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  1. #1

    Default Strategic map move distances

    I've looked through desc_strat, the most obvious place, and other game data files. I'm trying to make the movement distance for all units about 5 or 6 times farther per turn than it currently is without affecting how long turns are (6 turns per year is a bit much, right?) Is there a way to do this? Is this covered in an FAQ that I've missed?

    Also (and a lot less likely) is there a way to enable nonmilitary agents to travel over water without a freakin' navy escort?

    I'm new to TW modding, (and first post), so thanks in advance.

  2. #2

    Default Re: Strategic map move distances

    you mean like moving your armies across the map without having to end a turn?

    Try this:

    character_reset "enter character name"


  3. #3

    Default Re: Strategic map move distances

    Descr_character has the line starting_action_points in it, the default is 80. You can change this for any of the character types, with named_character being a family member and general being a captain. And no, there is no way to enable any sea travel except by ship.

  4. #4
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Strategic map move distances

    As Eothese mentioned, change the starting_action_points in the Descr_character.txt.

    Note that in my mods, I use x2 - x3 movement but it causes some trouble because you can blitz the enemy and conquer too much land, too fast thus expanding rapidly.
    Putting it in x5 -x6 would make the game too easy.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
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  5. #5

    Default Re: Strategic map move distances

    Thanks for the replies! Exactly what I was looking for. My secondary idea to make agents capable of traveling across water is allow them limited ability to hire mercenary ships, but the word "hardcoded" is probably involved in the answer


    Mostly, I want agents and ships to be able to move substantially faster than they can now, and possibly family members so that contact with far-off nations can be established without it taking 8 years in game time. I also think it's pretty ridiculous that it takes 6 months to a year for a vessel to cross the Atlantic in real life, but in game, it takes 6 years to sail from Iberia to Egypt.
    Family members can be mobilized to better set up watchtower networks in new territories and to escort large general-less armies that are likely to desert if left alone for too long.

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Strategic map move distances

    There is a slight drawback with the increased movement range = pathfinding.

    Somehow it takes ages to create a map.rwm file when these ranges are set high.
    The other thing is the increased length of the AI turns. But this you won't feel too much if you have a good processor.










  7. #7
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Strategic map move distances

    I use speed 1500 for princesses and 1000 for diplomats in the Bigmap. It works fine.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  8. #8
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    Default Re: Strategic map move distances

    The worst part about increased movement distance on the campaign is that the AI turns take a lot longer to process, because of pathfinding and decisions, since they can move a lot farther than they can see.


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