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  1. #1

    Icon5 A question about altering movement points

    Ok, as for both the vanilla version of the game and any overhauls I always give a boost to the distance both units and navel units can travel for i always find it to be unrealistic. For stainless steel i went into the data files and altered the Desc_character file. Now I double all the values except for admirals which instead i tripled the value for I always thought it ridicules that it took years to get from the British Isle to lets say the Aegean sea.

    But when i went in game to test, everything else looked okay except for the ship's green movement field. After I'd say around 250 to 300 movement points the green movement range limits off into a large square I'd say at least 300 by 300. Now i can still click out-side of where the green range indicator cuts off up to the 600 movement point range but im worried if maybe this means that AI won't be able to move beyond the range indicator. I know i can move up to the 600 points I allowed it but IDK if it cutting off like that means thats the limit for the AI. I don't want an imbalanced game.

    Also can anyone tell me how much can i increase the movement range till the AI gets limited and if I will have problems if anyone knows how i can, as a different approach, just make each turn burn 6 months and make generals and agents age 6 months a turn like the original and just cut the movement points back to stainless steels original. Actually, if anyone knows how to do that second approach i would prefer that much more since i seems to fit the season changing from summer to winter more realistically too.

    Can anyone help? And sorry for the wall.

  2. #2
    Ferdiad's Avatar Patricius
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    Default Re: A question about altering movement points

    It doesn't hurt the AI.

  3. #3

    Default Re: A question about altering movement points

    Quote Originally Posted by Ferdiad View Post
    It doesn't hurt the AI.
    Thanks, now that that is answered I would really like to know how i can change that generals and agents age only 6 months after each turn. I already know how to make turns only pass 6 months, thats really easy but i still can't figure out that last question. I prefer 6 month turns and I want agents and generals to age 6 months too.

    If you don't know this its ok

  4. #4
    Ferdiad's Avatar Patricius
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    Default Re: A question about altering movement points

    Quote Originally Posted by Uberknight72 View Post
    Thanks, now that that is answered I would really like to know how i can change that generals and agents age only 6 months after each turn. I already know how to make turns only pass 6 months, thats really easy but i still can't figure out that last question. I prefer 6 month turns and I want agents and generals to age 6 months too.

    If you don't know this its ok
    You mean 2TPY?There are submods for that.

  5. #5

    Default Re: A question about altering movement points

    Quote Originally Posted by Ferdiad View Post
    You mean 2TPY?There are submods for that.
    AHH, thank you. Just took a stroll in the submod forum and didn't noticed that 2TPY mod until just now seeing you tell me this i just figured out what that acronym means lol DEDEDEDEE. Thanks for your time.

  6. #6

    Default Re: A question about altering movement points


  7. #7

    Default Re: A question about altering movement points

    If you don't wish to use the 2TPY MOD, then you can also go into: "C:\Program Files (x86)\SEGA\Medieval II Total War\mods\SS6.3\data\world\maps\campaign\imperial_campaign" and find the "campaign_script" file. Within, all you need to do it Ctrl-F, find all traces of "Ageing Script" and delete those entries. Then go into the file "descr_strat", which is also in the same folder as the previously mentioned file, and Ctrl-F to find "timescale." There, change it to 0.50 for six months to pass with each turn.

    Make sure to start a new campaign afterward, the timescale change will not carry over into previously saved games.

    P.S. If you aren't using Windows Vista, then ignore the (x86) behind the "Program Files."
    Last edited by Forever Steadfast; March 28, 2011 at 05:08 AM.

  8. #8
    Meneth's Avatar I mod, therefore I am
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    Default Re: A question about altering movement points

    Correction: if you're not using a 64-bit Operating System, ignore the x86. It's used in 64-bit Windows to indicate 32-bit programs.

  9. #9

    Default Re: A question about altering movement points

    Correction: if you're not using a 64-bit Operating System, ignore the x86. It's used in 64-bit Windows to indicate 32-bit programs.
    Thanks, Meneth! +rep

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