Original Descrstrat File Medieval 2 Total War

Original Descrstrat File Medieval 2 Total War

Steam SteamApps common Rome Total War Gold data world maps campaign imperial. Medieval II: Total War Editing the descr. User Info: Lord Blade Lord Blade 8 years ago #1 Okay, so in the file, it lists the starting cities and generals and all for each side. You can edit the starting traits of the leaders.

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Descrstrat

Modding Resource Header Title: The Basics of descr_strat.txt Posted by: Caius Modding area: Campaign Map Required programmes: Notepad (or other text editor) Summary: In-depth explanation of descr_strat.txt for starters. Introduction: We, at some point of our modding projects, can handle a lot of files without checking the Scriptorium. But, we were newbies when we started. There are a lot of people who want to unlock all the factions. That's a classic question in the Rome Colliseum.

But I will go further, and I will explain more things than how to unlock all the factions. Here, you can find information that won't be found in other places. Now, if you still are reading, we will start!

We are starting, now what do we need? We need 4 things: descr_strat.txt (the file in question) A copy of descr_strat.txt (the file) Notepad (or text editor you use) Patience (always welcome) I want to unlock all factions, what do I have to change? Open the file descr_strat.txt, which can be found in data/world/maps/campaign/imperial_campaign. Once opened, we can see the following text included in code tags. Code: campaign imperial_campaign playable romans_julii romans_brutii romans_scipii egypt seleucid carthage parthia gauls germans greek_cities britons macedon pontus armenia dacia numidia scythia spain thrace end unlockable end nonplayable romans_senate slave end Note: Please note that the Senate and the Slave factions CAN'T be played.

High changes are need to make them playable, and maybe those changes won't work. We'll never know. Changing the starting and ending age: We can change our starting and ending age in case we starting to mod a campaign with other timeframe. Code: brigand_spawn_value 102 pirate_spawn_value 102Since I have a moddified descr_strat.txt for my campaigns, this value should be much less than those. How does it work? Its like a rule: the lesser the number, the higher they will spawn. 0 (zero) is the lesser number for both spawn values, 1000 (one thousand) is the maximum number for both spawn values.

Now, we are approaching the factions section (Yes, we ommited the resources, that's advanced modding, as if you add a resource where you cant, you will have more than a headache.) Let's start with a faction. These control a set of AI production personalities, which contribute a bias towards building and training (but not retraining or repairing). This bias is fairly small compared to game-generated factors such as 'the enemy is attacking me with lots of cavalry, build me some spearmen'. Explaining the weighting system which drives the production AI in full is beyond the scope of this document as it would take several days to write. Code: character Flavius Julius, named character, leader, age 47,, x 89, y 82 traits GoodCommander 2, NaturalMilitarySkill 1, GoodDefender 1, PoliticsSkill 3, GoodAdministrator 2, Austere 1 ancillaries aged_retainer army unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0 unit roman hastati exp 1 armour 0 weapon_lvl 0 unit roman hastati exp 1 armour 0 weapon_lvl 0 unit roman triarii exp 1 armour 0 weapon_lvl 0 unit roman archer exp 1 armour 0 weapon_lvl 0We can do a lot of things. Lets change something about a troop.

Code: unit roman archer exp 1 armour 0 weapon_lvl 0This unit is a Roman Archer. If we delete this line from descr_strat.txt, there won't be a roman archer unit with Flavius Julius. But, we can change three things there: Experience Armour Attack.

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Original Descrstrat File Medieval 2 Total War

Actual experience is level 1, values can go from 0 to 9 Actual Armour is level 0, values can go from 0 to 3 Actual Attack is level 0, values can go from 0 to 3 We can add troops to them, in this case, I will teach how to add a mercenary unit in Flavius Julius army. Code: character Flavius Julius, named character, leader, age 47,, x 89, y 82 traits GoodCommander 2, NaturalMilitarySkill 1, GoodDefender 1, PoliticsSkill 3, GoodAdministrator 2, Austere 1 ancillaries aged_retainer army unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0 unit roman hastati exp 1 armour 0 weapon_lvl 0 unit roman hastati exp 1 armour 0 weapon_lvl 0 unit roman triarii exp 1 armour 0 weapon_lvl 0 unit roman archer exp 1 armour 0 weapon_lvl 0 unit merc cretan archers exp 2 armour 0 weapon_lvl 0 Note: Please notice that RTW is limited to 20 cards or units. Failure to reach the number won't give you a problem, but if you put more units you are in serious problems. The game won't start. I will complete it soon.

Original Descrstrat File Medieval 2 Total War
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