply the year by 2 or 1 1\2). events are not set to a 'year'. but rather to happen 'after' a set number of turns. so if an event is set to happen after 100 turns with a timescale of 2.0, starting yr 1081, then the event would happen in 1281. whereas, changing the time scale to 0.50 the same event would occur around 1131. (150 yrs too early)
i would recommend changing the movement points of characters, because they will be moving alot further in the course of a year then before. the problem here tho, is cutting the move points in half seriously limits movement. and kind of ruins the AI movvement. so if you dont feel comfortable messing around with this file, just leave it. i belive it has been found that the AI becomes horrible if you limit movement points. the file is descr_character.txt
another problem you might run into, is mission times. normally you might have 5 turns to construct a chapel, if you increase build times then it becomes impossible to complete this mission. there are other missions effected by this, but you get the general idea.
next one would be guilds. if you dont change this file you will find it very hard to gain those guild offers. either increase points gained for building, training certain things, or decrease the points needed. or get rid of the -1 per turn point loss.
settlement mechanics is another file, the rate at which population grows is contolled in this file. if you dont change this then you will find mid-way to later in the game your settlements will be over crowded. because the growth rate has been adjusted for a timescale of 1.5 and not 0.5. you need to slow population growth, but find a balance. which can be time consuming. may also need to alter the health bonuses ect in the EDB to help balance this.
the campaign script and descr_strat files should be changed to atleast change the amount of income you and the AI earn. once again it comes down to a balancing issue.
the only other file which you could change but dont have to is the EDU. just for the amount of time it takes to train units. i didnt change that cause id prefer the AI to have more units out then less.
the files are...
descr_character.txt
descr_missions.txt
export_descr_buildings.txt
export_descr_guilds.txt
descr_settlement_mechanics.xml
campaign_script.txt
descr_events
descr_strat.txt
It really comes down to personal preference tho. i changed all those files to find a balance. im waiting for SS6 so i can set it to the 2 turns per year aswell. i can try to upload the files i change if anyone is interested in a 2tpy game.
...longbows, in skilled hands, could reach further than trebuchets...
Sound like you did a good job there Tsarsies.
Would be quite awesome if you could upload them. If you've already have i'd like a link. I've been messing around with it quite a bit but always end up screwing it up or not really finding the right balance.
Would be awesome, thanks man.
Not a problem. i had uploaded them in another thread but ill post them here for you. the files incorporate the following mini mods to a 2 turn per year campaign... id recommend installing each of them. The XAI comes down to personal preference, try it without XAI then try it with XAI, your choice.
Echads Fix 2.0 - http://www.twcenter.net/forums/showthread.php?t=134046
XAI 2.2d - http://www.twcenter.net/forums/showt...3786:thumbsup2
RR 1.0/RC 1.5 - http://www.twcenter.net/forums/showthread.php?t=149832
BGRIII Supply and Command - http://www.twcenter.net/forums/showthread.php?t=106060
Last edited by Tsarsies; March 28, 2009 at 03:49 PM.
...longbows, in skilled hands, could reach further than trebuchets...
This far it seems to be working fine.
Thanks a bunch dude, ur a real hero!
Tsarsies, really good job with this mate. I'm currently playing a campaign as the danish, but i've observed that you've moved the norse swordsmen very late into the game, which i'd like to change. But also when you then do get norse swordsmen for some reason the replenish of the unit seems to get stuck. It takes 6 turns for it to replenish, but it allways gets stuck at 5th turn and doesn't allow me to recruit any more.
Any idea how to solve this ?
I never actually changed the year or availability of units. i only changed the turns it takes to train certain ones. i belive that would be an issue related to real recruitment/real combat. as to why it gets stuck on the 5th turn i honestly dont know. i can only speculate after looking at the files in question (export_descr_unit and export_descr_buildings) that it has somthing to do with the 'and event_counter mongols_invasion_warn 1' found in the EDB. im assuming you are training them from a 'drill square'? they are also available once you build 'barracks. but once again they have an event counter which restricts there training.
if you want them available earlier without needing a certain event counter do the following... open your EDB (export_descr_buildings) found in your data folder. press ctrl-f and type in 'Norse Swordsmen' (without the ' ') find and delete the 'and event_counter mongols_invasion_warn 1' then do it again until you have found all entries for the Norse Swordsmen deleting the and event counter line.
Have you had the mongol invasion yet? or the warning?
your norse swordsmen will be available to train more often once they arrive (every 4 turns). and then once every 3 turns if you have an armoury.
But once again, i think it is an issue related to RR/RC as i didnt change any of those values, only edited the files for a 2 turn per year game.
let me know how you go with it anyhow and ill start a campaign with the danish and see if the same thing happens to me. what year are you at?
...longbows, in skilled hands, could reach further than trebuchets...
I take my hat off for you mr Tsarsies, thanks for not bailing on me
When i met the problem in my first game i tried to reinstall because i thought it was probably just me who messed something up. However the problem persisted, and i didnt keep the save files. I can safely say that i did'nt make it to the mongol invasion.
I've tried to remove those values, and it now shows up as recruiteable with drill squares, so im getting them much earlier which is nice. However the getting stuck part didn't get fixed by this and continues to thrive.
btw i tried out the changes by using add_population and process_cq to quickly get the castle to the point needed.
Is that real recruitment thing important for your script or would i be able to play without it ?
on second thought i dont think it has anything to do with the real recruitment mini mod. possibly bygs supply and command. depending on the options you chose when you installed bygIII those norse swordsmen might only be available to train when you have a general or even a war council member present in the city. if so its a question byg is more qualified to answer then myself.
the files i put together into the zip i cant take any credit for, all i did was change building times, costs etc and a few other modifications to balance it to a 2 yr per turn game. with that said you could remove RR/RC and/or bygIII with no issue. although i play with them as it makes the game much more challenging with those 2 mini mods.
...longbows, in skilled hands, could reach further than trebuchets...
Is it possible to do this with the late era campagne too? I mean keep all bulding, unit events up to scratch?