The existing FAQs are too brief to answer many of the most frequent questions asked here. And I expect many people (including myself) get bored with repeating the same answers.
So can we have volunteers to do the definitive answers to the most frequent questions (feel free to cut and paste previous answers but you must credit the original author!):
(NB This is a Work in progress, due to flaky internet connections I may post an incomplete answer to save it before it is complete, and then come back and finish it off.)
1) How do I install Stainless Steel 6.0?
Spoiler Alert, click show to read:
These are the official Download Links for Stainless Steel 6.0
Part1: http://files.filefront.com/Stainless.../fileinfo.html
Part2: http://files.filefront.com/Stainless.../fileinfo.html
NOTE: You have to install both parts, the installer for part 1 does NOT install part 2.
You also really need to install the following patch once you have installed the first 2 parts as well:
Download Link for Stainless Steel 6.1 Patch
http://files.filefront.com/Stainless.../fileinfo.html
---
It has been suggested that people install all the files twice in case the installer misses anything.
---
I've got the M2TW Gold Edition - do I need to patch the game before installing Stainless steel?
Spoiler Alert, click show to read:
The original M2TW Gold edition shipped before the final patches for M2TW / Kingdoms were released. Consequently it's a good idea to patch your M2TW /Kingdoms installation up to the final version, especially if you want to play multi-player games.
For full instructions I can recommend TechStrider's explanation here:
http://forums.totalwar.org/vb/showpo...13&postcount=2
(I am not aware that any later editions of the Gold version were released with the latest patches - but if you know different let us know!!)
What patches do I need.
Spoiler Alert, click show to read:
Besides the 6.1 patch which should be considered compulsory, there are a few minor patches which may well help you avoid certain problems.
However there is no guarantee that the game will be bug-free even if you do install them.
Here is a selection with the O/P of the thread - you may need to look at the whole thread for all the relevant information and to see what it fixes etc.:
These are:
Quark's revised traits patch available here:
http://www.twcenter.net/forums/showp...84&postcount=1
Lusted's terrain modification fix:
Lusted: Smoother Battle Maps*
http://www.twcenter.net/forums/showthread.php?t=161829
or you may prefer Wolfslayer's:
wolfslayer: Lower Terrain*
http://www.twcenter.net/forums/showthread.php?t=161574
There are instructions on how to deal with certain problems that might arise scattered around the forums such as:
The Scottish border horse rider's face corruption:
http://www.twcenter.net/forums/showthread.php?t=163631
(thanks to wolfslayer for solution)
Cut-scene crashes:
http://www.twcenter.net/forums/showthread.php?t=175227
(thanks to aduellist - solution on second post)
Which sub-mods should I install?
Spoiler Alert, click show to read:
This is ultimately a question that you can only find out by trial and error.
Not everyone will find any particular mod to their liking.
Until someone can write an objective summary of all the sub mods, it is advised that you visit the sub mods forum and follow the links to the threads relating to each of the sub mods.
When you first install Stainless Steel 6.0/6.1 you will find BYG's mod and Real Recruitment ticked.
You are advised to untick them until you haver become familiar with how Stainless Steel plays and how these particular mods change the Stainless Steel experience.
However if you do decide to install BYG's mod then you will need to install the patch available at the location below as it corrects a problem with the Stainless Steel 6.1 installer which misses some of BYGs files.
http://www.twcenter.net/forums/showt...63#post1879363
(the file is called data.zip and is at the very end of the post.)
Do I need Kingdoms patch 1.5 ?
Spoiler Alert, click show to read:
Whilst it is necessary to have Kingdoms installed to run Stainless Steel 6.0, it is not necessary to have the 1.5 patch for Kingdoms.
However it has proved compatible in many people's experiences.
Can I install Stainless Steel alongside other Mods?
Spoiler Alert, click show to read:
Stainless Steel modifies a few vanilla M2:TW / Kingdoms files, and it is possible that other Mods will do the same.
If that is the case then installing Stainless Steel might corrupt another installation and vice versa.
To avoid this problem make another M2:TW/Kingdoms installation on your hard drive and install Stainless Steel into that if you already have a Mod that changes or relies on certain vanilla files, making sure that you point the Stainless Steel installer at the correct directory location.
2) Why does the program crash:
when I try the menu system
Spoiler Alert, click show to read:
It appears that there is a fundamental problem with M2:TW/Kingdoms that means that any Mod, such as Stainless Steel, may experience crashes if a player chooses more than one faction, especially on the Late Campaign screen. There is no cure for the problem currently available but the simplest workaround is to choose a faction and then play it, rather than look at several factions. Some people have claimed success in waiting a while between factions also works, but it is not certain what the exact time is or how many factions it works for.
start a campaign / when I enter battles
Spoiler Alert, click show to read:
The most common reason (but not necessarily the only reason) is that for some reason the files in part 2 of Stainless Steel have not installed properly.
Try re-installing the program.
The second most common reason is people modding certain Stainless Steel files themselves. We encourage people to do so to customise the program to their taste but people doing so have to take responsibility for sorting out any problems. People here on the forums may be able to help.
Other than that there may be some problem with your graphics settings or even with the program itself.
when there's a lot of units on the battlefield?
Spoiler Alert, click show to read:
Sadly not all PC were created equally, and not all of us have the money to continually upgrade our systems.
So for many less powerful PCs there comes a point when the CPU and the graphics card simply can't cope with all the units that might appear in a battle.
For example, my Athlon XP2500+ and 6800GS/XT card combo froze up completely when I had about 80 units in one battle.
I solved the problem though by editing the config file. Simply I stopped unlimited units on battlefield viz:
open the stainless steel .cfg file
and find:
[game]
unlimited_men_on_battlefield = 1
event_cutscenes = 1
and change it to:
[game]
unlimited_men_on_battlefield = 0
event_cutscenes = 1
and then save the .cfg file back from whence it came
Replayed the battle and all went brilliantly. Apart from losing the battle that is.
(If you have Vista you'll need to look at the Vista thread in the main forum M2TW Technical Help thread until I work out an easy way to summarise the data.)
if an enemy general dies in battle ?
Spoiler Alert, click show to read:
This appears to be due to a timing issue (or maybe a installation problem relating to the cut-scenes when a General dies.) You can disable cut-scenes altogether. This may avoid the problem.
To change the stainless steel .cfg file
open the stainless steel .cfg file
and find:
[game]
unlimited_men_on_battlefield = 1
event_cutscenes = 1
and change it to:
[game]
unlimited_men_on_battlefield = 1
event_cutscenes = 0
and then save the .cfg file back from whence it came
3) Why does the game freeze during the AI turn?
Spoiler Alert, click show to read:
It appears that if a faction goes into "horde" mode then it can take the program ages to sort out what is happening.
It is not known at the moment how to speed this up.
You just have to be patient.
Disabling horde mode gives rise to other problems, such as a faction being unable to "emerge".
4) How do I speed up the time between turns?
Spoiler Alert, click show to read:
It is known that Stainless Steel takes longer between turns than many other mods or vanilla M2:TW/Kingdoms.
It is not a bug so don't bother reporting it in the Bugs forum.
It is known that installing BYG's Grim Reality III mod slows down the end of turns. You may want to consider un-installing it if the problem gets too bad.
Generally the reason Stainless Steel takes so long is simply that there's so much going on. And the more factions, agents, events, and whatever has been added to vanilla M2:TW/ Kingdoms there are, the better the game gets (hopefully) but it can slow it down.
You may be able to achieve a speed-up if you carefully disable certain background tasks which may be running whilst Stainless Steel runs.
Given that virtually every PC has its own selection of background tasks, services, applications, you're best advised to look elsewhere for suggestions.
Many people have reported that turning off shadows on the campaign map help speed it up, and also not following AI movements.
Alternatively you could take the opportunity to either toggle_fow in the console and watch everything that's going on - you'd be surprised how much does happen; or use the break to do some exercises, feed the cat, talk to another human being, etc. If nothing else do some stretching exercises for your arms, back, legs etc. From personal experience I'd say do whatever it takes to avoid getting Repetitive Strain Injury - in extreme cases it can disable you for life.
Any other suggestions welcome.
(thanks to IceBeast for input on this.)
5) Why can't I recruit all those units that are greyed out?
Spoiler Alert, click show to read:
This appears to be related to the failure of the Stainless Steel 6.1 patch to properly install BYG's Grim Reality 3.0 mod files
Read about BYG's GR here:
http://www.twcenter.net/forums/showthread.php?t=106060
If you installed BGRIII using the Stainless Steel 6.1 installer you NEED this fix. It is at the bottom of this post, called "data.zip".
Simply unzip it and place it here:C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\ , then start a new campaign.
As of 27/05/08 this file also contains updated descriptions and improvement tweaks. If you are already deeply into a good campaign with the previous fix then you can still apply this updated fix and get most of the new improvements. The rest of the features will only appear in your next new campaign.
http://www.twcenter.net/forums/showp...63&postcount=1
6) Why do my units look squashed / weird on the battle screens?
Spoiler Alert, click show to read:
There appear to be 2 main reasons.
The first is that for some units there aren't the usual 4 level of sprites, only 2.
And secondly there is a value in the battle_models files which determine at what distance the program will use sprites. The greater the distance the further away before sprites are used.
One can edit the values for the battle_models thusly (as described by KingCrab)
http://www.twcenter.net/forums/showp...9&postcount=15Open map: "root"\Total War (Medieval 2)\mods\Stainless_Steel_6\data\unit_models
Open: battle_models.modeldb (wordpad)
ctrl + h to enter search/replace
Search for 10000 and replace with 1000000
Search for 6400 and replace with 640000
(added 2 zere'oes at the end. Meaning 100x value)
Find a good value, I just tried to go overkill and see if it worked. And it did!
KingCrab also mentions:
increasing the value by 100x works with Anti-Aliasing in small battles, however during sieges it went laggy (with AA), even for me. If you turn off AA the lag disappears, but you lose much of the quality of the sprites.
Find a value good for you, try 6400 to 64000 and do not bother changing the Horse (mounted) sprites, keep that value at 10 000 since these sprites look OK already.
However this really requires a powerful system to work without performance issues causing a slow down on the battle map.
Check the entire thread for the discussion:
http://www.twcenter.net/forums/showthread.php?t=173663
7) I've got Vista - why doesn't it work for me?
Spoiler Alert, click show to read:
RepublicofClones has kindly pointed out there is an entire thread (10 pages and counting) dealing with this topic here at the main M2:TW forum
http://www.twcenter.net/forums/showthread.php?t=89969
(Anyone fancy doing a brief summary of information directly applicable to Stainless Steel?)
As I have a Vista system now, I'd say the most important thing you can do is before installing M2:TW, let alone SS, is to turn off the UAC.
Then make sure you give yourself all necessary permissions before installing the game.
Once M2:TW and Kingdoms are installed, check those folders, down to the mod folder have necessary permissions.
Second major annoyance - I have found that having the anti-virus, firewall, spyware, and other progs running that routinely try to connect to the internet to look for updates can cause the prog to CTD when they try and connect. So if you don't require them to be running (ie you are off-line) then turn them off. Luckily the CTD usually can be recovered but it's damned nuisance.
8) I've got Steam - why doesn't it work for me?
Spoiler Alert, click show to read:
I don't have Steam so we require people with Steam to describe the problems they have had and solutions found.
9) Which are the most reliable drivers for my graphics card?
Spoiler Alert, click show to read:
Well I have an nVidia 6800GS/XT and the 175.19 drivers which seem to work OK on WinXP
I understand that the new (6/08) Vista 32-bit nVidia drivers for nVidia 8800 cards offer a considerable improvement over those of a year ago.
I've now upgraded my system to having a ATI RAdeon 4850 card. The 8.10 drivers seem the most reliable ones I've tried. Versions later than that have proved troublesome for many users.
There's an excellent Guide to tweaking Catalyst drivers here:
http://www.tweakguides.com/ATICAT_1.html
10) Why are my units under / over powered versus any arbitrary other type of unit?
Spoiler Alert, click show to read:
The vanilla version of Stainless Steel 6.0/6.1 is based on the vanilla M2:TW values as amended by Point Blank's Real Combat.
The aim was to make the stats as historically accurate as possible within the constraints of the M2:TW/Kingdoms engine and overall playability and balance.
Point Blank has continued with his work on Real Combat (incorporated into Real Recruitment) and more information can be found in this thread:
http://www.twcenter.net/forums/showthread.php?t=162997
Other people have been working on mods that change the stats associated with various units or factions.
Check here for the full list of sub-mods for Stainless Steel:
http://www.twcenter.net/forums/showthread.php?t=160920
Please read the associated threads fully before even thinking about downloading the mods and certainly before installing and playing with them.
One can suggest is that if you feel there is a problem with your unit's stats that you mod them to your liking or download one of the many mods that may or may not conform with your ideas of what is "real", "accurate", "historical" or simply suits your own game playing style.
11) Why is my treasury losing 5,000 or 12,000 florins per turn?
Spoiler Alert, click show to read:
This is almost certainly due to the pirates event misfiring.
Gracul has kindly posted a corrected version of the fix:
http://www.twcenter.net/forums/showp...4&postcount=15
;----------------------- INTERACTIVE EVENTS ----------------------------
;
;----------------------- Great Trade Fair ------------------------------
declare_counter had_fair
set_counter had_fair 0
monitor_event PreFactionTurnStart FactionIsLocal
set_event_counter great_fair_accepted = 0
set_event_counter great_fair_declined = 0
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and FactionBuildingExists > fairground
and RandomPercent < 10
historic_event great_fair true
set_counter had_fair 1
end_monitor
monitor_conditions I_EventCounter great_fair_accepted = 1
and I_CompareCounter had_fair = 1
console_command add_money -2500
set_counter had_fair 0
end_monitor
;---------------------- Great Tourney ------------------------------
declare_counter had_tourney
set_counter had_tourney 0
monitor_event PreFactionTurnStart FactionIsLocal
set_event_counter great_tourney_accepted = 0
set_event_counter great_tourney_declined = 0
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and FactionBuildingExists > jousting_lists
and RandomPercent < 10
historic_event great_tourney true
set_counter had_tourney 1
end_monitor
monitor_conditions I_EventCounter great_tourney_accepted = 1
and I_CompareCounter had_tourney = 1
console_command add_money -3000
set_counter had_tourney 0
end_monitor
;---------------------- Great Councils ------------------------------
declare_counter had_council
set_counter had_council 0
monitor_event PreFactionTurnStart FactionIsLocal
and FactionReligion catholic
set_event_counter great_council_accepted = 0
set_event_counter great_council_declined = 0
end_monitor
monitor_event PreFactionTurnStart FactionIsLocal
and FactionReligion orthodox
set_event_counter great_council_accepted = 0
set_event_counter great_council_declined = 0
end_monitor
monitor_event EventCounter EventCounterType council_of_clermont
and EventCounter > 0
set_counter had_council 1
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType lateran_council1
and EventCounter > 0
set_counter had_council 1
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType lateran_council2
and EventCounter > 0
set_counter had_council 1
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType lateran_council3
and EventCounter > 0
set_counter had_council 1
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType lateran_council4
and EventCounter > 0
set_counter had_council 1
terminate_monitor
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and FactionReligion catholic
and I_CompareCounter had_council 1
historic_event great_council true
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and FactionReligion orthodox
and I_CompareCounter had_council 1
historic_event great_council true
end_monitor
monitor_conditions I_EventCounter great_council_accepted = 1
and I_CompareCounter had_council = 1
console_command add_money -1500
set_counter had_council 0
end_monitor
monitor_conditions I_EventCounter great_council_declined = 1
and I_CompareCounter had_council = 1
set_counter had_council 0
end_monitor
;---------------------- Pirates ------------------------------
declare_counter had_pirates
set_counter had_pirates 0
monitor_event PreFactionTurnStart FactionIsLocal
set_event_counter pirates_accepted = 0
set_event_counter pirates_declined = 0
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and Treasury > 75000
and RandomPercent < 10
historic_event pirates true
set_counter had_pirates 1
end_monitor
monitor_conditions I_EventCounter pirates_accepted = 1
and I_CompareCounter had_pirates = 1
console_command add_money -5000
set_counter had_pirates 0
end_monitor
monitor_conditions I_EventCounter pirates_declined = 1
and I_CompareCounter had_pirates = 1
and RandomPercent < 51
console_command add_money -12000
set_counter had_pirates 0
end_monitor
And here is where they go (thanks to Quark):
When you install SS 6.1 it will create a folder in the standard installation location eg C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6
Now within all mods there is a standard structure for placing files, so to find the campaign script you go to \data\world\maps\campaign\imperial_campaign
In this folder there is a txt file called campaign_script.txt
Open this up in notepad and scroll towards the botton or press Ctrl+F to find INTERACTIVE EVENTS
Now just highlight what is above and copy over the same section in the script
Save and start a new Early era campaign.
NB There is a seperate folder \campaign\custom\Late_Era_Campaign which is for the Late Era game (starts in 1220) and in this folder you will find a file called custom_script.txt, do the same with that as well.
(nb it is not save game compatible.)
(If you are the sort of person who frequently installs and uninstalls mods, it might be worth saving the two files, campaign_script.txt and custom_script.txt in a folder labelled ss6patches or similar so you can just copy the entire file over each time you re-install SS6.0.)
12) How do I play faction x ? (Faction Guide authors needed.)
13) How do I change the number of turns per year?
Spoiler Alert, click show to read:
RepublicofClones writes:
To which I will add that many people find that having changed the number of turns per year that other elements of the game might need changing, such as recruitment times, king's purse, cost of new buildings or the time they take to build.This will involve editing the Mod's text files and could corrupt the mod. Any saved games you already have may not change to the new turn speed.
Go to My Computer -> Local Disk (C: -> the Program Files folder that Medieval 2 Total War is installed in. It may be Program Files (x86) for the Vista users. Scroll down and go into SEGA -> Medieval 2 Total War and then Mods. Go into Stainless_Steel 6 (It will still say 6 even if 6.1 is installed so don't fret!) -> Data -> World -> maps -> campaign. Now here is where you will have to choose if you want the Early Era or Late Era campaign turn speed changed. Go into Imperial Campaign for Early or Custom -> Late Era Campaign for the Late Era.
In both of those folders there will be a file called descr_strat. BACKUP THE FILE BEFORE EDITING. Then open it.
Scroll down till you see timescale. Change the number to the turn speed you want. 1.00 means the game will advance 1 year every turn. 0.50 means the game will advance half a year (6 months to be exact) every turn. Higher numbers mean a faster game while lower means slower.
The Early Era's default setting is 1.50 while the Late Era is set to 1.00.
Once you have changed it to what you want, save it. REMEMBER TO BACKUP THE ORIGINAL FILE BEFORE SAVING THE EDIT! Vista users may have to save to somewhere else and then move the "new" file back and overwrite the "old" file.
Spoiler Alert, click show to read:
There have been several attempts at producing a mod to have 2 turns a year, none of which yet have achieved universal acclaim.
Hopefully a mod that achieves this will arrive soon.
Check the Sub mods sub-forum for further details.
Currently Tsarsies 2TPY is looking the best, but work on it is still being done.
14) How do I change the stats on my units?
Spoiler Alert, click show to read:
This from IceBeast to whom many thanks:
Here is the full list of stat descriptions for units taken from the EDU file:To edit the STATs of your units, you need to find and open the export_descr_unit.txt file. This is located in the mods/Stainless Steel 6/data folder (in the root M2TW folder).
Now search for the unit you want to edit. When you've found your unit, scroll down to ownership and make sure the faction you want is listed their. Otherwise, the unit you're looking for is elsewhere. If you've found the correct unit for your faction, now you just make your changes.
For melee units:
To increase attack, find the stat, stat_pri. In this stat you'll see something like:
stat_pri 3, 8, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
Here the first value is the attack value, the second is the charge value. I do not recommend changing anything else if you do not know what you're doing (such as spear and melee and piercing etc...). Some units have a secondary weapon, which is under stat_sec and works the same way as primary. (For example, the sword/mace for cavalry (not charge lance) is the secondary weapon).
If you want to give your unit armor piercing for example, then you need to find stat_pri_attr
stat_pri_attr no
and replace no with ap. Some units may have other attr, just add ap (to the front maybe) to the list.
For ranged units:
To increase the attack or range for a ranged unit, again find stat_pri.
stat_pri 2, 1, peasant_arrow, 130, 30, missile, missile_mechanical, piercing, none, 0, 1
Here, the first value is the attack value, the 4th value is the range, and the 3rd value is the projectile type. If you want to change the projectile type, you can look at other stronger archers as an example.
To change defense:
Find the stat, stat_pri_armour, which looks like this:
stat_pri_armour 7, 4, 3, metal
The first value is the armor value, the second is the defense skill, third is shield and the last word is the current armor level.
Armor applies 100% to any direction, Shield applies 100% if attacked from the front, 50% from the sides, 0% from the back. Skill applies 100% forward, 100% from the sides, 0% from the back. Also, Missiles ignore skill, Gunpowder weapons ignore shield and skill and Armor Piercing ignores 1/2 the targets armor. I also do not currently remember all the armor types (someone update this).
To change hit points:
Find the stat, stat_health:
stat_health 1, 0
The first value is the total hp, don't know what the second value is.
To change cost:
Find the stat, stat_cost
stat_cost 1, 280, 130, 75, 60, 280, 4, 70
The second value is the recruit cost, and the third value is the upkeep cost. I do not know what the other values mean.
The best way to do something that has not been explained, is to look at another unit as an example.
Spoiler Alert, click show to read:
This is from the expoMedieval 2 Total War Unit Details spreadsheet-generated unit descriptions
;
;Data entries are as follows
; Type The internal name of the unit. Note this not necessarily the same as the on screen name
; dictionary The tag used to look up the on screen name
;
;Category and class define the rough type of the unit. They're used for setting some default attributes and for
;determining where units go in formation amongst other things such as tags to support AI army formation
; category infantry, cavalry, siege, handler, ship or non_combatant
; class light, heavy, missile or spearmen
;
; voice_type Used to determine the type of voice used by the unit
;
; soldier Name of the soldier model to use (from descr_models_battle.txt)
; followed by the number of ordinary soldiers in the unit
; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
; followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]
; officer Name of officer model. There may be up to 0-3 officer lines per unit
; ship Type of ship used if applicable
; engine Type of siege engine used by unit
; animal The type of (non ridden) animals used by the unit
; mount Type of animal or vehicle ridden on
;
; mount_effect Factors to add when in combat against enemy units that have the specified mounts
; Up to three factors may be specified, which may be classes of mount, or specific types
;
; attributes A miscellanious list of attributes and abilities the unit may have. Including
; sea_faring = can board ships; can_swim = can swim across rivers
; hide_forest, hide_improved_forest, hide_anywhere = defines where the unit can hide
; can_sap = Can dig tunnels under walls
; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
; can_run_amok = Unit may go out of control when riders lose control of animals
; general_unit = The unit can be used for a named character's bodyguard
; cantabrian_circle = The unit has this special ability
; no_custom = The unit may not be selected in custom battles
; command = The unit carries a legionary eagle, and gives bonuses to nearby units
; mercenary_unit = The unit is s mercenary unit available to all factions
; is_peasant = unknown
; druid = Can do a special morale raising chant
; power_charge = unkown
; free_upkeep_unit = Unit can be supported free wherever it can be recruited
;
; formation soldier spacing (in metres) side to side, then front to back for close formation
; followed by the same measurements in loose formation.
; followed by the default number of ranks for the unit
; followed by the formations possible for the unit. One or two of
; square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge
;
; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
; Ridden horses and camels do not have separate hit points
;
;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
; stat_pri From left to right
; attack factor
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Optional. Name of effect to play when weapon fires
; Min delay between attacks (in 1/10th of a second)
; Skeleton compensation factor in melee. Should be 1
; stat_pri_ex Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration
; stat_pri_attr
; primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
; bp = body piercing. Missile can pass through men and hit those behind
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears.
; prec = Missile weapon is only thrown/ fired just before charging into combat
; thrown = The missile type if thrown rather than fired
; launching = attack may throw target men into the air
; area = attack affects an area, not just one man
; spear & light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front
; spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12
;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
;then the secondary weapon details refer to their attacks. If the unit has missile weapons
;the secondary weapon will be the one used for melee
;If the unit has a primary melee weapon, it may have a secondary side arm
; stat_sec As per stat_pri (a value of no means no secondary weapon)
; stat_sec_ex as per stat_pri_ex
; stat_sec_attr As per stat_pri_attr
; stat_ter As per stat_pri If there is no ternary weapon, then there are no ternary data entries
; stat_ter_ex as per stat_pri_ex
; stat_ter_attr As per stat_pri_attr
;
; stat_pri_armour Details of the man's defences
; armour factor
; defensive skill factor (not used when shot at)
; shield factor (only used for attacks from the front of left)
; sound type when hit = flesh, leather, or metal
; stat_armour_ex Details of the man's defences
; armour factor. 4 values. First for base value, then 3 upgrade levels
; defensive skill factor (not used when shot at)
; shield factors. First for melee, second for missile fire
; sound type when hit = flesh, leather, or metal
;
; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
; As per stat_pri_armour, except that the shield entry is ommited
;
; stat_heat Extra fatigue suffered by the unit in hot climates
;
; stat_ground Combat modifiers on different ground types. From left to right
; scrub, sand, forest, snow
; stat_mental The base morale level, followed by discipline and training
; discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders
; training determines how tidy the unit's formation is. Discipline the response to morale SHOCKS
; optional lock_morale stops unit from ever routing
;
; stat_charge_distance Distance from the enemy that the unit will begin charging
; stat_fire_delay Extra delay over that imposed by animation, hetween volleys
;
; stat_food No longer used
; stat_cost Number of turns to build,
; Cost of unit to construct
; Cost of upkeep
; Cost of upgrading weapons
; Cost of upgrading armour
; Cost for custom battles
; stat_stl Number of soldiers needed for unit to count as alive
; armour_ug_levels Smith level needed for each armour upgrade
; armour_ug_models Body for each upgrade level
; stat_ownership List of factions and cultures that may have this unit
; era 0, Optional List of factions that use this in multiplayer era 0
; era 1, Optional List of factions that use this in multiplayer era 1
; era 2, Optional List of factions that use this in multiplayer era 2
; info_pic_dir Optional. Dir to find the info pic in (instead of faction dir)
; card_pic_dir Optional. Dir to find the unit card in (instead of faction dir)
; unit_info Info for unit info panel. Melee attack, missile attack, defencert_descr_units (EDU) file:
15) How do I save a screen and where does it go when I do (XP and Vista versions)
Spoiler Alert, click show to read:
RepublicofClones writes:
To which I'd add that (in WinXP at least) the root Medieval2:TW directory has a folder called tgas where your screenshots are saved as targa format files. You can view them in any application that can read .tga files (I use Paint.NET, IceBeast recommnends IrfanView - both are free downloads.) If posting your files on the forum it is advisable to use .jpg format and save at approx 60% to keep file size reasonable.To take a screenshot press the PRINTSCREEN button. The screenshot will be saved to the Clipboard. Open Paint and Paste. (Ctrl + V or just right click and Paste.) The screenshot you took will now be in Paint and can be saved to the computer as a file.
These instructions are same for both XP and Vista.
IceBeast adds
LuiSius_ScutaRuS however recommends using FRAPS http://www.fraps.com/If you're playing in windowed mode or using dual monitors, you want to use alt+prt scr since this will capture only the current window instead of the entire screen.
16) I'm still getting CTDs - what should I do?
One issue that has been positively identified is that some names can cause CTDs.
And 6.1 traits were bugged. The 6.2 versions have a great many bug fixes so
if you are having issues with 6.1 the simplest advice is to install the latest version of 6.2 patch.
If that fails read on ....
Spoiler Alert, click show to read:
1. It's 100% likely that someone in this very forum has already encountered your problem and people have discussed it to no end. Please browse and search the forum before you post a new bug.
2. At the beginning of your thread, say the version of kingdoms you have and list the minimods (if any) you have installed with SS6.0 or modifications you have done to the files.
3. If your issue is a CTD, find your system.log file and post the last 10 lines or so as a spoiler (use [ spoiler ] system.log [ /spoiler ] without the spaces) to save on space.
4. If your system.log doesn't reveal anything obvious, try opening your config file:
*C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\Stainless_Steel_Kingdoms.cfg
and change the line reading:
level = * error
to read:
;level = * error
level = * trace
* then repost your system.log (or at least the last 20 lines of it!) (remember to use spoiler tags because it will be longer!)
(from shenryyr)
17) Why can't I hear any pre-battle speeches for my faction
Spoiler Alert, click show to read:
This is an incomplete answer however one can say that:
1) KK issued an important note for those who own the German game version:
In order to get correct voices and sounds, follow these steps:
1. download this file
http://files.filefront.com/descr+sou.../fileinfo.html
2. put it into Stainless_Steel_6/data and overwrite the existing file.
3. go into Stainless_Steel_6/data/sounds and delete the events.dat and event.idx files
2) Ceasar Clivus gives this information for people wanting to port the English pre-battle speeches to the Irish and Scottish factions:
3) Some factions simply don't have the necessary files.Copy the english accent entries in export_descr_sounds_prebattle.txt over the Scottish and Irish accent entries. Make sure you delete the events.idx and events.dat files in data\sound after as well
in this thread: http://www.twcenter.net/forums/showt...attle+speeches
4) More information required as this problem keeps coming up.
18) What are the differences in battle between: Very Hard/Hard. Is it only morale that changes?
Spoiler Alert, click show to read:
Having checked the EDU for Stainless Steel I can say that there is nothing in there that changes any stats for Hit Points or Damage or similar for the various difficulty settings.
I await information about differences that the various Battle AIs may introduce.
Lusted's Revised Battle AI introduces a limited amount of difference at various difficulty levels.
19) Where can I get more information on traits and ancillaries in this mod?
Spoiler Alert, click show to read:
Check this thread:
http://www.twcenter.net/forums/showthread.php?t=167525
there is an a link on post 10 by Kiljaden to a list for vanilla M2:TW which we can''t incorporate in this FAQ due to copyright reasons.
Also have a look at Quark's thread on Ancillaries, Traits and Events here:
http://www.twcenter.net/forums/showthread.php?t=162225
(thanks to PowerWizard for suggesting this and for the info)
20) Where's the New World?
Spoiler Alert, click show to read:
Although Stainless Steel 6.0/6.1 retains the "World is Round" event (as if people didn't already think it was), which occurs in 1401
(why?) the New World has been removed from the campaign map to allow for expansion eastwards and to accommodate
a couple of new factions: the Khwarezmians (mis-spelt "Kwarezmians") and the Cumans (or Kypchak if you prefer)
21) How do I uninstall Stainless Steel 6.0? (XP and Vista versions)
Spoiler Alert, click show to read:
Sadly the uninstaller with Stainless Steel 6.0 doesn't work properly.
Not only doesn't it remove everything, it messes up the M2:TW / Kingdoms uninstall as well, and makes life miserable if you want to re-install.
NB The following is only if you have a single SS installation and no other mods installed:
Best bet is to:
(Save to another folder outside the SEGA folder any save games and other stuff you really want to keep)
delete the Stainless_steel_6 folder
uninstall Kingdoms and then M2:TW
delete the SEGA folder (unless you have other games etc in there)
run a registry cleaner such as CCleaner
defrag the hard drive
and then re-install M2:TW, Kingdoms, M2:TW / Kingdoms patches,
defrag the hard drive again as it'll be an almighty mess,
install SS6.0 (pts 1+2) 6.1 patch and then any other stuff you need to install.
a final defrag might help to finish off.
Horribly complicated I know.
This from Sunny WiFiHr for those with Vista:
For anyone with Vista problem here is solution if you have reinstalled game or SS 6.1.
Unistall whole game.
Go to start menu (windows logo) - All programs - accesories - command prompt.
In command prompt type regedit.exe.
Open HKEY_LOCAL_MACHINE
Open SOFTWARE
Open Wow6432Node
Look for SEGA
Delete SEGA or open SEGA - Medieval II Total War - Mods - Unoffical-then delete mod. You will recognise it by name (if you have remove only mod)
Restart computer (optional)
Install M2TW /kingdoms (not necesary if you only unistall mod)
Depends where you install game find SEGA folder.
Right click on SEGA folder
Click on Properties
Click on Security tab
Select System (in window) then click Edit (box)
Select Full control (little box)
Repeat this for everything (you can exclude other users if you like)
Apply
Do same with mod installer (right click on installer and repeat steps before)
22) How do I increase the movement points for units on the campaign map?
Spoiler Alert, click show to read:
First go to descr_campaign_db.xml in mods/stainless_steel_6/data
when you open it go to the bottom and add what is colored:
<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 -->
<cavalry_movement_points_modifier float="2.00"/> <!-- movement points modifier for cavalry units -->
<infantry_movement_points_modifier float="1.00"/> <!-- movement points modifier for infantry units -->
<siege_movement_points_modifier float="0.75"/> <!-- movement points modifier for siege units -->
</misc>
</root>
note: this is just an example. You can put whatever values you wish for cavalry, infantry and siege.
I have just tested it and it does work. (i tested it by giving cavalry "7.00" to be able to see any difference)
i don't know if anyone else had already found out about this (cavalry and infantry) but i haven't seen any.
This is different to the changing character movement points (general, captian, admiral, spy, assassin, priest, heretic, witch, inquisitor) which you can change by going to descr_character.txt
(All that from spanish_emperor - and my apologies for forgetting to include it here ages ago!!)
Feel free to post additional questions and I'll add the answers people post as spoilers to this page.
(It may take a couple of days between updates as I'm not here all the time.)





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