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  1. #1
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    Default Console command list

    Here's some nice clues about console commands. Most of this text is laboriously copied and pasted from the kingdoms.exe:

    add_money <opt:faction_type> <amount> : adds an amount of money to a faction's coffers, can be negative, default is player faction
    add_population <settlement_name> <amount> : adds an amount of population to a settlement, can be negative
    move_character <name> <x>,<y> : moves named character to position on campaign map
    auto_win <attacker/defender>: the attacker or defender wins the next autoresolved battle
    create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon>: creates one or more units of the specified type
    toggle_fow : toggles the fog of war on or off
    banana_republic : all player generals gain an interesting ability
    toggle_restrictcam : toggles camera restrictions on or off
    save_battle_replay : saves battle replay in file replays/<name>.rpy
    give_ancillary <charactername> <ancillary name> : gives the character an ancillary
    remove_ancillary <charactername> <opt:ancillary name> : removes ancillary from the character an ancillary (default = all)
    give_trait <charactername> <trait name> <opt:level>: gives the character a trait at level (default = level 1)
    remove_trait <charactername> <opt:trait name>: removes a specified trait from the character (default = all)
    disable_vnvs = true/false: toggles whether to disable game applying traits and attributes
    process_cq <settlement>: Completes all (possible) construction pending in queue
    character_reset : resets the character back to it's start of turn settings
    show_cursorstat : shows the cursor position and region id
    toggle_terrain <opt:region/tiletype/climate/choke/landing/frontier/features/frontier_defend> : toggles the terrain to display various data sets, no param resets to normal
    write_ui_cache: writes out the ui texture cache to disk
    give_trait_points <charactername> <trait name> <points>: gives the character points for trait
    list_traits : lists all the available traits
    list_ancillaries : lists all the available ancillaries
    mp <charactername> <amount>: gives the character movement points
    list_characters <opt:faction_type> : lists all the characters in the world or those belonging to a faction
    show_landings <opt:cursor/region_id> : shows the landing positions available to the ai from a given region, default hides them
    filter_coastlines : applies filter to world map coastlines
    toggle_coastlines : toggles strategy map coastline display
    set_building_health <settlement_name> <building_chain> <final health percent>: sets health of a building of the specified type (eg core_building) in a settlement, so that the final health percentage is as specified; for building chains see export_descr_building.txt
    ai_turn_speed <multiplier> : sets the maximum speed of turn processing during the ai round
    amdb_min : sets aerial map overlay depth bias for min zoom
    amdb_max : sets aerial map overlay depth bias for max zoom
    amdb_offset : sets aerial map overlay offset towards camera
    zoom : zooms to specified aerial map zoom
    set_ranking_interval : sets the denominator of the faction ranking graph interval which is calculated as (number_of_turns / denominator). If set to 0, then the denominator will be set to number_of_turns, giving an interval of 1
    regenerate_radar: Does what it says on the tin
    adjust_sea_bed : adjusts whole sea bed to specified height
    reload_shaders : reloads all vertex shaders
    reload_textures : reloads all textures
    toggle_perfect_spy : toggles everyone's spying ability to perfect and infinite range, and off again
    reset_display: Forces a display_close(); display_open() display reset cycle
    process_rq <settlement>: Completes all (possible) recruitment pending in queue
    force_diplomacy <accept/decline/off>: Forces the negotiator to accept or decline a proposition
    diplomatic_stance <faction_a> <faction_b> <allied/neutral/war>: Set the diplomatic stance between the two factions
    invulnerable_general <character_name> : makes that named general invulnerable in battle
    test_ancillary_localisation : adds all ancillary to the character info displayancillaries aren't actually added to the character
    perf_times : Toggle display of simple performance times of game update vs display
    burn_piggies_burn <on/off> : ignite all the piggy winks
    Test event movie: test_movie <mission_type> <movie_name> <result>
    reload_movie_db : Reloads movie db
    show_terrain_lines <duration> : display defensive terrain features
    message_collation_set : Set the message collation on or off (sets all factions)
    show_all_messages : Show all messages to all factions (on/off)
    clear_messages : Clear all the current stacked messages
    puppify_my_love : Puppy themed GUI
    upgrade_settlement <settlement name> : upgrade settlement level
    toggle_wireframe : Toggle wireframe rendering
    reapply_rigid_model_influence :
    toggle_flowing_water : toggles display of campaign map flowing water
    nw_stats: toggles display of network stats.
    toggle_pr: toggles pr mode.
    list_units <character/settlement name> : lists all of the units in an army, with details.
    victory <faction> <short>: show victory message for faction for short or long campaign.
    trigger_advice <thread_name> [<advice_index>] - triggers an advice thread
    damage_wall <settlement> <gate> <breach>: Damage wall of settlement. Forces 40% damage to a random gatehouse and a nearby straight section. Destroys gatehouse if 'gate' parameter present; breaches wall if 'breach' present
    test_victory_scroll <faction victor> <short campaign (true/false)>: Opens up the victory scroll declaring that the given faction is the victor
    date <year> : changes the campaign date to the given year
    season <season> : changes the campaign season to the given season
    force_battle_victory <opt:capture_percent> : forces the local player's alliance to win the battle, completely destroying the enemy alliance or optionally capturing a percentage of the enemy alliance
    force_battle_defeat <opt:capture_percent> : forces the local player's alliance to lose the battle, completely destroying the local alliance or optionally capturing a percentage of the local alliance
    output_unit_positions <filename> : output the positions of all units in the battle to the specified file : Format:- alliance_index, army_index, unit_index, formation_origin_x, formation_origin_y, rotation_in_degrees, unit_width_in_metres, unit_width_in_men
    zoom_to_unit : zoom the camera to a unit of a specific id
    show_battle_marker <x> <y> <t> <h>: display a marker at (x, y) for t seconds of height h
    show_battle_line <x1> <y1> <x2> <y2> <t> : display a line from (x1, y1) to (x2, y2) for t seconds
    show_battle_circle <x> <y> <r> <t> : display a circle at (x, y) of r radius for t seconds
    kill_faction <faction_type> : removes the faction from the game
    diplomacy_mission <ai_faction> <target_faction> <mission_type> <opt:mission_target> : creates a diplomacy mission
    event <start_year[:end_year]> <category[:type]> [<x,y> <scale>] : creates an event
    kill_character <character_name> : kills a character with the given name
    control <faction_type> : switches player control to specified faction; old faction may not act correctly as ai faction
    create_building <settlement_name> <building_level_id> : creates a building of the specified type in a settlement; for building level id's see export_descr_building.txt
    capture_settlement <settlement name> : evicts any resident characters and armies and gives the settlement to the local player
    disable_ai [opt: tac | sub | dip | name | priest]: disables all (default) or part of the ai for all factions
    halt_ai <opt:factiontypename> : halts the turn sequence just before the start of the specified faction's turn, or the current faction if no faction given
    run_ai [opt:x]: re-starts an ai turn sequence after disableai or haltai has been triggered; use x to also re-enable all parts of the ai which have been individually disabled
    surrender_regions <opt: horde> <opt:faction_type> : gives all this faction's regions to the slaves. "horde" surrenders regions for all factions that can be hordes
    toggle_chat_log : shows or hides the multiplayer chat window
    bounds : toggle display of bounding objects
    lights : <merge> <used> <auto>
    set_option <opt_name> <opt_value> : Set new value for specified option (use 1 and 0 for boolean options)
    capabilities <settlement_name> : list details of the recruitment capabilities of a settlement
    recruitment_pool <settlement_name> : list details of the current recruitment pool of a settlement
    diplomacy_costs <receiving_faction> <proposing_faction> <opt:target_faction> <opt:settlement_name> <opt:payment_amount> <opt:payment_years>: displays a list of raw and perceived diplomacy items costs from the perspective of the receiving faction.
    create_mission <sent_faction> <mission_id> : Attempt to create and add a mission to the specified faction
    toggle_HUD_mode: switches between full and minimal HUD during a battle.
    print_shortcuts: prints all the keyboard shortcuts for the current handler to documentation/current_handler_shortcuts.txt
    houston
    vindaloo
    rogan
    madras

    istanbul
    george
    jerihco
    oliphaunt
    logon <password> : enables console with an admin password
    logoff: logs out administrator to disable console
    clear_password <faction_label> : clears the current password for a specified faction
    set_password <faction_label> <password> <password>: sets a new password for a specified faction
    set_email <faction_label> <address>: sets a new email address for a specified faction
    set_campaign_diff <faction_label> <difficulty>: sets the campaign diffficulty for a specified faction
    bestbuy : sells units cheaper (-20% cost)

    It would be good to get feedback about commands that seem broken in script and/or console.

    Otherwise, enjoy
    Last edited by Taiji; June 11, 2011 at 04:30 PM.

  2. #2
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    Default Re: Console command list

    Quote Originally Posted by RubiconDecision View Post
    ai_turn_speed <multiplier> : sets the maximum speed of turn processing during the ai round

    Does this make the campaign turn times for the AI faster and more efficient such that the wait times are reduced. Or does this work faster but to the detriment of the AI such that decisions are made in an abbreviated manner.
    You can answer your question by testing it. If you want to post a better description having worked out what it does then feel free.

    And personally I don't think this thread should be stickied. Maybe moved to resources, but then like I said: They're 'clues', not some kind of authority. There's work that needs doing before they can be considered reliable information, and I'm not volunteering.


    @All, the color coded thing makes it a nicer list for me

    It's probably silly to admit but I think the coolest command on there is banana_republic.

    It allows you to give a special ability to every player family member. You just have to change the coding for the banana_bomb to change the effect of the ability. I made some for my mod last xmas... it's probably still in it

    But my experiment with it saw the gui mess up slightly in battle, and since I was just messing around I didn't bother trying to fix that. I wonder if I just made a mess of the coding.

    Check out 'puppify_my_love', makes you wonder what's going on at CA...
    Last edited by Taiji; June 12, 2011 at 07:47 AM.

  3. #3
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

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    Default Re: Console command list

    I'm pretty sure this list is complete in ged docudemon xls file I'd have to check to be sure.
    Under the patronage of Roman_Man#3, Patron of Ishan
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  4. #4
    Makrell's Avatar The first of all fish
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    Default Re: Console command list

    houston
    vindaloo
    rogan
    madras

    istanbul
    george
    jerihco
    oliphaunt
    exactly when are you supposed to write this? ive never gotten these to work

  5. #5
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    Default Re: Console command list

    Makrell, they're cheats for vanilla. They just produce certain units. They probably work in mods if you change the internal names of units to match the vanilla ones these cheats call.

    Quote Originally Posted by Squid View Post
    I'm pretty sure this list is complete in ged docudemon xls file I'd have to check to be sure.
    This is just what I've found in the exe that has a CA description, Squid.

    edit:

    Just checked GED's compilation and it lists 24 entries. Some of these commands in the list above are in CA's commands docudemon anyway, but I'm not sure that accounts for the difference. Probably some of these commands in the list above don't work, so that may account for some more.

    What was it that made you pretty sure everything I've made the effort to present was already covered?
    Last edited by Taiji; June 12, 2011 at 07:43 AM.

  6. #6
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    Default Re: Console command list

    I've messed around with 'save_battle_replay' but didn't manage to get it working, or at least didn't manage to save a campaign replay.

    That would be a nice feature to add, so if anyone can get it working then please let me know how!

  7. #7

    Default Re: Console command list

    ...I think a load of these might just be copied over from Rome?...I've also tried various commands from the Docudemons...but have got command not recognised type (?) for help...Has anyone got this to work?
    ...A few that I’ve used before successfully...tab up arrow repeats the command...
    ...Add_money 50000...not sure if this is the max limit for cash increments at one time (ie you can’t go add money 8000000 in one go)...if you keep tabbing up arrow you can keep adding more but it seems not to be in exact upgrades of 50000, but it works....
    ...Add_money “Faction”....not sure whether this takes....I have given loads to buffer factions and then when you open the diplomacy screen next turn, they seem to be bankrupt?...whether this depends on the AI spend option slider or not...sometimes I’m not sure whether you are better adding the cash to yourself, then Gifting the cash to the faction with a diplomat?
    ...add_population...10000 read this was the limit per line...can be -10000 to remove population...
    ...Move character...use toggle_fow show_cursorstat first to get destination....have sent ambassador to Aztecs then gifted them cities in Europe (cut paste recruitment intoEDB so they could make own units in Europe, not just mercenaries )...
    ...process_cq “City”...works, but never got process_rq to work...
    ...could never get force diplomacy to work...
    ...could never get Date or season to work...
    ...Surrender_regions....will destroy your faction unless you specify another faction like Surrender_regions Turks (this one you don’t need quotation marks around the name)
    ...Houston, vindaloo etc all work , though you can’t add to a besieged force...great for autoresolving too...
    ...the only new ones I have seen on this list are banana and puppify (so i’ll try them later).. (pic)
    ....Toggle_restrictcam...don’t think works, never noticed any difference...IF ANYONE KNOWS HOW TO GET A FREE ROAM CAMERA LIKE CAMERA DEBUG FOR EMPIRE PLEASE UPLOAD ANSWER HERE!
    Last edited by Voice of Treason; June 12, 2011 at 09:22 AM.

  8. #8
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    Default Re: Console command list

    Voice of Treason, are you just testing in the console or in script too?

  9. #9

    Default Re: Console command list

    ...errrrrr...ummm...
    ...just testing in the console...
    ...(I feel like I've been doing something wrong here???....I suppose this is where you tell me that the console is not just there for cheating and is supposed to be used as a scripting/programming tool )...
    ...I always thought the console was just for cheating/coercing to get most out of a campaign?...
    Last edited by Voice of Treason; June 12, 2011 at 09:05 AM.

  10. #10
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    Default Re: Console command list

    The reason I asked was just to add that detail to your information. You've done a great job of explaining some stuff, adding that little detail is just going to help others know what's still left to try.

    Thanks for your input

  11. #11

    Default Re: Console command list

    ...Phew...you had me worried...I thought i'd been a dumbass!
    ...yes just to clarify, post #9 have been used as console cheats/coercions/tests in campaign...

  12. #12
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    Default Re: Console command list

    My question was badly worded and I should have thanked you in the first place

    The misunderstanding is all my fault

  13. #13

    Default Re: Console command list

    ...Just to clarify another point (With a pic)...
    ...The commands issued are also dependent upon which screen they are issued with...for example,
    ...on the left I have tried Kill_faction, 3 times with various different syntax, but as you can see, when a command doesnt seem to work, it comes up not recognised...
    ...With the 4th command, though is comes up unrecognised on the campaign screen (Left), if i use it on the battle screen (right), it is recognised...though it doesn't seem to work unless i've misunderstood it?
    ...also some commands seem to be Whatever_command and then either true/false or yes/no or 1/0 etc etc after to activate...To see whether these are likely to work, I just assume that if the Unrecognised line doesn't come up, at least your on the right path...
    Last edited by Voice of Treason; June 12, 2011 at 09:50 AM.

  14. #14
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    Default Re: Console command list

    RubiconDecision, I doubt it will make any difference to AI turn times but it might take you only a minute or 2 to find out.

    Just stick it in a script and see what the log says.

    Voice of Treason, yeah, I agree where you say it looks like you're on the right track. The battlefield has more going on in terms of camera restrictions, it seems logical that it would be for that area.

    Quote Originally Posted by Voice of Treason View Post
    IF ANYONE KNOWS HOW TO GET A FREE ROAM CAMERA LIKE CAMERA DEBUG FOR EMPIRE PLEASE UPLOAD ANSWER HERE!
    What camera?
    Last edited by Taiji; June 12, 2011 at 04:32 PM.

  15. #15
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    Default Re: Console command list

    Quote Originally Posted by RubiconDecision View Post
    Actually playing a campaign for a change today. I will later on and report back with log findings. Probably SS6.4 since the campaign turns are notoriously laggy. I'd use Deus Lof Vult and BB 3.0 but my laptop can't handle it. I'm afraid the processor will start smoking! It gets that hot during the battle sequences. I can test it with autoresolve though of all battles. We'll see what the log ends up saying.

    I wonder though. I ran a couple of mods in free run through the hotseat, and you know how fast that can go. Maybe run it that way too would be a good test? I can't for too many turns because that also makes my laptop get too hot. I've had it shut down before on overtemp.
    You've gone off topic. Try to keep to these console commands and what they do, please.

    Quote Originally Posted by Voice of Treason View Post
    ...inadvertantly discovered that toggle_restrictcam does work on the battlefield, but it is something relating to the edge of the battlefield zone...i went to edge, typed the command...and it pulled me back a bit....nevermind
    Well it works and has an effect at least. Thanks for letting us know.

    I checked out toggle_flowing_water and perf_times. The former just gave me errors but 'perf_times' stops giving an error when it's entered in the campaign script with 'console_command perf_times'. But then I don't yet know what it does... This command looks like it might have something to do with sacrificing game processing for visual processing. Perhaps it requires '0/1' 'true/false' or something like that and doesn't report an error. Anyway, I didn't test with AI turn times.
    Last edited by Taiji; June 13, 2011 at 02:28 AM.

  16. #16

    Default Re: Console command list

    ...With Empire, in the preferences_empire_script, you can change th option to default _camera_type_2 (camera debug) which gives you complete free reign on the "Warscape" battlefield...(for example, it is made up of layers such as sea, firing arcs, then ground level, then weather height then the sky)...but it also allows you to position the camera anywhere (like inside buildings for screenshots etc)...or at the units feet...
    ...I assume there must be one for Medieval 2, and that is what was used for the opening video, for example the angle where the guy is trodden by the horse...CA must have put one in for themselves to use?...

    ...Edit..quick pic to show what I mean...that's the type of battle camera I'm trying to "unlock" for myself (if it exists) in Medieval 2...it is the last piece of satisfaction puzzle...
    Last edited by Voice of Treason; June 12, 2011 at 05:06 PM.

  17. #17
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    Default Re: Console command list


  18. #18

    Default Re: Console command list

    ...Ahhh, maybe that's how its done, with a cine-editor...maybe the "Warscapesque" unlock was a much later/simpler advancement?...
    ...did try some quick dilettantism with the .cfg examples like FOV etc...
    ...inadvertantly discovered that toggle_restrictcam does work on the battlefield, but it is something relating to the edge of the battlefield zone...i went to edge, typed the command...and it pulled me back a bit....nevermind

    ...Just thought of something, I wonder whether console commands working/recognising are affected by whether you have your medieval 2 .cfg preferences set to read only (ie locked?) or not?

    ...Edit, Sorry, forgot to say thanks for the link at #19...
    Last edited by Voice of Treason; June 12, 2011 at 05:41 PM. Reason: poor manners

  19. #19

    Default Re: Console command list

    ...preliminary Save_battle_campaign...DONE IT!
    ...obviously, custom battle already has the option, so at the end of the campaign battle, type in Save_battle_replay (see pic)...if you leave it just at that, the file will save as .rpy which you then click on and rename yourself, if you put save_battle_replay Soapyjuggswahwah etc ( I always use extreme mnemonic triggers to remember when modding ) it will save the file as that...
    ...the new file is generated in a new folder in Data (I don’t recognise it???) called replays....go in and copy and paste your file to temps...(pic)
    ...EDIT...new evidence...I am not 100% sure if it is accessed from replays (as I now think) or temps?
    ...then go into game load options/Load_battle_replay and it should be there...
    ...it will come up with different version blah blah...ACCEPT anyway (see pic)...
    ...It then plays your replay WITH A TIMESTAMP and the F5 Radar is still stuck in the corner (same as EMPIRE)....it seems you can’t exit, except by CTRL+ALT+DEL out the game...???....
    ...Though this is just preliminary post of quick info...
    Last edited by Voice of Treason; June 14, 2011 at 05:43 PM.

  20. #20
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    Default Re: Console command list

    I tried exactly that before but I could not get the replay to play. Anyway, it's very interesting to hear that you managed it. Thanks for letting me know!

    edit:

    I think the game updates 'campaign_battle.rpy' each time a campaign battle is fought. They don't play for me, just like the ones I made scripting and using the console. Can you see if they play for you?
    Last edited by Taiji; June 14, 2011 at 03:32 PM.

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