Someone mentioned in NTW and STW2 they were able to implement more than 20 units per side - they also casually mentioned they were able to do this for MTW2, but they haven't gotten back to me on how they do it. Does anyone know how?
Someone mentioned in NTW and STW2 they were able to implement more than 20 units per side - they also casually mentioned they were able to do this for MTW2, but they haven't gotten back to me on how they do it. Does anyone know how?
That's you, drops of water and you're on top of the mountain of success. But one day you start sliding down the mountain and you think wait a minute; I'm a mountain top water drop. I don't belong in this valley, this river, this low dark ocean with all these drops of water. Then one day it gets hot and you slowly evaporate into air, way up, higher than any mountain top, all the way to the heavens.
It doesn't seem like a hardcoded limitation as I've seen the AI do this in TATW during the campaign.
Then again, AIs in games like to cheat, so this might be an AI only thing. But if the AI CAN do it, you might be able to find a way to have it done as well.
Its hardcoded and cannot be changed. What IAmNotShazam is talking about is a counting error on his part. When the AI has a full stack it looks like they have more than 20 units but that is because in the screen where you see the units in the AI's army there are only 9 per row not 10 so 20 units pushes the last 2 units onto the third row, so if you aren't counting carefully it looks like more than 20 units. Many people have this mistake with RTW/M2TW thinking the AI has more than 20 units.
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"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Aw, really? Well, bugger. Sorry if I misled anyone.
If it can be altered in NTW which is harder to mod, why not MTW2: this guy seems to claim he knows he can do it:
http://www.twcenter.net/forums/showthread.php?t=432480
That's you, drops of water and you're on top of the mountain of success. But one day you start sliding down the mountain and you think wait a minute; I'm a mountain top water drop. I don't belong in this valley, this river, this low dark ocean with all these drops of water. Then one day it gets hot and you slowly evaporate into air, way up, higher than any mountain top, all the way to the heavens.
I followed two links and they are all NTW, not here in Medieval2. The .exe in RTW and M2TW has it locked.
Last edited by Squid; June 06, 2011 at 07:12 PM.
Perhaps the guy edited the .exe (and broke the terms of service), or else he is confused/flagrant liar.
If it was possible to change the limits as easily as ntw and stw - the game could be amazing - not only >20units, but >100 regions brb mod which covers americas to china = no life, so I am hoping that the guy gets back to me.
That's you, drops of water and you're on top of the mountain of success. But one day you start sliding down the mountain and you think wait a minute; I'm a mountain top water drop. I don't belong in this valley, this river, this low dark ocean with all these drops of water. Then one day it gets hot and you slowly evaporate into air, way up, higher than any mountain top, all the way to the heavens.
You can already have more than 100 regions, you can have up to 200 including all water regions.
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Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
I'm curious if the opposite is true. Is it possible to limit the unit size in some ways to have less than 20 units? I'd like to occasionally limit the amount of units that can be placed in a fort, or a ship, or garrisoned in a village.
I am not at my machine to dig out which line in the EDU it is, but there is a description already on the top of the file that should lead you to it.
There is also a very tut in thetext forum about all the details of the EDU.
Regarding the holding capacity of a building - I know it is possible in ETW and upwards, but I am not aware it is possible in Med2.
Neither do I have an idea where the ship's loading limti could be (other then in the exe's code)
re 5 soldiers - "ordinary soldier" in the EDU is the base number of soldiers in that unit which then gets multiplied by the game setting in 'options' (small, medium etc)
No idea what the number behing the lines in the offmap file are for. My guess would be the limits of visibility on th emap (form what distance the unit\model is visible)
Free upkeep cannot be added by script unless you add that to the requirement line of a building - not possible for forts.
The scipt line regarding the "units in settlement" tests for number of units, not for number of soldiers, not sure if you can test for strength of units then.
I like the idea of freezing a recruitment pool when a certain number of units is in the settlement, but I am not sure how the AI can handle it. I guess different levels would have to be applied for castles. You are aware that you will have to have a monitor for each settlement?
There is a script command (add_settlement_turmoil [x.x]) that you could use to represent added unrest. But then the game mechanics is using units to actually quell unrest, so it would need some testing.
If you can manage to use exclusively script conditions that start with I_ then you can wrap all monitors into one using IF, thereby reducing processing time.
Read the thread its hardcoded and cannot be changed. There are no changes nor updates possible.
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Anyone have any updates on this? Is it just a matter of save game editing, because controlling 40 would be so awesome in Medieval not only for attacking but also for defending armies.