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Thread: Unlocking Medieval II total war kingdoms Hardcoded Limits

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  1. #1
    Lusitanio's Avatar Campidoctor
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    Default Unlocking Medieval II total war kingdoms Hardcoded Limits

    Hi guys!

    I have been looking at the rome total realism 8 forum and I saw that they have had great improvements in unlocking RomeTW Hardcoded limits. The link can be found here: http://www.twcenter.net/forums/showt...Memory-Editing

    I think it would be amazing if the EBII could talk with the RTR8 team and cooperate with them in order to unlock the limitations. It will be the hardest work ever but the most regarding one!
    I know the have given up the project but the idea is still alive if there are enough people with C++ experience

  2. #2
    Ἀπολλόδοτος Α΄ ὁ Σωτήρ's Avatar Yeah science!
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    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Yes, unlocking those would do wonders, you could even have more factions and regions if I'm not mistaken. There's just one problem though, doing so would be illegal.
    "First get your facts straight, then distort them at your leisure." - Mark Twain

    οὐκ ἦν μὲν ἐγώ, νῦν δ' εἰμί· τότε δ' ούκ ἔσομαι, ούδέ μοι μελήσει

  3. #3
    Morrowgan's Avatar Centenarius
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    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Not with memory editing, that attempt has died though
    Member of the Beyond Skyrim Project

  4. #4
    Ἀπολλόδοτος Α΄ ὁ Σωτήρ's Avatar Yeah science!
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    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Did it die because it was illegal, or was it impossible to do?
    "First get your facts straight, then distort them at your leisure." - Mark Twain

    οὐκ ἦν μὲν ἐγώ, νῦν δ' εἰμί· τότε δ' ούκ ἔσομαι, ούδέ μοι μελήσει

  5. #5

    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    From that thread: "In order to unlock features in RomeTW, we first launch RomeTW-ALX/BI.exe and then inject our custom GameEngine.dll into the process. This means all the modifications are done during run-time, when RomeTW is launched. Once the game is closed, all the changes will be lost and the executable itself is never modified. This is also the only legal way to do something like this and luckily we received express permission from both TWC and CA to do what we must."

  6. #6
    Lusitanio's Avatar Campidoctor
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    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Its not illegal because its memory editing, like what BHL 20 posted. They didn't went ahead with the whole idea but they had sucess with some things, like:
    • Unit size limit increased to 300 (planned to unlock 1200 next)
    • Regions limit raised from 200 to 1000

  7. #7
    Battlefield's Avatar Civis
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    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    This project and a similar project for Medieval 2 were never completed and even the somewhat successful part was never released. This is probably because this is way too diffcult to achieve to have any significant impact on game and the projects were abandoned.
    Rome Total War mods
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    "It is the mark of an educated mind to be able to entertain a thought without accepting it." - Aristotle
    "Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth." - Marcus Aurelius

  8. #8
    Lusitanio's Avatar Campidoctor
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    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    I'm just saying that if the team could talk with them and understand what they did, they could raise the limit of some things that would have a significant impact on the game. Imagine having the 200 instead of 100 regions, we could represent better some factions, regions on the map, etc...

  9. #9

    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Quote Originally Posted by Lusitanio View Post
    I'm just saying that if the team could talk with them and understand what they did, they could raise the limit of some things that would have a significant impact on the game. Imagine having the 200 instead of 100 regions, we could represent better some factions, regions on the map, etc...
    Doing so would take away effort from the mod, it really needs a team dedicated to it, and with a 10 year old game there's just not a lot of people interested in helping it.

    It would be more productive to find a way to make the campaign maps from Empire on to ToB editable. I have a lot of ideas on what I would do if the campaigns weren't so inaccessible to modders but it's such a momumental undertaking as well.
    FREE THE NIPPLE!!!

  10. #10
    VektorT's Avatar Biarchus
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    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    This is basically the Holy Grail of MTW modding: some say it's mythical, some say it can be achieved. Also, makes me wonder, did anyone ever considered doing a Kickstart for it? Like a campaign to make funds for Europa Barbarorum development and MTW engine improvements? It could speed things up, gather the resources to unlock the hardcoded limits and put the mod and modding capabilities of MTW in new highs. I mean, it sounds really weird to kickstart a mod but, hell, I would thrown my money at the screen if it would lift the hardcoded limits of TWM and help to improve and speed up EB2 development.

  11. #11

    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Quote Originally Posted by VektorT View Post
    This is basically the Holy Grail of MTW modding: some say it's mythical, some say it can be achieved. Also, makes me wonder, did anyone ever considered doing a Kickstart for it? Like a campaign to make funds for Europa Barbarorum development and MTW engine improvements? It could speed things up, gather the resources to unlock the hardcoded limits and put the mod and modding capabilities of MTW in new highs. I mean, it sounds really weird to kickstart a mod but, hell, I would thrown my money at the screen if it would lift the hardcoded limits of TWM and help to improve and speed up EB2 development.
    The short answer on anything financial is no. While we are grateful for specific contributions towards costs from time to time (primarily hosting), this is not a commercial endeavour. One of the many reasons we don't want to do that is because it moves us into completely different territory legally. We're out of the realm of fair use and into the realms of infringing on CA's copyright and IPR in a way their legal team would feel obliged to respond. Even with a game as old as M2TW.

    That's leaving aside the issues Kickstarter itself has.

  12. #12
    Roma_Victrix's Avatar Call me Ishmael
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    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Quote Originally Posted by QuintusSertorius View Post
    The short answer on anything financial is no. While we are grateful for specific contributions towards costs from time to time (primarily hosting), this is not a commercial endeavour. One of the many reasons we don't want to do that is because it moves us into completely different territory legally. We're out of the realm of fair use and into the realms of infringing on CA's copyright and IPR in a way their legal team would feel obliged to respond. Even with a game as old as M2TW.
    SEGA/Creative Assembly should release the game into the public domain then, as an act of good faith to the TWC community that has supported them all these years.

  13. #13

    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Quote Originally Posted by Roma_Victrix View Post
    SEGA/Creative Assembly should release the game into the public domain then, as an act of good faith to the TWC community that has supported them all these years.
    While we could certainly debate the merits of it, I'm doubtful than any big corporate would give away "their stuff". Even if it's old stuff.

  14. #14
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    i heard that the sourcecode was lost in space in australia via EA (Electronic Arts)

  15. #15

    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    I suspect that even if the M2TW source code was available, we'd soon realize exactly why the limits were set the way they were.
    FREE THE NIPPLE!!!

  16. #16

    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Quote Originally Posted by Slaytaninc View Post
    I suspect that even if the M2TW source code was available, we'd soon realize exactly why the limits were set the way they were.
    Hardware back then was far weaker than what we have these days. It's likely that pretty much all of us playing EB2 have computers that are quite overkill for what it demands. I couldn't see it being a huge deal to stretch some limits within reason.

  17. #17

    Default Re: Unlocking Medieval II total war kingdoms Hardcoded Limits

    Quote Originally Posted by HarkonRules View Post
    Hardware back then was far weaker than what we have these days. It's likely that pretty much all of us playing EB2 have computers that are quite overkill for what it demands. I couldn't see it being a huge deal to stretch some limits within reason.
    I'm more referring to the game's architecture than system stats.
    FREE THE NIPPLE!!!

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