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Thread: Unit_multiplier

  1. #1

    Icon4 Unit_multiplier

    don't want to start panic or something BUT where is campaign_multiplier??? not in preferences.script for sure!

  2. #2
    Blackwolfpt's Avatar Civis
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    Default Re: Unit_multiplier

    Looking for this as well, didn't find it on the script either.

  3. #3

    Default Re: Unit_multiplier

    Quote Originally Posted by Mr.Freud View Post
    don't want to start panic or something BUT where is campaign_multiplier??? not in preferences.script for sure!
    What about unit size?

    There's some interesting stuff in preferences.script.

    gfx_blood_effects false# gfx_blood_effects <bool>, Enable Blood effects #
    Would those be those brown puffs that appear when missiles hit?

    show_projectile_trails false# show_projectile_trails <true|false>, Show projectile trails... #
    This should make some people happy.

    I'm going back into the game with these things turned off.

  4. #4

    Default Re: Unit_multiplier

    will try to set unit sizes above maximum in the pref.script...
    update: doesn't work
    Last edited by Mr.Freud; September 03, 2013 at 03:14 AM.

  5. #5

    Default Re: Unit_multiplier

    Do you have a path for the script?
    "Tests with Photoshop CS4"

    C'est la petite Gilberte, Gilberte de Courgenay,
    elle connait trois cent milles soldats et tout les officiers.

    mazel is mer wi gelt

  6. #6

    Default Re: Unit_multiplier

    Quote Originally Posted by Mr.Freud View Post
    will try to set unit sizes above maximum in the pref.script...
    Does that break the game? I set it to 3.5 and my custom battle didn't load.

    Path for the script (Windows 7) is C:/Users/Name/Appdata/Roaming/TheCreativeAssembly/Rome2/scripts

  7. #7

    Default Re: Unit_multiplier

    yeah it does. set mine to 4 - and had over 9999 men in a unit lol

  8. #8

    Default Re: Unit_multiplier

    I tried inserting the original campign_unit_multiplier line into the preferences file, where it seems to have simply been cut from, between the unit_test line and gfx_first , but not surpringsly it had no effect.

    campaign_unit_multiplier 1; # campaign_unit_multiplier <float>, Set default unit multiplier for campaign #

  9. #9

    Default Re: Unit_multiplier

    any other ideas?

  10. #10

    Default Re: Unit_multiplier

    try this ones:

    gfx_unit_size 3; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #
    gfx_fleet_size 2; # gfx_fleet_size <int>, Set fleet size. 0 - small, 2 - large #
    might be possible to try 4 or 5 to get more men per unit. But I haven't tried it yet.
    With Total war since original Shogun, made my life better!
    My videos about Total War on YouTube :
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  11. #11

    Default Re: Unit_multiplier

    Quote Originally Posted by perablenta View Post
    try this ones:

    gfx_unit_size 3; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #
    gfx_fleet_size 2; # gfx_fleet_size <int>, Set fleet size. 0 - small, 2 - large #
    might be possible to try 4 or 5 to get more men per unit. But I haven't tried it yet.
    The game won't load battles if you set it over 3 (and presumably 2).

  12. #12

    Default Re: Unit_multiplier

    I cant play campaigns with the standard units sizes, those 160 man per units looks so retarded.
    Anyone found something out ?
    Make Total War Great Again

  13. #13

    Default Re: Unit_multiplier

    maybe they just forgot to include the option... but the worst case -we won't be able to modify it without mods

  14. #14

    Default Re: Unit_multiplier

    Quote Originally Posted by He111 View Post
    I cant play campaigns with the standard units sizes, those 160 man per units looks so retarded.
    Anyone found something out ?
    I know! I can't believe this, and they even mentioned the preferences file in one of the preview vids, how/why would they simply extract that line from the file? I don't understand this. I've now septn the last hour trying to figure this out rather than playing the game.

  15. #15

    Default Re: Unit_multiplier

    Quote Originally Posted by Mephalamos View Post
    I know! I can't believe this, and they even mentioned the preferences file in one of the preview vids, how/why would they simply extract that line from the file? I don't understand this. I've now septn the last hour trying to figure this out rather than playing the game.
    Yea right, im just tweaking around for like 45 minutes, i simply wont start a campaign with 160 man per units, its looks so freaking crappy and small.
    Make Total War Great Again

  16. #16

    Default Re: Unit_multiplier

    Found this,
    Unfortunately, these directions just don't apply, the line is just gone...

  17. #17

    Default Re: Unit_multiplier

    It looks like we are powerless until CA tell us how to do it. Hopefully if we bring it to their attention, they will tell us.

  18. #18

    Default Re: Unit_multiplier

    ... double post ...
    ... delete ...
    Last edited by NogaOsibisa; September 03, 2013 at 05:21 AM.
    "Tests with Photoshop CS4"

    C'est la petite Gilberte, Gilberte de Courgenay,
    elle connait trois cent milles soldats et tout les officiers.

    mazel is mer wi gelt

  19. #19

    Default Re: Unit_multiplier

    I hope someone from CA tells us what's the deal

  20. #20

    Default Re: Unit_multiplier

    Quote Originally Posted by BeastG33 View Post
    What about unit size?

    There's some interesting stuff in preferences.script.



    Would those be those brown puffs that appear when missiles hit?



    This should make some people happy.

    I'm going back into the game with these things turned off.
    For the projectile trails - there is actually in option in the battle menu (in-game) for turning on/off projectile trails.

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