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Thread: Download links, important information and instructions for the program, in pictures

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    Default Download links, important information and instructions for the program, in pictures


    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


    1. Simplify the transfer of battles from the campaign map to the online
    2. Editing armies on the campaign map after an online battle, including automatic (instructions under the spoiler "Editing losses after an online battle")
    3. 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:
    Spoiler Alert, click show to read: 



    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:
    Spoiler Alert, click show to read: 

    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:
    Spoiler Alert, click show to read: 

    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:
    Spoiler Alert, click show to read: 



    Comparing the resulting file with the original:
    Spoiler Alert, click show to read: 










    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:
    Spoiler Alert, click show to read: 


    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:
    Spoiler Alert, click show to read: 
    Now the program only works with the Steam version of MTW2.
    Temporarily cut out the Russian language.
    v1.04:
    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.
    v.1.05:
    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:
    Spoiler Alert, click show to read: 
    improved generation of descr_battle.txt.
    v.1.08:
    Spoiler Alert, click show to read: 
    improved generation of descr_battle.txt. Now coordinates of deployment of armies are displayed.

    v.1.09:
    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.
    v.1.10:
    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:
    Spoiler Alert, click show to read: 

    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:
    Spoiler Alert, click show to read: 

    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:
    Spoiler Alert, click show to read: 

    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:
    Spoiler Alert, click show to read: 

    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
    Last edited by youneuoy; June 23, 2021 at 03:46 PM.

  2. #2

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    A little bit about project development:

    I have seen many attempts to change the code of this game, but almost all of them have not received practical implementation. To avoid this (as well as empty conversations and promises), I decided to start doing something as soon as possible. In this regard, some changes so far seem insignificant, but over time their number will turn into quality (although in fact a lot of work has already been done).
    Also, so that my efforts are not wasted, I will post all the information received (as soon as I can systematize everything, I keep it in some mess. So it may not be very soon.) And probably also the source code of the program.


    It would be nice if all interested people supported the project in an accessible way (for example, you can test various changes, participate in planning new game mechanics or discuss them, sponsor development with money, etc.).
    With the help of this program, it will probably be possible someday to give modders the opportunity to change the MTW2 gameplay beyond recognition.
    Last edited by youneuoy; April 09, 2020 at 04:23 PM.

  3. #3

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Things that are currently under development or are just planned:
    Very large updates (new complex game mechanics, etc.):
    Spoiler Alert, click show to read: 

    spell system on the strategic map (for the player and for AI) - in the plans.

    Major updates (new game mechanics, etc.):
    Spoiler Alert, click show to read: 

    The influence of various factors on the number of people in cities (its change when hiring / dissolving units, it is also possible the effect of the number of people on the number of units hired at the same time or the speed of construction of buildings. Maybe there’s some other interesting thing about population migration or just relocation) .


    There is an idea to make an exhaustion of armies or something else like that. So I’m thinking how to organize this system (you can start from almost any parameters of the army, i.e. the characters in it, troops, coordinates, and much, much more). I mean not only the names of this all, but also almost any characteristics (also these characteristics can be changed at any time and as you like).


    - preparation for development.

    Regular updates (new not very voluminous game mechanics, a small change in existing ones, etc.):
    Spoiler Alert, click show to read: 

    updating the army editing system on the strategic map (after online battles, for example). - on development stage.




    According to the magical system:
    Spoiler Alert, click show to read: 



    it is planned to do something like what was in the game Disciples 2. That is, several types of mana that are spent on various spells and the spells themselves.
    How is this possible to implement now:




    1 - appearance:
    You can make a full-fledged spell book (excluding the animation of changing pages in it, instead the effect will be simpler)
    it is possible to display a list of spells applied by the player and AI and their goals / results in beautiful colored letters on the screen. xD
    you can probably point the screen to the coordinates of the target and display simple visual effects on character models on the strategic map (some kind of flickering, transfusion with different colors, etc.)




    2 - possible goals:
    all effects can be applied in a specific area or in a whole region, for a single target, only for enemy troops, etc.




    3 - possible spells
    causing damage to the stack or unit in it, or vice versa restoring the number of soldiers.
    change of range of movement.
    the creation of new units in the stack.
    changing various characteristics of characters
    and much more.




    4 - AI
    it can be written as you like, the source code will be open and it is assumed that its development will be collective (I myself will first write something as simple as possible). You can specify the use of spells before the battle, after moving, the goal to choose according to almost any criteria that you can imagine, etc.








    The results obtained are 100% useful in the future. In the future, it will be possible to make various events with different answer options and effects, and much more.

    Last edited by youneuoy; May 27, 2020 at 02:49 AM.

  4. #4

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Please write in the relevant topics of our subforum. Messages from here will eventually be moved to other topics, only the most important will remain here.
    Last edited by youneuoy; April 28, 2020 at 10:18 AM.

  5. #5

    Default Re: Download links, important information and instructions for the program, in pictures

    update 1.16 (read the instructions)
    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
    added ability to make comments in most config files

    It would be nice if all interested people supported the project in an accessible way (for example, you can test various changes, participate in planning new game mechanics or discuss them, sponsor development with money, etc.).
    With the help of this program, it will probably be possible someday to give modders the opportunity to change the MTW2 gameplay beyond recognition.

    This and the previous message will later be moved to another topic.

  6. #6

    Default Re: Download links, important information and instructions for the program, in pictures

    update 1.17 (read the instructions)

    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)
    Spoiler Alert, click show to read: 


    It would be nice if all interested people supported the project in an accessible way (for example, you can test various changes, participate in planning new game mechanics or discuss them, sponsor development with money, etc.).
    With the help of this program, it will probably be possible someday to give modders the opportunity to change the MTW2 gameplay beyond recognition.
    Last edited by youneuoy; June 17, 2020 at 11:22 PM.

  7. #7

    Default Re: Download links, important information and instructions for the program, in pictures

    Just in case, I’ll post here a link to a post with a test version (if you don’t know how to use it, see the instructions or program files):
    MTW2EOP_1.18_test:
    https://www.twcenter.net/forums/show...1#post15928709

    Later this post will be moved to another topic.
    People always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
    medieval 2 total war engine overhaul project

  8. #8

    Default Re: Download links, important information and instructions for the program, in pictures

    update 1.18

    Completion of the diplomacy system, adding the ability to check vassal relationships using scripts:
    how to do it:
    Spoiler Alert, click show to read: 




    The ability to make forts part of the eternal, and part - temporary:
    See file fortsUnDel.yoneuoycfg

    The ability of change the heir:
    RMB on the character in the dynasty window, settings, text, effects, etc. look in different files of youneuoy_Data folder

    The ability to automatically create historical battles:
    in most cases, it allows you to completely create a historical battle from a battle on a strategic map
    Video:
    Spoiler Alert, click show to read: 




    The ability to automatically edit armies on a strategic map in accordance with the results of online battle
    video:
    Spoiler Alert, click show to read: 


    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):
    Set the starting_mod = 3 parameter in the limits.youneuoycfg file, then write start HotSeatTool.exe at the very top of your .bat file (up to the line cd .. \ ..)



    It would be nice if all interested people supported the project in an accessible way (for example, you can test various changes, participate in planning new game mechanics or discuss them, sponsor development with money, etc.).
    With the help of this program, it will probably be possible someday to give modders the opportunity to change the MTW2 gameplay beyond recognition.
    Last edited by youneuoy; July 09, 2020 at 07:45 AM.
    People always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
    medieval 2 total war engine overhaul project

  9. #9

    Default Re: Download links, important information and instructions for the program, in pictures

    Latest test version of the program:
    completely changed interface
    added the ability to load any number of your own .cas models into the game and place them on the strategic map.
    there are no aggressive actions by antiviruses
    and much more, the complete list will be together with the release version of the program. The latest version will always be at this link:
    https://drive.google.com/file/d/1zKM...ew?usp=sharing

    Attention!
    Some of the instructions in the pinned posts are no longer relevant for this version.


    You can discuss its functions in this subforum or in the project's discord server:
    https://discord.gg/XvGwn8T
    Last edited by youneuoy; September 03, 2020 at 09:00 AM.
    People always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
    medieval 2 total war engine overhaul project

  10. #10

    Default Re: Download links, important information and instructions for the program, in pictures

    Look what I did
    People who follow the project come from somewhere, but they often write little. If you are one of them, you can now support the project on patreon.
    I will not give any special things to the patrons, this is just a convenient way to support the project (as far as I understand, everyone can pay there, otherwise there will be huge problems with this).
    Write if you suddenly support the project financially.
    https://www.patreon.com/m2tweop
    People always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
    medieval 2 total war engine overhaul project

  11. #11

    Default Re: Download links, important information and instructions for the program, in pictures

    Latest stable version has been updated.
    Many stability issues have been fixed, new features have been added. The list of changes will be when I finish version 1.19
    Some of the changes from this patch:
    added an option that allows you to simply run the mod without opening the program window
    spawn_army fix now works for the console command spawn_character, and now the army that appears will block the port if it is enemy.
    The game will no longer crash when changing settings for resolution, anti-aliasing, etc.
    The program now correctly detects the monitor resolution
    and much more.
    https://drive.google.com/file/d/1zKM...ew?usp=sharing
    People always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
    medieval 2 total war engine overhaul project

  12. #12

    Default Re: Download links, important information and instructions for the program, in pictures

    Test version update!

    LUA plugin:
    1) added lua scripting. Be sure to read all the docs along the youneuoy_Data \ plugins \ lua path, they contain important information about things already implemented.
    2) added lua console. Configurable by the enableConsole parameter in your script. Activated by the keyboard shortcut ctrl + 1
    3) crashes with characters spawning may have been fixed. Please test.


    Main program:
    This version only supports plugins, there are no other functions, options from the launcher do not affect anything other than launch.


    How to use:
    First, unpack the program files to the folder of your modification, specify the name of your configuration file in the launcher, click the "launch mod" button.
    existing problems:
    if you simultaneously order to move and / or besiege several armies, then a graphical bug appears (movement arrows do not disappear). I have an idea how to solve it, I'll do it later.

    https://cdn.discordapp.com/attachmen...m2tweopTest.7z
    People always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
    medieval 2 total war engine overhaul project

  13. #13

    Default Re: Download links, important information and instructions for the program, in pictures

    Several small intermediate versions have been released, a detailed description of which you can find in discord.


    New test version:
    1) added checking for exceptions in lua scripts. If you make a mistake in the script, then you will find out about it either during the launch of the game or during the execution of the problematic part of the script (depending on the type of error made). This allows only lua bugs to be handled, mostly not related to functions for interacting with the game. It looks something like this (the game will continue after a warning):
    Spoiler Alert, click show to read: 



    2) added version of docks in excell format created by Erken.


    https://cdn.discordapp.com/attachmen...m2tweopTest.7z
    People always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
    medieval 2 total war engine overhaul project

  14. #14

    Default Re: Download links, important information and instructions for the program, in pictures

    New test version!
    Here (the documentation is present in the program files) - https://drive.google.com/file/d/1uMR...ew?usp=sharing
    People always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
    medieval 2 total war engine overhaul project

  15. #15

    Default Re: Download links, important information and instructions for the program, in pictures



    Update 2.0

    1) The program has been completely rewritten from scratch.
    2) Created the first plugin for m2tweop - lua plugin.
    3) Documentation has been created (the web version is https://youneuoy.github.io/M2TWEOP-library/, there is also a local version, which you can open by pressing the "Open documentation" button in the program.
    4) A huge number of fixes and optimizations.
    5) Lots of new features (see documentation).


    How to use (the old instruction is completely out of date):
    1) installation of the program: unpack it into the folder with the modification.
    2) settings and launch are made in M2TWEOP GUI.exe. No other way. The program menu is as simple as possible.
    3) all program functions are moved to the lua plugin. Read the documentation, read also about this scripting language. Write the script to modfolder\youneuoy_Data\plugin\lua\ luaPluginScript.lua
    4) added console m2tweop, opens only by hotkey - "ctrl + 1" at any time of the game. Depends on the *enableConsole *parameter in the script, I put it in modfolder\youneuoy_Data\plugin\lua\myconfigs.lua
    5) m2tweop saves are no longer compatible with game saves. However, you can adapt the game saves yourself, just create a zip file with the name of the save and place it there under the name M2TWEOPTEMPgameSaveDONTTOUCHTHISFILE.sav. To load the m2tweop save without m2tweop, unpack and rename this file.

    Download link:
    https://drive.google.com/file/d/1UPkBnBM8EgNMHECY0KsntJKPva8Nr9a5/view?usp=sharing



    It would be nice if all interested people supported the project in an accessible way (for example, you can test various changes, participate in planning new game mechanics or discuss them, just creating new mods for this game, write code for M2TWEOP etc.).
    With the help of this program, it will probably be possible someday to give modders the opportunity to change the MTW2 gameplay beyond recognition

    By the way, look what we have
    https://www.patreon.com/m2tweop
    People always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
    medieval 2 total war engine overhaul project

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