Page 1 of 2 12 LastLast
Results 1 to 20 of 25

Thread: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    This mod changes the environment so that one turn=one month, the mod also balances the economics ,city growth, and events so they happen in accordance with 12 turns a year


    Compatible with TATW 1.4 and RC/RR PLEASE BACKUP YOUR FILES BEFORE ADDING...I am as nooby as nooby can be


    descr_character: this changes the wages for generals to 67 down from 200
    descr_settlement_mechanics: this changes all income values for settlements down to 1/3 their vanilla value, including trade and city growth.... Dol Amroth at High Tax makes about 500 per turn in this mod
    export_descr_unit: this changes all unit upkeep costs so they are down to 1/3 their vanilla values, I also changed most trained units so they are trained after 2 turns, 3 turns, or 4-6 turns in highly trained and lock-moraled individuals... the best trained should take months to train.* I also made plain trolls able to rout.. thought it was weird that untrained wouldn't scare.
    campaign_script: This contains the changes from fourth months per turn to one month per turn....CREDIT
    GrnEyedDvl for the code for this change...
    Changed all money script values to 1/3 their vanilla value
    Changed all weakened AI money scripts to 1/3 their original value
    Increased barrack reform turn number by 3x
    Increased Balrog Spawn Turn by 3 x
    Increased Aragorn and other heroes spawn Turn by 3x
    Increase Monster Spawn by 3x
    Diminished Kings Purse for All factions to 1/3 its original value
    descr_strat: This script changes the time scale from .25 to .0835, and this script changes the start season to winter.

    Diminished Kings Purse for All factions to 1/3 its original value

    NEW ADDITION:1/21/10 : Changed the settlement mechanics file so that population growth was 1/3 of original value... considering that a full campaign could take 400 turns, population needed to be globally cut.


    PROBLEMS: I left the building time the same, I think it is realistic to build a road in 2 months or a drill hall in 5 months... I did this mod for personal enjoyment and so far I enjoy but I've only played for a handful of turns so I don't know if the balance sticks after hundreds of turns. I do believe there is a problem with the total tax amount, it seems too high like maybe I messed up my math, it is not dramatic but it does seem slightly easier to make money than on vanilla...you can change the settlement economics in the descr. settlement mechanics file. I did not manipulate the AI garrison scripts, don't want to mess with the balance set forth by those more knowledgeable. I also advise you play this on VH/VH, I haven't done all the money scripts for easy/medium/hard levels... I believe the campaign script has the different difficulty scripts for money additions.


    http://www.filefront.com/15401589/12%20turns%20mod.rar

  2. #2

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    Brilliant , will PB implement this as an additional add-on for future RC/RR mayhaps?

    EDIT: Could you let me know which values you changed in export_descr_unit, or if you have time could you make Mephisto's (http://www.twcenter.net/forums/showthread.php?t=294474) mod compatible. Is it basically the stat_cost that you changed?
    Last edited by yobi_uk; January 27, 2010 at 05:56 PM.

  3. #3

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    2 points:
    1. Do Generals Age as they should?
    2. Leaving buildings untouched partial ok, but i would rise time to build Castle, Fortress, Stone Walls and Huge Stone walls... those shouldn'd be build in such a short time, and i think it makes the game bit more balanced, 'cause high tier units will be avaiable later..

    otherwise greate, try it today

  4. #4
    Michelet's Avatar Civis
    Join Date
    Sep 2008
    Location
    Poland/Warsaw
    Posts
    104

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    when i launched a campain :

    1: i have lesser income in all cities so the mod is instaled properly but :
    2: in turn 5 i have 2981 so after 4 turn 1 passes.

    anyone else have like this?

  5. #5

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    Good work! 12turn year has more realistic feeling. Now way from Hobbiton to Rivendel takes only months, not years
    I played this mod over wekend and I have some suggestions:
    - I'm not quite sure about lowering all values in settlement mechanics - for example, now there is no capital distance unrest
    - reducing population growth - is it possible AI cities are boosted some way (hardcoded by difficulty)? It seems they grow faster (even comparing to my cities with overboosted governors)
    - I suggest to raise buildings build times - again, AI seems to have tendency to "cheat" and build everything. You can seize city, burn all and give it to your neighbour - he can be bankrupt, but in few turns city will be full of buildings again.

    Just some impressions from gameplay.
    Does anybody else plays 12turns?

  6. #6

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    I'm playing this.

    Great +rep
    A Eruchîn,u-dano i faelas a hyn an uben tanatha le faelas.

  7. #7

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    Quote Originally Posted by Michelet View Post
    when i launched a campain :

    1: i have lesser income in all cities so the mod is instaled properly but :
    2: in turn 5 i have 2981 so after 4 turn 1 passes.

    anyone else have like this?
    same here, the turns are 4tpy instead of 12 tpy......
    any help plz?

  8. #8

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    I play but really havn't noticed the time. I just noticed that it tells you how many turns the unit is avail. again though i started new campaign on 1.4 and ditch 1.3 campaign. i will say that the 12 turn mod helped time wise. i had to chose between the modified 1.3 & 1.4 rrc and this. i wanted both but i choosed this on. Good Work!!!!!!!!!!! wish they both were compatable...Question? which part in the export_descr_unit did you change?

  9. #9

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    This sub mod not working properly,still J have 4 turns per year. Maybe J paste samething wrong in folder data.Please give instrukction how install this

  10. #10

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    i'm also a little confused. i still have the default number of turns (265 or whatever it is), which i thought might be purely aesthetic until the year also changed after 4 turns, like the above posters.

    also, assuming we can get this to work - is it even compatible with the latest rr/rc release?

    really hope we can get some help here, the campaign movement speed being unrealistic can be remedied but that still leaves us with the horrible 265 turn limit.

  11. #11

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    The two vital components for the 12 year turn limit to work are:
    Desc Strat -> timescale 0.1 (For 10 turns per year, adjust the number to your liking)
    And
    Campaign Script - > Aging & Season script. If you wish to adjust the number of turns per game simply copy the adjustments made by Orclover under Season & Aging script (Replace the vanilla Aging & Season script with Orclover's Season & Aging script) this way you can play the mod while having other mods installed aswell.
    Per example
    if I_CompareCounter month == 1 ;January
    console_command season winter
    end_if

    This is needed for the first month to work properly, if you wish to have 12 turns then this message has to be included 12 times (Each time ==X +1, making the second month == 2, 3rd month == 3 etc etc. ) Making my last month:
    if I_CompareCounter month == 12 ;December
    console_command season winter
    end_if

    Disadvantages are that the adjusted training/money script is not included in this case, so turns will progress like they're a quarter of a year.
    Hope this helped!

  12. #12

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    i think the link is dead

  13. #13

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    Yeah, it is... Could someone reupload, maybe on some more reliable host site?

  14. #14

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    I think I found the way that it works perfectly, I am also making changes to the export_descr_buildings to increase the number of shifts and money needed for the construction of all buildings within a few days after the test it will upload the modified files.

    + Rep to Orclover for their excellent work.

  15. #15

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    Sorry for double-post, I could not delete, only edit.
    Last edited by Thormes; May 16, 2010 at 12:48 PM.

  16. #16

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    Greetings, I bring you today's excellent adaptation of Orclover mod the version of the RR / RC 31 January, plus some changes for me to improve the gaming experience, I hope you like it, but all credit goes to Orclover for their great job.

    this is just an adaptation to the penultimate version of RR / RC of Orclover mod, if you do not agree with this I delete post immediately.

    12 Turns per year Mod: Compatible with TATW and RR/RC Jan 31

    export_descr_buildings: Increased at about x3 the number of shifts and money required for most buildings, are maintained only to give bonus to culture.

    Spoiler Alert, click show to read: 



    descr_strat: Copied diplomacy out of the custom campaign War_Of The Ring, with this start factions at war, Gondor for example begins war with Mordor and Harad.

    Spoiler Alert, click show to read: 


    Made several changes for the troops out in almost all factions, due to the change to twelve shifts per year, it will take long to see a professional units, so almost all the factions and start out with any of them, Silvan Elves start with a heavy spearmen unit in Caras Galadon and another in Cerin Amroth, the High Elves start with two units of spearmen Eldar in Rivendell, Gondor have even one unit of archers in the valley of the blackroot in Erech and thus more or less for all factions, it also makes the game more balanced.

    Spoiler Alert, click show to read: 







    Here the download link for the twelve shifts per year with the changes:
    Individual Campaign: (Changes in the individual campaign playing script works perfectly, I'll download these files if you're going to play with only one faction)

    http://www.filefront.com/16461367/Pa...individual.rar

    Campaign is the Single Player Campaign Hotseat: (Changes in the script unfortunately playing in this mode do not work, so I scored it 100 years from the date of commencement and no longer how long was the original script, all other changes remain equally, I'll download these files if you go to play with various factions at a time)

    http://www.filefront.com/16461403/Ho...%20jugador.rar

    What is the Single Player Campaign Hotseat?

    It's a campaign mode that lets you play with several factions at once, you should make the following changes:

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Thormes View Post
    To play all battles on offense and defense alone you must go to Notepad file in your folder of Medieval II Total War call medieval2.preference. Backup the original file and save it in a separate folder (you can call MTW2 original files) in case something goes wrong or you want to return to the original configuration.

    You're going down the text until you reach [hotseat] will see that there are signs with numbers, you must leave them as is:

    Code:
    [hotseat]
    turns = 0
    scroll = 0
    autoresolve_battles = 0
    disable_console = 0
    disable_papal_elections = 1
    save_prefs = 1
    update_ai_camera = 1
    validate_diplomacy = 1
    Now the next step is to go to the folder of your mod of the Third Age, you will see that there is also a configuration file in Notepad called TATW.

    If you want to do it in just SS 6.1 mod you enter this home folder and you will see another file in Notepad called Stainles_Steel_Kingdoms, files are exactly the same change in TATW and the SS.

    you go and seek also the section of [multiplayer] and [hotseat]
    You must leave it:

    Code:
    [multiplayer]
    ## comment/uncomment following line to disable/enable hotseat campaign
    # playable = true
    ## faction mask for setting default starting factions in hotseat campaign
    # factions = 1 # = england, 2 = france, 4 = hre, 3 = england+france, etc
     
    [hotseat]
    ## disable start turn scroll in hotseat campaign
    # scroll = false
    ## disable forced separate human faction turns (including diplomacy) in hotseat campaign
    # turns = false
    ## enable cheat console in hotseat campaign.
    # disable_console = false
    ## specify password for administrator access to the dev console when console disabled. Change 'password' to a suitable password
    # admin_password = password
    ## enable camera updates during ai turn in hotseat campaign
    # update_ai_camera = true
    ## enable voting in papal elections in hotseat campaign (only first valid human faction votes)
    # disable_papal_elections = false
    ## disable forced autoresolve all battles in hotseat campaign
    # autoresolve_battles = false
    ## disable diplomacy validation for incoming propositions
    # validate_diplomacy = false
    ## disable forced relevant hotseat options to be saved with game.
    # save_prefs = false
    ## autosave hotseat game at start of players turn
    # autosave = true
    ## save config file in save dir containing information about next players turn
    # save_config = true
    ## close medieval II directly after a hotseat autosave
    # close_after_save = false
    ## sub directory name for hotseat save games
    # gamename = hotseat_gamename
    ## ensure game data files used in previous save match current campaign data files.
    # validate_data = true
    ## prevent game to load if savegame or data validations fail
    # allow_validation_failures = false
     
    [multiplayer]
    playable = true
     
    [hotseat]
    turns = false
    scroll = false
    autoresolve_battles = false
    disable_console = false
    disable_papal_elections = false
    save_prefs = true
    update_ai_camera = true
    validate_diplomacy = true
    Ok, now you can play on offense and defense battles in an individual hotseat bringing various factions, how to note, at least to me strikes me that if I choose more than nine or ten factions in the SS, I get CTD and throws me to desktop but with such a campaign will have balanced the sea. Enjoy and sorry my english.


    Installation instructions:

    Once downloaded and unzipped in another part of your hard drive or on the desktop, find the modified files, you catch the following files:

    descr_character
    descr_settlement_mechanics
    export_descr_unit
    export_descr_building

    Selecction all files and you copy in your folder -data- of the Third Age, you accept and say yes to all that I ask to overwrite, then after going to:

    C:\Program Files\Sega\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign


    Copy in this folder the other two files:

    campaign_script
    descr_strat

    To terminate any FILE_TASK click on the button for the changes to take effect, it is also necessary to start a new campaign.

    Final note: You may click on the button after the first time I FILE_TASK a CTD, in fact gave me one, but then everything works perfectly.

    I recommend to backup all your original files I am open to suggestions, greetings and forgive me again for my terrible English, I helped with a translator, I hope you understand everything I try to explain.

  17. #17

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    Hi,any chance this mod gets finished. Cos it sound cool to try. Or is there any mods out there which allow more than 4 turns per year.PLEASE

  18. #18

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    In my opinion, RC should implement this, the whole "taking a whole year just to leave a region," is rediculous. I would like to put this in, but I do not want to alter my submod. Can you tell me what is altered in export_description_units? Is it the ammount of years it takes for units? With that, how could I make it so more units are available? I tested my Isengard campaign, but is annoying how I can only buy one unit of goblin orcs a year? Though with this mod, that would make sense.... Please explain in a way that I can make my submod work with this submod.

  19. #19

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    Hi. Download link is down, could someone upload it on mediafire?

  20. #20
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: 12 Turns per year Mod: Compatible with TATW and RR/RC Jan 18

    Quote Originally Posted by The Governor View Post
    Hi. Download link is down, could someone upload it on mediafire?
    Hello Governor
    This mod is from 2010, so it's created for either TATW version 1.4 or 2.0, so if anyone by chance do still have it, it will not work with later versions (assuming you use latest 3.2) anyway.

    EDIT: It was for 1.4, say so in the OP; haha, was my first version to play, good memories
    Last edited by Ngugi; May 01, 2014 at 12:17 PM.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •