In test mode of Medieval I, I can switch factions I play for by pressing 1, 2 , 3 up to 0 and then combinations of shift + 1, 2, 3, 4, etcetra up to 0 again. Like this, I can get access to up to 20 factions including rebels. However, there are more than 20 factions. Do you have any idea how to go beyond that number? If there any Shift+10, or any other combination to enable switching to further factions? Or is it simply impossible?
Re: Switching Factions in debug mode (shift+1 etc)
Hi Kraen,
It's simply impossible.
It all ties in with the twenty-faction limit for vanilla that starts causing problems when you exceed it in mods. The whole faction-shield problem relates back to this. Either you limit to 20 factions or you do not use the fac-shield folders for your mod. It's just one of those things that we've been banging our heads against for the past twenty years or so.....
Re: Switching Factions in debug mode (shift+1 etc)
Thanks a lot for Your reply.
I am not making a mod, I simply want to play for all factions in RP-like fashion. I know it sounds awkward, but it is seriously whole lot of fun.
Two last questions if you'll allow me:
1) In vanilla, You cannot even switch to Swiss, which are 20th faction (since faction 0 is Rebels). I suppose there is no workaround for this, correct?
2) What do You mean by not using fac-shield folders? I am sorry if this question sounds dumb.
Re: Switching Factions in debug mode (shift+1 etc)
Originally Posted by kraen
If there any Shift+10, or any other combination to enable switching to further factions? Or is it simply impossible?
Solution for the Steam vesion:
Spoiler Alert, click show to read:
It describes how to make it possible to switch to playing for factions 20..31 in debug mode. For factions 20..29, this will be a combination of CTRL + '0'..'9', for factions 30 and 31 it will be a combination of 'W'+'1' and 'W'+'2'. Works for the Steam version. I recommend saving the original .exe file of the game somewhere beforehand.
1.Download and install a hex editor, for example HxD.
2.Open in the editor the .exe file of the game, usually this Medieval_TW.exe in the folder Total War Medieval 1 Gold. Go to offset 0024D4B0 in the table, Menu Search->Go to or press Ctrl+G, enter 0024D4B0 and press 'OK'. After that, the cursor will move to the required field.
3. Replace 8 characters with E8 DB 60 13 to get:
0024D4B0 E8 DB 60 13
4. Now go to the offset 00383590 and replace the values with these, you can simply select all the necessary fields and insert
Re: Switching Factions in debug mode (shift+1 etc)
Bless You, sir. It actually works. You are absolute unit, and I cannot thank You enough. With Your 2 responses in my topics, You have realised by childhood dreams.
One last request, and that is nitpicking more than anything. Is it possible to extend the W+1 2 combinations so they go uo to W+0, to enable more factions in my private game?
Thank You very much for all You have already done. I literally cannot thank You enough.
Re: Switching Factions in debug mode (shift+1 etc)
Originally Posted by kraen
Thank You very much for all You have already done. I literally cannot thank You enough.
Thank you for your kind words. It's pleasurable to feel grateful.
Originally Posted by kraen
One last request, and that is nitpicking more than anything. Is it possible to extend the W+1 2 combinations so they go uo to W+0, to enable more factions in my private game?.
There are a maximum of 32 factions available in the game, taking into account the Rebels (I do not know if there are mods where all 32 participate, for example, there are 31 of them in the XL mod). The numbering of factions starts from 0 (it is always Rebels).
After modifying the exe file, it became possible to switch to factions № 20...29 using CTRL + '0'...'9' and to switch to factions № 30
and № 31 using 'W'+'1' and 'W'+'2'. № 31 is the maximum, expand the combination of 'W' + '3'...'9' or + '0' just doesn't make sense because there simply can't be more factions in the game. Or did I misunderstand the question?
Re: Switching Factions in debug mode (shift+1 etc)
Originally Posted by Welder2
Thank you for your kind words. It's pleasurable to feel grateful.
There are a maximum of 32 factions available in the game, taking into account the Rebels (I do not know if there are mods where all 32 participate, for example, there are 31 of them in the XL mod). The numbering of factions starts from 0 (it is always Rebels).
After modifying the exe file, it became possible to switch to factions № 20...29 using CTRL + '0'...'9' and to switch to factions № 30
and № 31 using 'W'+'1' and 'W'+'2'. № 31 is the maximum, expand the combination of 'W' + '3'...'9' or + '0' just doesn't make sense because there simply can't be more factions in the game. Or did I misunderstand the question?
You understood correctly. Thank you very much, 31 + Rebels are going to be more than enough for me. <3
Re: Switching Factions in debug mode (shift+1 etc)
A quick reply.
In fact, it would seem the max is 30 + 1, as in, 30 factions plus Rebels. Every time I add 31st faction, the game does not start, and no mod has more than 30 + rebels at any given time.
Re: Switching Factions in debug mode (shift+1 etc)
Originally Posted by Welder2
Thank you for your kind words. It's pleasurable to feel grateful.
There are a maximum of 32 factions available in the game, taking into account the Rebels (I do not know if there are mods where all 32 participate, for example, there are 31 of them in the XL mod). The numbering of factions starts from 0 (it is always Rebels).
After modifying the exe file, it became possible to switch to factions № 20...29 using CTRL + '0'...'9' and to switch to factions № 30
and № 31 using 'W'+'1' and 'W'+'2'. № 31 is the maximum, expand the combination of 'W' + '3'...'9' or + '0' just doesn't make sense because there simply can't be more factions in the game. Or did I misunderstand the question?
Maybe I am simply not getting something when it comes to the 31st faction. Here's the campaign file I am editing, I am going to upload it here. If You'll find a bit of time, would You look it over and tell me if I am doing a mistake somewhere? The game just does not start with FN_FREE_11 set as playable. When extra factions above 30 are just declared, it starts normally even with more than 31 + 1.
It is an edited version of the XL mod early period. I've done couple edits, and the game works perfectly. Once I add 31st faction (under the FN_FREE_11 name), the game does not start.
Re: Switching Factions in debug mode (shift+1 etc)
kraen, to be honest, I have never tried to add the 32nd faction, I just trusted what is written in the files by developers about 32 factions, but I know for sure that the game is designed for 32 factions. I think there are no errors in your file, but it also depends on other files, in any case, that's not the point. It is impossible to add the 32nd faction in the usual way. How to solve the problem I wrote in your other thread https://www.twcenter.net/forums/show...5#post16104855.
Re: Switching Factions in debug mode (shift+1 etc)
It appears that in the test mode of Medieval I, you can access up to 20 factions by pressing different number keys and combinations of the shift key and number keys. If there are more than 20 factions, it's possible that there is another key combination that allows you to switch to additional factions, but it's also possible that the 20 factions accessible through the number keys and shift + number key combinations is the maximum. To find out if it's possible to access further factions, you could try searching for information about the game or reach out to the game developers for clarification.