M2TW Engine Overhaul Project
is designed to expand the capabilities of the game Medieval 2: Total War
(The program modifies the game code in the computer RAM)
Attention!
ALL of the instructions in the pinned posts are no longer relevant for last version. See program webpage and latest post in this thread for details.
The functionality of the program is divided into two parts:
- the first is making changes to the game code when starting MTW2(changing various engine limits, finer tuning, etc.)
- the second - manipulations with the game after its launch.
Part 1
Please do not include the program in your modifications without my permission (and I will allow, if you ask). I just want to have some usage statistics.
Allows you to set your own limits for the number of religions, anchillaries, block resizing units, set the boundaries of the number of soldiers in units, the size of the battle map and the cost of siege equipment (rams, ladders, siege towers). You can also make any characters immortal and change the way their age is displayed on the screen. The ability to set your own prefix for units with the legio parameter.
Fixed crash when using berserkers in battle
Added the ability to repeatedly upgrade the guard of characters.
Expanded scripting system
And many more changes
This part can be useful when creating your own modifications for the game MTW2.
This part works with game versions 1.5 (disk version) and 1.52 (steam version).
All program settings are set in the config files and are applied when the game starts.
All changes made work correctly in an ongoing campaign, nothing breaks during updates, it’s enough just not to activate new features.
Part of the instruction is in messages with information about new versions of the program or in program files.
Links:
Spoiler Alert, click show to read:
How to do it:Spoiler Alert, click show to read:
Patches defined in the configs are applied if you run HotSeatTool with certain settings. Program files should be in the folder of the launched mod.
The launch is configured with the following parameters:
Starting_mod - start a mod, vanilla or the program itself.
May take the following values:
0 - run vanilla
2 - run only the program (in this case, no patches are applied to the game)
1 - start the mod. In this case, you need to specify the name of the modification file config in the line Mod_CFG_Name, for example:
Starting_mod = 1
Mod_CFG_Name = TATW.cfg
Video showing startup setting:
New scripting features and characters labels overhaul:
Spoiler Alert, click show to read:
New scripting features and diplomacy overhaul:
Spoiler Alert, click show to read:
Settings in modConfig.youneuoycfg
Spoiler Alert, click show to read:
Fix for using berserkers:
Spoiler Alert, click show to read:
If in the game you set the unit to the warcry parameters (in the attributes line) and the berserker parameter (second in the stat_mental line), then it gets the berserk characteristic (uncontrollable after the start of hand-to-hand combat). In battle, this led to sorties. This program allows you to fix it.
The fix is activated using the CorrectionOfBerserkers parameter in the modConfig.youneuoycfg file. To activate, you need to set this parameter to 1.
Berserker morale and lock_morale don't get along well.
UnlockConsoleChangeFaction - unlock console command "change faction" in singleplayer game. May be 1 or 0, example:
UnlockConsoleChangeFaction = 1
LegioString - a string that will be displayed instead of the legio prefix for units. Must be in quotation marks, only English characters. Example:
LegioString = "Legio"
enable full logging, example:
FullLoggingEnabled = 1
Settings in limits.youneuoycfg:
Spoiler Alert, click show to read:
The cost of siege equipment (rams, ladders, siege towers):
Spoiler Alert, click show to read:
Siege_Ram_Cost, Siege_Ladder_Cost, and Siege_Tower_Cost strings. Valid values are 1 or higher (9999, for example). The default values are 50.15, 65.
Religion limit:
Spoiler Alert, click show to read:It is set in the Religion_Limit line, by default the game has a value of 10, theoretically the maximum value is 255 (if such a number works correctly and someone needs to exceed it, then it will be possible to increase it further). It is recommended to put the number necessary for you.
Ancillaries limit:
Spoiler Alert, click show to read:It is set in the Ancillaries_Limit line, the default value of the game is 8. I recommend setting a not-too-large number. Max value 255.
Number of soldiers:
Spoiler Alert, click show to read:Allows you to specify the maximum and minimum boundaries for the size of the unit in the file export_descr_unit.txt, by default, these values are 4 and 100.If you set the minimum number of units in the game, then in this file you can clearly set the number of units you need, without the use of number modifiers. Those. You can simultaneously create units with 1 and 300 soldiers.
It is regulated by four parameters:
Lock_Size_Of_Unit, allows you to block the ability to resize unit in the game, is activated if you enter a non-zero value (for example, 1). It is necessary to avoid crashes (if in the EDU you set the number of units to 300 and start the game with the maximum unit size, then there will be a crash when it starts).
Size_Of_Unit, size of the unit. The range of values is from 0 to 3. It is recommended to use it together with Lock_Size_Of_Unit and set the value to 0. 0 - minimum size, 3 maximum.
Min_Soldiers_In_Edu - The minimum size limit in the EDU, from zero and above.
Max_Soldiers_In_Edu - the upper limit of the number in the EDU, it is recommended to set the value to less than 300, with large games may be unstable or crash.
Tactical map sizes:
Spoiler Alert, click show to read:Adjusted by two parameters Battlefield_Map_Size_X and Battlefield_Map_Size_Y. The maximum number is approximately 2000. It is recommended to put a little less. The default values are 1024 1024 for field battle and 1728 1728 for siege maps. In order not to produce a lot of settings, in both cases the same values will be used (but now you can change x and y).
If someone really needs it right, I’ll add the ability to set different sizes for siege maps and regular battles (but why might this be necessary?).
Guard of Generals Upgrade Settings:
Spoiler Alert, click show to read:
in the file along the path youneuoy_Data\guard.yoneuoycfg the parameters are set. Each parameter takes 4 lines:
condition type - trait, ancillary, name, passed_Turns
value to compare (number of passed turns, name of the trait, name, etc.)
name of the old type of units
name of the new type of units - it is recommended to assign units of the same class with replaceable (heavy cavalry to heavy cavalry, etc.). Please check the compatibility of different classes and write about the problems noted.
priority (conditions are checked in turn from a higher priority to a lower one. If the condition works, then the rest for this unit are not checked)
all checks take place the moment before the start of a new turn!
example of the resulting file:
Spoiler Alert, click show to read:
passed_Turns
1
NE Bodyguard
EE Bodyguard
1
passed_Turns
2
EE Bodyguard
Greek Bodyguard
2
trait
Biografia_Enrico_II_Plantageneto
EE Bodyguard
NE Bodyguard
11
Video:
Age Settings:
Spoiler Alert, click show to read:
This is what your age.yoneuoycfg might look like:
Spoiler Alert, click show to read:
trait
testnametrait
hello!
ancillary
testnameancillary
fff
name
Enrico_II Plantageneto
%S 2312
name
testname
test 12333 xD
How the system works with immortal characters(Including agents, admirals and everyone else.):
In the mod folder in the file, the parameters are set along the path youneuoy_Data\age.yoneuoycfg. Each parameter takes three lines:
parameter type (trait, ancillary, name)
checked value (the name of this trait, ancillary or name, without specifying the level of the trait! Only its presence is important (I can do it for levels if anyone needs it)).
string to display on the screen. By default, the game displays the age like this:%S %d. You can do the following with it:
enter the characters %S and %d (only one at a time and exactly the same size, but not %s and %D!)
%S substitutes the line from the text file strat.txt (SMT_AGE), %d displays the actual age of the character.
record any number that will increase every year (just a year, do not turn, you do not need to configure anything additionally). In this case, the value for displaying on the screen is calculated by the formula: the number entered in the line + the current year in the campaign is the character’s date of birth. That is, if you enter the line %S 2322 and set the character in descr_strat to be 20 years old, and the campaign starts in 1020, the following will be displayed on the screen: Age: (well, or what is written in your SMT_AGE) 2342. A message will be displayed in a year Age: (well, or what is written in your SMT_AGE) 2343, etc.
You can also add various letters and characters to these lines (but not %s, %D, etc.).
You can specify several spaces in a line.
The game checks these parameters for the character once after the rebels turn or when the information window is opened. The parameters are checked in the order in which they are written in age.yoneuoycfg, if at least one match is found, then the necessary parameters are set for this character (the age is up to 25 years old, in both cases) and a message to display on the screen (only when the characteristics window is opened )
You can track errors by reading the log file along the path: mtw2/logs/ages.youneuoylog folder
Credits:
Spoiler Alert, click show to read:TIn this part of the program, the achievements of Aura and Jojo00182 comrades from the twcenter were used.
Part 2
- Simplify the transfer of battles from the campaign map to the online
- Editing armies on the campaign map after an online battle, including automatic (instructions under the spoiler "Editing losses after an online battle")
- Simplified editing of some game files
Transfer battle to online:
Spoiler Alert, click show to read:This action is available to any player, even in single player. The output is a file of this kind:
Spoiler Alert, click show to read:; Generated by HotSeatTool
battle battleName multiplayer
playable
sicily
england
end
nonplayable
end
start_date 500 summer
end_date 500 summer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;
; >>>> start of factions section <<<<
faction sicily
character Hurin, named character, male, age 46, x 0, y 0, portrait Hurin
traits DunedainRace 1 , GoodCommander 2 , GoodDefender 2 , Just 1 , Loyal 1 , LoyaltyStarter 1 , ReligionStarter 1 , TacticalSkill 2
army
unit Gondor Bodyguard soldiers 16 exp 3 armour 0 weapon_lvl 1
unit Gondor Militia Archers soldiers 60 exp 2 armour 0 weapon_lvl 1
unit Gondor Militia Archers soldiers 60 exp 0 armour 0 weapon_lvl 0
unit Ithilien Rangers soldiers 40 exp 1 armour 0 weapon_lvl 0
unit Ithilien Rangers soldiers 40 exp 1 armour 0 weapon_lvl 0
unit Gondor Militia Swordsmen soldiers 70 exp 2 armour 1 weapon_lvl 0
unit Gondor Militia Swordsmen soldiers 70 exp 0 armour 0 weapon_lvl 0
unit Gondor Militia Swordsmen soldiers 70 exp 2 armour 1 weapon_lvl 1
unit Gondor Militia Swordsmen soldiers 70 exp 0 armour 0 weapon_lvl 0
unit Gondor Levy Spearmen soldiers 70 exp 1 armour 0 weapon_lvl 0
unit Gondor Levy Spearmen soldiers 70 exp 0 armour 0 weapon_lvl 0
character Captain Denethor, named character, male, age 50, x 0, y 0, portrait Denethor, battle_model denethor, hero_ability IRON_FIST
army
unit Gondor Bodyguard soldiers 16 exp 4 armour 0 weapon_lvl 1
unit Gondor Levy Spearmen soldiers 70 exp 0 armour 0 weapon_lvl 0
faction england
character Nazgula, named character, male, age 16, x 0, y 0, portrait nazgul1
traits Nazgul 1 , Hero 1 , NazgulRace 1 , HeroAbilityWitchKing 1 , BattleDread 3 , CaptorDread 1 , GoodCommander 4 , NightBattleCapable 1 , NazgulEpithet 1
ancillaries ring_witchking, witchking_flail, witchking_helmet, troops_mordor_west, ring_nazgula, nazgul_robe
army
unit Mordor Elite Cavalry soldiers 16 exp 4 armour 0 weapon_lvl 0
unit Mordor Uruk Spearmen soldiers 70 exp 5 armour 0 weapon_lvl 0
unit Mordor Militia Spearmen soldiers 100 exp 2 armour 2 weapon_lvl 1
unit Mordor Infantry Swordsmen soldiers 100 exp 0 armour 0 weapon_lvl 0
unit Mordor Militia Archers soldiers 90 exp 0 armour 0 weapon_lvl 0
unit Mordor Militia Archers soldiers 90 exp 0 armour 0 weapon_lvl 1
unit Mordor Militia Archers soldiers 90 exp 0 armour 0 weapon_lvl 1
unit Mordor Infantry Archers soldiers 70 exp 0 armour 0 weapon_lvl 0
unit Mordor Infantry Archers soldiers 70 exp 0 armour 0 weapon_lvl 0
unit Mordor Infantry Archers soldiers 70 exp 0 armour 0 weapon_lvl 0
unit Mordor Medium Swordsmen soldiers 90 exp 0 armour 0 weapon_lvl 0
unit Mordor Medium Swordsmen soldiers 90 exp 0 armour 0 weapon_lvl 0
unit Mordor Medium Swordsmen soldiers 90 exp 0 armour 0 weapon_lvl 0
unit Orc Maulers soldiers 90 exp 0 armour 0 weapon_lvl 0
unit Orc Maulers soldiers 90 exp 1 armour 0 weapon_lvl 0
unit Orc Maulers soldiers 90 exp 1 armour 0 weapon_lvl 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;
; >>>> start of battle section <<<<
battle 0, 0
battle_time 12.00 11.00
weather clear
home_faction home_faction_here
alliance factions_alliance1, defending
alliance factions_alliance2, attacking
army sicily, number_in_faction_here, no_withdraw, supporting_armies 0
deployment_area_point -400, 400
deployment_area_point 550, 400
deployment_area_point 550, -400
deployment_area_point -400, -400
unit 0, 425.919, 48.7415, 0, formation_type square, formation_width 50
unit 1, 404.445, 128.301, 0, formation_type square, formation_width 50
unit 2, 369.903, 68.6526, 0, formation_type square, formation_width 50
unit 3, 355.925, 82.0169, 0, formation_type square, formation_width 50
unit 4, 342.073, 95.8731, 0, formation_type square, formation_width 50
unit 5, 377.025, 82.7667, 0, formation_type square, formation_width 50
unit 6, 395.498, 119.162, 0, formation_type square, formation_width 50
unit 7, 385.468, 108.969, 0, formation_type square, formation_width 50
unit 8, 347.632, 71.5111, 0, formation_type square, formation_width 50
unit 9, 328.335, 110.155, 0, formation_type square, formation_width 50
unit 10, 314.488, 124.109, 0, formation_type square, formation_width 50
army sicily, number_in_faction_here, no_withdraw, supporting_armies 0
deployment_area_point -400, 400
deployment_area_point 550, 400
deployment_area_point 550, -400
deployment_area_point -400, -400
unit 0, 0, 70.8357, 0, formation_type square, formation_width 50
unit 1, 0, 80.9283, 0, formation_type square, formation_width 50
army england, number_in_faction_here, no_withdraw, supporting_armies 0
deployment_area_point 860, 860
deployment_area_point 0, 860
deployment_area_point 0, 625
deployment_area_point 680, 625
deployment_area_point 680, -625
deployment_area_point 0, -625
deployment_area_point 0, -860
deployment_area_point 860, -860
unit 0, 558.627, 673.244, 0, formation_type square, formation_width 50
unit 1, 568.976, 666.562, 0, formation_type square, formation_width 50
unit 2, 647.985, 631.474, 0, formation_type square, formation_width 50
unit 3, 617.597, 630.239, 0, formation_type square, formation_width 50
unit 4, 630.541, 630.257, 0, formation_type square, formation_width 50
unit 5, 625.164, 666.4, 0, formation_type square, formation_width 50
unit 6, 641.31, 650.836, 0, formation_type square, formation_width 50
unit 7, 658.118, 633.938, 0, formation_type square, formation_width 50
unit 8, 674.859, 630.292, 0, formation_type square, formation_width 50
unit 9, 691.61, 630.768, 0, formation_type square, formation_width 50
unit 10, 579.852, 655.635, 0, formation_type square, formation_width 50
unit 11, 654.89, 631.047, 0, formation_type square, formation_width 50
unit 12, 592.486, 642.877, 0, formation_type square, formation_width 50
unit 13, 667.111, 630.315, 0, formation_type square, formation_width 50
unit 14, 604.706, 630.517, 0, formation_type square, formation_width 50
unit 15, 678.611, 631.135, 0, formation_type square, formation_width 50
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;
; >>>> start of objectives scripting section <<<<
objectives
alliance 0
condition destroy_or_rout_enemy
alliance 1
condition destroy_or_rout_enemy
Part of the data still needs to be entered on its own, namely:
weather
alliances, army numbers in the faction
victory conditions
as well as cities and maybe something else.
It is quite easy to make a historical battle for an online game from this file.
How to do it:
1 - on the screen for deploying armies before the battle, start the program and go through the menus in the following order: player-> mtw2:
Spoiler Alert, click show to read:
2 - before the start of the battle, click on the "Generation descr_battle.txt" button. A message appears that needs to be closed after the battle is loaded:
Spoiler Alert, click show to read:
3 - after loading the battle, close the message or click “ok”. Next, you need to start the battle and play until the program reports that the file has been created. If only two armies take part in the battle, this will happen instantly. Otherwise, it will take some time, depending on the number of troops in the battle
At this point, close the message:
Spoiler Alert, click show to read:
when everything is ready, the program will display the corresponding message and close after pressing the "ok" button:
Spoiler Alert, click show to read:
That's it, our file is ready, its contents will be something like this (the example is very outdated):
Spoiler Alert, click show to read:; Generated by HotSeatTool
battle battleName multiplayer
playable
turks
hre
end
nonplayable
end
start_date 2980 winter
end_date 2980 winter
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;
; >>>> start of factions section <<<<
faction turks
character Aragorn (null), named character, male, age 38, x 234, y 350, portrait Aragorn, battle_model aragorn, hero_ability STRIDER, label aragorn_1
traits Aragorn 1 , Hero 1 , DunedainRace 1 , FactionLeaderCustom 1 , HeroAbilityAragorn 1 , Brave 2 , GoodAmbusher 1 , GoodAttacker 2 , GoodCommander 4 , InspiringSpeaker 1 , Just 2 , KindRuler 3 , ReligionStarter 1 , LogisticalSkill 2 , Scout 1 , Energetic 1 , NightBattleCapable 1
ancillaries king_arnor, elf_friend, elendilmir, evenstar, narsil
army
unit Dunedain Aragorn Bodyguard soldiers 68 exp 4 armour 0 weapon_lvl 0
unit Imladris Custom Bodyguard soldiers 30 exp 6 armour 1 weapon_lvl 1
unit Imladris Custom Bodyguard soldiers 31 exp 2 armour 0 weapon_lvl 1
unit Dunedain Bodyguard soldiers 40 exp 1 armour 1 weapon_lvl 0
unit Imladris Custom Bodyguard soldiers 30 exp 6 armour 0 weapon_lvl 1
unit Sword Quendi soldiers 125 exp 2 armour 0 weapon_lvl 0
unit Sword Quendi soldiers 125 exp 2 armour 0 weapon_lvl 0
unit Bow Quendi soldiers 125 exp 2 armour 0 weapon_lvl 1
unit Bow Quendi soldiers 125 exp 2 armour 0 weapon_lvl 1
unit Dunedain Infantry Swordsmen soldiers 150 exp 3 armour 0 weapon_lvl 0
unit Dunedain Rangers soldiers 100 exp 3 armour 0 weapon_lvl 0
unit Dunedain Cardolan Archers soldiers 125 exp 1 armour 1 weapon_lvl 0
unit Dunedain Cardolan Archers soldiers 125 exp 1 armour 1 weapon_lvl 0
faction hre
character Lunug, named character, male, age 18, x 233, y 350
traits OrcRace 1 , LoyaltyStarter 1 , GoodCommander 1 , StrategyDread 2 , Berserker 3 , Bloodthirsty 2 , Liar 3 , GoodSiegeAttacker 1 , NightBattleCapable 1 , AIBoost 1
army
unit Mountain-Orc Hunters soldiers 194 exp 2 armour 3 weapon_lvl 1
unit Angmar Goblin Spearmen soldiers 243 exp 0 armour 0 weapon_lvl 0
unit Misty Goblin Archers soldiers 194 exp 0 armour 0 weapon_lvl 0
unit Snaga Archers soldiers 219 exp 0 armour 0 weapon_lvl 0
unit Snaga Skirmishers soldiers 243 exp 0 armour 0 weapon_lvl 0
unit Snaga Skirmishers soldiers 243 exp 1 armour 0 weapon_lvl 0
unit Goblin Infantry soldiers 243 exp 0 armour 0 weapon_lvl 0
unit Goblin Infantry soldiers 243 exp 0 armour 0 weapon_lvl 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;
; >>>> start of battle section <<<<
battle 233, 350
battle_time 9.00 8.00
weather clear
home_faction home_faction_here
alliance factions_alliance1, defending
alliance factions_alliance2, attacking
army turks, number_in_faction_here, no_withdraw, supporting_armies 0
deployment_area_point -286.922, -6.31625
deployment_area_point -286.942, -291.44
deployment_area_point 235.097, -291.44
deployment_area_point 235.097, -6.21429
deployment_area_point 859.02, 42.9373
deployment_area_point 859, -859
deployment_area_point -859, -859
deployment_area_point -859, 38.5309
unit 0, -77.4454, -352.069, 0, formation_type square, formation_width 50
unit 1, 52.0008, -391.872, 0, formation_type square, formation_width 50
unit 2, 40.8008, -391.872, 0, formation_type square, formation_width 50
unit 3, 29.8008, -391.872, 0, formation_type square, formation_width 50
unit 4, 19.6008, -391.872, 0, formation_type square, formation_width 50
unit 5, -37.9993, -353.733, 0, formation_type square, formation_width 50
unit 6, -27.6493, -357.733, 0, formation_type square, formation_width 50
unit 7, -13.0855, -391.364, 0, formation_type square, formation_width 50
unit 8, -45.9178, -391.5, 0, formation_type square, formation_width 50
unit 9, -54.4993, -355.233, 0, formation_type square, formation_width 50
unit 10, -83.5997, -391.871, 0, formation_type square, formation_width 50
unit 11, -115.74, -391.442, 0, formation_type square, formation_width 50
unit 12, -147.881, -391.379, 0, formation_type square, formation_width 50
army hre, number_in_faction_here, no_withdraw, supporting_armies 0
deployment_area_point 19.2466, -169.033
deployment_area_point -23.2464, -164.284
deployment_area_point -58.2642, -164.284
deployment_area_point -92.2671, -184.612
deployment_area_point -119.77, -186.44
deployment_area_point -141.808, -166.557
deployment_area_point -179.612, -49.4462
deployment_area_point -181.942, -7.85007
deployment_area_point -174.816, 23.1517
deployment_area_point -160.816, 37.6592
deployment_area_point -146.268, 60.8962
deployment_area_point -141.453, 77.2803
deployment_area_point -143.657, 96.5494
deployment_area_point -143.074, 116.379
deployment_area_point -125.503, 130.629
deployment_area_point -102.253, 136.316
deployment_area_point -75.7517, 139.934
deployment_area_point -55.6983, 142.488
deployment_area_point -29.8805, 142.917
deployment_area_point 3.09998, 140.212
deployment_area_point 31.2638, 137.998
deployment_area_point 47.7638, 132.632
deployment_area_point 64.8766, 118.491
deployment_area_point 80.9001, 91.153
deployment_area_point 84.1989, 62.0152
deployment_area_point 120.091, 29.5641
deployment_area_point 130.097, -23.7428
deployment_area_point 127.603, -57.7073
deployment_area_point 83.58, -121.271
deployment_area_point 62.2822, -147.654
deployment_area_point 38.493, -167.91
unit 0, -37.698, -151.332, 0, formation_type square, formation_width 50
unit 1, -11.7825, -148.264, 0, formation_type square, formation_width 50
unit 2, -46.698, -126.183, 0, formation_type square, formation_width 50
unit 3, 59.9286, -67.9364, 0, formation_type square, formation_width 50
unit 4, -93.0839, -114.436, 0, formation_type square, formation_width 50
unit 5, -35.9812, -116.189, 0, formation_type square, formation_width 50
unit 6, 3.86453, -148.042, 0, formation_type square, formation_width 50
unit 7, -28.0588, -148.384, 0, formation_type square, formation_width 50
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;
; >>>> start of objectives scripting section <<<<
objectives
alliance 0
condition destroy_or_rout_enemy
alliance 1
condition destroy_or_rout_enemy
The whole process takes a maximum of a couple of minutes.
Getting battle results:
Spoiler Alert, click show to read:during an online battle, do the following:1 - before the battle, launch HotSeatTool.
2 - go through the menus like this:
player-> MTW2-> Generate battle_results.txt file
3 - close the pop-up message when the screen with the battle results appears !!!! Not earlier and not later.
4 - drop the resulting file along with loss screens and the battle replay file (you can find it in the temp MTW2 folder).
Editing army lineups (e.g. after an online battle):
Spoiler Alert, click show to read:To edit armies in a single game, you need to set the disable_console = false parameter in the [hotseat] section in the config file of the mod (or game).
In hotseat mode, these functions are available only to the keeper, to use them you must enter the admin. password of hotseat.
Beginning of work:
Spoiler Alert, click show to read:1 - run the program, go through the menu in this order: admin-> Medieval2. If the game is currently running, you will see this message:Spoiler Alert, click show to read:
2 - enter admin mode in the game, then close this message or just close the message if you are playing a single player campaign. If everything is ok, you will see a notification about this:
Spoiler Alert, click show to read:
3 - after closing this notification, you can start editing units.
Attention! After the previous step and before closing the HotSeatTool program, you should not do anything other than editing armies. You cannot save a game, load it, move units, etc. Otherwise, you will receive a crash from the game or other unpleasant consequences. If you need to save the game or do something else, you should uncheck all the checkboxes in the program, close the program by clicking on X, do everything you need, and then do everything you need to start editing again.
Automatic editing of armies on a strategic map after online battles:
Spoiler Alert, click show to read:1 - Check the box "Disable losses during automatic calculation of the battle."2 - Fight the battle of autoresolve. For convenience, it is recommended that you play an auto battle with a victory of the desired side before editing. This can be done using the console command "auto_win attacker" or "auto_win defender".
3 - after the window with the battle results appears in the program, click on the "Select battle results file" button, and then select the file with the battle results.
4 - uncheck "Disable loss units in auto-resolve". Everything is ready, you can close the program by clicking on the cross.
Editing soldiers numbers:
Spoiler Alert, click show to read:
1 - enter the required number of soldiers and their experience.
Spoiler Alert, click show to read:
2 - click on the "start" button, and then open a window with information about the units, the number and experience of which must be changed to the one you entered. At the same time, changes in the enemy armies may not be displayed instantly, but will take effect immediately!
More details:
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the number of officers is the difference between the entered number of soldiers and the actual number obtained in the game. You can leave 0 in this field and simply enter a slightly smaller number of soldiers. Officers are added to unit automatically.
If you need to change the number or experience to others, just enter new values and press the "start" button again:
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If you enter the number of units greater than its maximum, then all selected units will be set to their maximum number. The same thing with experience.
After completing the editing of numbers, be sure to press the "finish" button.
Editing game files:
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You can to change time until the next unit is available, the construction time(export_descr_buildings.txt) and recruitment cost and upkeep(export_descr_unit.txt)
Instructions:
1. push "advanced" - >"Quickly edit the file export_descr_buildings.txt"
2. type multipliers(for example, "0.98214"). If you want to round the speed of building construction to a larger integer - check the appropriate box.
3. click on the "select file" button and specify the path to the desired file export_descr_buildings.txt.
Important! It should not be in the same folder as the program.
To change the cost of hiring and maintenance in export_descr_unit.txt everything is done exactly the same way.
After selecting a file in the program folder, a new one will be created with the changed parameters.
Total value range:
for turn to next available unit from 0 to 1.
for construction time from 1 to 50.
for recruitment cost and upkeep from 1 to 99999Screenshots for this stage:
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Comparing the resulting file with the original:
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The second part of the program supports only Total War MEDIEVAL II - Definitive Edition v1.52 and works when medieval2.exe is launched (it is also required to run mods), supports only the Steam version of the game
Video instruction for editing the number and removal of units (Russian version of the program):
Spoiler Alert, click show to read:
An video example of auto loss transfer, the English version of the program:
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Update history:
Spoiler Alert, click show to read:v1.01:
Spoiler Alert, click show to read:Added general traits (including hidden traits) when generating descr_battle.txt
Added the ability to automatically transfer losses after an online battle.
Improving the stability of the program.
v1.02:
Spoiler Alert, click show to read:Fixed crash during loss auto transfer.
Fixed auto-accrual of losses, they could not be accrued to all units.
v1.03:
v1.04:Spoiler Alert, click show to read:Now the program only works with the Steam version of MTW2.
Temporarily cut out the Russian language.
v.1.05:Spoiler Alert, click show to read:The system of auto-calculation of losses has been changed, the units of the generals are removed at the same time, but the generals themselves can be considered live for a certain number of moves.
This is done to avoid crashes.
It is recommended that when manually killing generals, this is always done with a daw "mark if there is only one general in the stack." Otherwise, departures during the campaign are possible.
Spoiler Alert, click show to read:Added display of coordinates of each of the fighting armies when generating descr_battle.txt
v.1.06:
Spoiler Alert, click show to read:now, when generating descr_battle.txt, a list of fractions, the year of the battle and a little more standard information is written.
v.1.07:
v.1.08:Spoiler Alert, click show to read:improved generation of descr_battle.txt.
Spoiler Alert, click show to read:improved generation of descr_battle.txt. Now coordinates of deployment of armies are displayed.
v.1.09:
v.1.10:Spoiler Alert, click show to read:improved generation of descr_battle.txt. Added the conclusion of the battle season (winter or summer) and the time of the battle, as well as the portrait, model and special ability of the general.
Spoiler Alert, click show to read:parameters from the game were not always correctly read, fixed.
v.1.11:
Spoiler Alert, click show to read:Added several patches that apply to the game when the program starts, as well as the ability to configure them in the config file.
v.1.12:
Spoiler Alert, click show to read:
Improved editing descr_buildings (extended range of possible values)
Added the ability to make immortal characters and change the display settings for age.
v.1.13:
Spoiler Alert, click show to read:
Fixed crash when using berserkers in the game.
Added the ability to quickly modify an additional file.
v.1.14:
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Added the ability to set the cost of siege equipment (rams, ladders, siege towers).
v.1.15:
Spoiler Alert, click show to read:
fixed several bugs
added the ability to upgrade guard of characters
v.1.16:
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added launch of the game from the program
added ability to replace legio prefix for units
improved scripting system
added ability to change characters labels
v.1.17:
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fixed crash if the character has no name in the game
added ability to partially disable logging
added the ability to use the console command "change faction" in a single player game
improved scripting system
added ability to make factions vassals of other factions
Added the ability to strategically view the battle map (Z key during the battle)
v.1.18:
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Completion of the diplomacy system, adding the ability to check vassal relationships using scripts
The ability to make forts part of the eternal, and part - temporary
The ability of change the heir
The ability to automatically create historical battles
The ability to automatically edit armies on a strategic map in accordance with the results of online battle
Fixed incorrect display of the age of the characters on the disk version of the game
Now you can run the program and the game using the .bat file (not all of the new launch methods worked correctly)
Donate (well, what if someone wants to do this):
Spoiler Alert, click show to read:
WebMoney WMZ(Write if you decide to use it):
Z056814870829
Attention! If you use an antivirus, add the program to the exceptions! There may be false positives.
M2TW Engine Overhaul Project, v1.18, english:
https://drive.google.com/file/d/1YEy...ew?usp=sharing