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  1. #1
    Foederatus
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    Icon5 Need advice and answers for longer campaign.

    1 - Where can I modify the stats of default units and buildings(cost) of vanilla MII:TW?

    2 - Is it possible to change the population tresholds of cities. For example; if a town becomes ready for upgrading at pop=A, can I modify that such that is becomes ready for upgrading at pop=4A, without changing population growth modifiers?

    3- Is it possible to modify the base income coming from farming, trade or mining?

    The reason I want to do these is: I want to play a longer campaign, but I don't want all the factions to rapidly develop and all the cities to quickly get upgraded to huge cities. If I just change timescale from descr_strat.txt campaign becomes longer but just in 60-80 turns or so all faction reaches near-top tier units- I don't want that.
    Therefore; I thought that making upgrading settlements harder, increasing building costs and decreasing overall income might slow faction development. Like in TATW.
    If you have any other thoughts for this, please write.

  2. #2

    Default Re: Need advice and answers for longer campaign.

    1-export_descr_unit for units
    export_descr_buildings for buildings

    2 + 3 in the descr_settlement_mechanics open with notepad.

    Try the search option on the forum to find a whole truckload of tutorials and threads-- There is a tutorial section

    http://www.twcenter.net/forums/showthread.php?t=92488
    Last edited by Engel; January 09, 2012 at 04:26 PM.

  3. #3

    Default Re: Need advice and answers for longer campaign.

    Quote Originally Posted by Laaer View Post
    1 - Where can I modify the stats of default units and buildings(cost) of vanilla MII:TW?
    expoer_descr_unit.txt for units & export_descr_buildings.txt for buildings.

    Quote Originally Posted by Laaer View Post
    2 - Is it possible to change the population tresholds of cities. For example; if a town becomes ready for upgrading at pop=A, can I modify that such that is becomes ready for upgrading at pop=4A, without changing population growth modifiers?
    descr_settlement_mechanics.xml, at the bottom you will find:
    Code:
    <population_levels>
          <!-- city -->
          <level name="village" base="400" upgrade="800" min="400" max="1500"/>
          <level name="town" base="800" upgrade="2000" min="400" max="3500"/>
          <level name="large_town" base="2000" upgrade="6000" min="400" max="9000"/>
          <level name="city" base="6000" upgrade="12000" min="400" max="18000"/>
          <level name="large_city" base="12000" upgrade="24000" min="400" max="36000"/>
          <level name="huge_city" base="24000" min="400" max="72000"/>
          <!-- castle -->
          <level name="moot_and_bailey" base="400" upgrade="0" min="400" max="1500"/>
          <level name="wooden_castle" base="400" upgrade="0" min="400" max="3500"/>
          <level name="castle" base="1500" upgrade="4500" min="400" max="9000"/>
          <level name="fortress" base="4500" upgrade="9000" min="400" max="13500"/>
          <level name="citadel" base="9000" upgrade="18000" min="400" max="18000"/>
       </population_levels>
    Quote Originally Posted by Laaer View Post
    3- Is it possible to modify the base income coming from farming, trade or mining?
    descr_settlement_mechanics.xml, same file, modify their pip values from 0-25.

  4. #4

    Default Re: Need advice and answers for longer campaign.

    In the settlemet mechanics SIF stands for I Income SOF O Order and SPF P Polpulation Growth

  5. #5
    Foederatus
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    Default Re: Need advice and answers for longer campaign.

    Thank you kind sirs for fast answers I noticed that descr_settlement_mechanics.xml only exists in the TATW folder. Shall I copy it and paste it inside data folder of other mods, would it work then?

  6. #6
    Moon's Avatar Centenarius
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    Default Re: Need advice and answers for longer campaign.

    No, they are setup for that mod, use the bat files that are in this link at the bottom of the first post. Put them with the rest of the unpackers and run the one you need.Copy into your mod and modify it to your hearts content.
    How to unpack something specific from the .pack files
    Last edited by Moon; January 09, 2012 at 05:15 PM. Reason: forgot link

  7. #7
    Foederatus
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    Default Re: Need advice and answers for longer campaign.

    OK, I copied .bat files into unpacker folder and ran Extract All .xml files.bat. Don't the .xml files supposed to be extracted into data folder? I couldn't find descr_settlement_mechanics.xml, so I had to ran unpack_all.bat. Then I found it inside data folder. But, anyway thanks for your help.

    Oh well, I found them now. They are in C:\packs\data . My MII:TW isn't installed in C:
    Last edited by Laaer; January 10, 2012 at 04:59 AM.

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