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Thread: how to make/get longer campaigns?

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  1. #1

    Default how to make/get longer campaigns?

    Hello, i just recently swapped over from dlv to ss. I realized i can have the indepth gameplay of dlv and the great graphics of ss by using the rr/rc/bgriv sub mods. However, one thing that i would really want implemented is more turns. In DLV, there was 800 turns but in SS there is generally 400 turns. Is there any other file i may download to correct this. I know you could try to change all the files myself but i know i would fail at this. I also know 800 turns is a lot byt i like to take my time.

  2. #2
    Byg's Avatar Read The Manual
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    Default Re: how to make/get longer campaigns?

    Quote Originally Posted by cvo99 View Post
    Hello, i just recently swapped over from dlv to ss. I realized i can have the indepth gameplay of dlv and the great graphics of ss by using the rr/rc/bgriv sub mods. However, one thing that i would really want implemented is more turns. In DLV, there was 800 turns but in SS there is generally 400 turns. Is there any other file i may download to correct this. I know you could try to change all the files myself but i know i would fail at this. I also know 800 turns is a lot byt i like to take my time.
    Though I've never reached the end, I understand that you can continue playing after the end anyway.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  3. #3

    Default Re: how to make/get longer campaigns?

    You can easily change the number of turns, if you do this:

    Enter your Medieval II directory,
    then the folder "mods", then "Stainless_Steel", then "data", then "world", then "maps", then "campaign", then "imperial campaign" and then the document "descr.strat"

    for example:

    E:\Spielesammlung\Medieval II\mods\Stainless_Steel_6\data\world\maps\campaign\imperial_campaign

    the first lines of my descr.strat are looking like this, maybe yours is a little bit different. (Its SS 6.2 with RR&RC, so don't wonder, but the system's always the same):

    --------------------------------------

    ; Custom campaign script generated by Romans Campaign Map Editor

    campaign imperial_campaign
    playable
    england
    france
    hre
    spain
    venice
    sicily
    milan
    scotland
    cumans
    byzantium
    russia
    moors
    turks
    egypt
    denmark
    portugal
    poland
    hungary
    jerusalem
    lithuania
    kievan_rus
    aragon
    norway
    kwarezm
    end
    unlockable
    end
    nonplayable
    timurids
    papal_states
    mongols
    teutonic_order
    knights_templar
    slave
    end


    start_date 1100 summer
    end_date 1620 winter

    timescale 0.50

    -----------> in normal Medieval II it's "2.0", so per turn, 2 years are passing. If you type there "1.0", one year is passing per turn, if "0.50", a half year will be gone per turn. So you don't have 200 turns to play, you've got 800. The number of avaiable turns depends on the "timescale" and the "start_date" and end_date. With timescale 0.5 you will have 840 turns with these start and end dates. It would look different, If you'd change these too.

    PS: excuse my english, I'm german

  4. #4

    Default Re: how to make/get longer campaigns?

    In the Medieval II Total War folder there should be a folder called mods. In the mods folder you will find Stainless Steel 6. Open this and open the data folder. Then open world, then maps, then campaign, then imperial campaign for early era or custom for late era.

    C:\Sega\Medieval II Total War\Mods\Stainless Steel 6\data\world\maps\campaign

    In the Imperial or Late era campaign folders is a file called descr_strat.txt. Open it and zoom down to timescale. Change the number here to affect the number of turns in the campaign. I have mine set to .50 for 960 turns. 1.0 would be half 960 turns....and so on.

    While you are at descr_strat.txt, you can change things like the amount of rebels that spawn under brigand/pirate spawn value. The higher the number the less chance that rebels will spawn. I set mine both to 300.

    If you dont like the loyalty feature of the game you can turn it off by placing a ; in front of rebelling_characters_active. Place a ; in front of show_date_as_turns to have the game show the date rather then the turn number. Save changes and your done.

  5. #5

    Default Re: how to make/get longer campaigns?

    doesnt changing the time scales throw off all the events, missions, building times?

  6. #6

    Default Re: how to make/get longer campaigns?

    Events will happen on a specific date, but everything else works fine. I think that more turns works nice with such a big map.

  7. #7

    Default Re: how to make/get longer campaigns?

    Construction and recruiting will not affected from that. General aging will be affected from that because their aging will stay the same, and if you will change the timescale generals wont age properly to the time scale of the campaign. I suggest only to increase the end_date.

  8. #8

    Default Re: how to make/get longer campaigns?

    Quote Originally Posted by Skeleton Of The West View Post
    Construction and recruiting will not affected from that. General aging will be affected from that because their aging will stay the same, and if you will change the timescale generals wont age properly to the time scale of the campaign. I suggest only to increase the end_date.
    I thought that it was in vanilla MTW2 and SS 6.2, that family member aging is screwed up anyways. A timescale of .50 makes characters age normally. 4 turns/seasons= 1 year.

  9. #9
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: how to make/get longer campaigns?

    If you just edit the timescale though, you will end up with the top tier of units and buildings hundreds of turns earlier than what you should do. This'll leave you with about 3/4 of the game with nothing new to look forward to. This is because settlement growth is still set up for the original timescale. You also need to edit the settlement mechanics file and edit down the growth rates to get a balanced 2 turns per year game. I would suggest looking at the submods forum as there are a couple of 2 turns per year mods out there that already do this for you.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  10. #10

    Default Re: how to make/get longer campaigns?

    I set all of the mods that I play to a .50 timescale. Factions get better units sooner leading to more tactical battles. With more turns, the ai has longer to build up larger armies, and to improve its economy to build better armies. I have more time to manage settlements and govenors and roleplay. Settlement growth is a little high, but that seems like the only downside to me. I've been playing at .50 so long that I dont remeber the differance.

    What is the timescale set to originally in SS 6.2? Maybe I will try playing with that to see the differances.

  11. #11

    Default Re: how to make/get longer campaigns?

    where can i change growth rates

  12. #12

    Default Re: how to make/get longer campaigns?

    i found one of your posts about settlement mechanics, if i your settle mechanics file caesar, would it alter any of my sub mods?

    http://www.twcenter.net/forums/showt...g+growth+rates

    would this work reasonably well for 800 turns in late era
    Last edited by cvo99; July 26, 2009 at 05:17 PM.

  13. #13
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: how to make/get longer campaigns?

    Quote Originally Posted by cvo99 View Post
    i found one of your posts about settlement mechanics, if i your settle mechanics file caesar, would it alter any of my sub mods?
    If any of your submods changes the settlement mechanics file or the descr_regions file, then yes it will affect them.

    would this work reasonably well for 800 turns in late era
    Yes it should do.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  14. #14
    Halbard's Avatar Campidoctor
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    Default Re: how to make/get longer campaigns?

    generals age 1 year per turn, right?

  15. #15
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: how to make/get longer campaigns?

    No. They age at 1 year every 2 turns.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  16. #16

    Default Re: how to make/get longer campaigns?

    I reset the timescale to 1 for my early era campaign. I will post back the differances it makes in the campaign as I play it.

    So far, I noticed that I am recieving events sooner in the campaign which is cool!!! I am only at 1107 though so I have not noticed other changes yet.

  17. #17

    Default Re: how to make/get longer campaigns?

    The event-triggers are based on turn numbers - you'll always get to face William Wallace in turn 40 no matter what the year says.
    Because of this all timescale mods are far more difficult then they would have to be.
    Spoiler Alert, click show to read: 
    event historic burned_stake
    date 18

    event historic worms_concordat
    date 22

    event historic lateran_council1
    date 24

    event historic PANTOKRATOR
    date 24

    event historic artesian_well
    date 26

    event historic religions_sects_book
    date 27

  18. #18

    Default Re: how to make/get longer campaigns?

    Actually, to quote Lusted:

    Quote Originally Posted by Lusted View Post
    All the characters age at 1 year every 2 turns, so 4 years ingame. If you change the timsecale to 1.00 they will age 1 year every 2 turns, so every 2 years ingame, at 0.5 timsecale, they age every 1 year ingame.

    Events are tied to date not turn so that will not be affected.



  19. #19
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: how to make/get longer campaigns?

    Quote Originally Posted by bane_tw View Post
    The event-triggers are based on turn numbers - you'll always get to face William Wallace in turn 40 no matter what the year says.
    Because of this all timescale mods are far more difficult then they would have to be.
    Events dates in descr_events.txt are years, not turns. So you dont have to change them when you change the timescale as they will still fire in the same year regardless of turn number.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  20. #20

    Default Re: how to make/get longer campaigns?

    The events add flavor to the game. At .50 timescale there are more turns in between events. IIRC the discovery of gunpowder is an event. At .50 you could conquer half the world in an early era campaign without being able to unlock the cool gunpowder units.

    I am not sure how differant the campaign is when you change the timescale. I have been playing at .50 through most of the MTW2 mods. I recently switched the timescale back, and will post the major differances that I see as I play. So far= cool events happen sooner by the year.

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