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Medieval open the descr_strat file and edit the time there. One turn per year is 1.0, two turns per year is 0.5, four turns per year are 0.25, five turns per year are 0.2, the only thing you must remember is the number must be able to divide by percentages and be consistent. 0.1 is ten turns per year. you cannot do 12 turns per year as it is not a number that resolves to the hundredths fully.
Remember, there are two counters possible and working in conjuction together, turns and years. Most are based in turns and some are based in years. For years, it is a cumulative math counter that add the tenths and hundreds into whole numbers. Your only control of year related counters are in the maximum number or the number of pieces to make a year (the number of turns per year). This is why the numbers must be within the limitations of hundredths and to no farther out than the hundredth decimal point. It all must come equal to continue to the next cycle. Only what is based in turns can be manipulated.
Generals are tied to seasons; sorry, I knew there was a third counter and should have trusted myself. Gigantus is the one who knows more details on this than I do. A general ages one year after one summer and one winter. There are scripts written to change the counter to skip a season pair or 3 or more as required. The following is to allow a general to live a full life at 0.25 time scale...
***If you set your game up to 4 TURNS per YEAR your starting characters will generally last for the duration of the game. Just add the following to yourdata/world/maps/campaign/imperial_campaign/campaign_script file:
; Seasonal Turn Script
declare_counter seasonal_turn
set_counter seasonal_turn 1
monitor_event PreFactionTurnStart FactionIsLocal
if I_CompareCounter seasonal_turn == 1
console_command season summer
end_if
if I_CompareCounter seasonal_turn == 2
console_command season summer
end_if
if I_CompareCounter seasonal_turn == 3
console_command season summer
end_if
if I_CompareCounter seasonal_turn == 4
console_command season winter
end_if
inc_counter seasonal_turn 1
if I_CompareCounter seasonal_turn == 5
set_counter seasonal_turn 1
end_if
end_monitor
monitor_event FactionTurnEnd FactionType slave
and I_CompareCounter seasonal_turn > 1
console_command season summer
end_monitor
***The above work belongs to AJStoner at TWCENTER.net
This will extend aging to match 4 tpy. If you want 2 tpy, you will need a script writer to modify this script for you. If I were currently immersed in modding I could do it for you, but off the top of my head when I dont have myself refreshed I will make mistakes due to my brain damages as a veteran. There may be scripts already written for this and I did find a mod script for 12 tpy. Your best bet is to search TWCenter.net mod forums for Medieval 2.
I'd like to add that there is definitely a script someone uploaded years ago that makes characters age at 1 year for each turn.
I can't remember the name of it, but if you Google for it you should find the download easily.
I agree going with 1 YPT.
2 TPY makes the game too long at 900 turns.
Here is the tutorial for 'the missing piece' - multiple turns per year (4, 6 and 12):
http://www.twcenter.net/forums/showthread.php?t=175383