Hi all, I've been looking around the internet to try and find a way to discover gunpowder on the first turn for Medieval 2: Total War. Most of the posts I have seen involve editing the descrevents.txt file to do so, but I am having very little luck with that approach. Medieval 2 Total War: Gunpowder bloodlustsheep. Unsubscribe from bloodlustsheep? Cancel Unsubscribe. Subscribe Subscribed Unsubscribe 112.
Topic Subject: | In MTW2, How to Start with Gunpowder |
Firestorm's Retribution mod for Medieval II: Total War. Gun powered is discovered around 1000 turns into the game (so players can use the best medieval units for longer without gunpowder ruining it). Added Papal State and playable faction. Added Saxons as playable faction. 6 Month Turns instead of 2 Year Turns: - To change the ratio of Turns to actual time from 1 Turn = 2 Years to 1 Turn = 6 Months follow these steps: 1.Go to your medieval 2:total war folder, then data,world,maps,campaign,imperialcampaign. 2.Copy the file descstrat to your desktop. 3.Make sure it is not read-only. 4.Open it using notepad.
posted 11 May 2013 09:44 EDT (US) Empire: Total War won't run on my PC (demo didn't anyway, I assume the game itself won't) so my only choice to play with the late gunpowder units in Medieval II. But I don't want to go through so many turns just to get there. Is there any way I can go into a game save file, edit the year and go back into that save file and everyone on the map be able to use gunpowder? | |
Author | Replies: |
posted 11 May 2013 11:14 EDT (US) 1 / 2 There are mods around that focus on the gunpowder era I think, but the most direct way of getting what you're after is probably to change the date of the gunpowder event in the main game. If you look in the directory: ...Medieval II Total Wardataworldmapscampaignimperial_campaign There's a file called descr_events.txt; open that up and about halfway down you can find the lines ; ------------ CORE GAME EVENT --------------If you change that to: ; ------------ CORE GAME EVENT --------------Then you should find that gunpowder is discovered on the first turn - it wouldn't mean that the buildings needed to recruit the units would be around though so might not do exactly what you're after. If you don't want the change to affect every game you could probably copy the imperial_campaign folder, making a new one with a different name, that might work. Virescit vulnere virtus Sicily HotseatA campaign (finished) AI compilation mod |
posted 11 May 2013 12:58 EDT (US) 2 / 2 Well I just discovered that it is turn 100-115 that it occurs. Not exactly much, I use to get to that within a few hours. I'll just do it the normal way, but thanks for your help anyway. |
Total War Heaven » Forums » Medieval 2: Total War Discussion » In MTW2, How to Start with Gunpowder | Top |
Musketeers (M2TW unit)
Total War Medieval 2 Forts
Musketeers | |
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Category: | Infantry |
Class: | Missile |
Soldiers: | 48 |
Morale: | 3 |
Discipline: | Normal |
Training: | Trained |
Recruitment cost: | 540 |
Upkeep cost: | 150 |
Weapon upgrade: | 65 |
Armour upgrade: | 50 |
The musket is an improved form of firearm. Firing a heavy shot to a good range, it causes fear, and can pierce any armour.
Attack | |
---|---|
Primary weapon: | Musket (Missile) |
Weapon attributes: | Armour piercing |
Attack: | 14 |
Charge bonus: | 1 |
Range: | 180 |
Ammunition: | 20 |
Secondary weapon: | Weak sword (Melee) |
Attack: | 6 |
Charge bonus: | 1 |
Defence | |
Total defence: | 3 |
Armour: | 0 |
Defence skill: | 3 |
Shield: | 0 |
Hit points: | 1 |
An improvement on the arquebus, the musket is longer, more accurate and fires a heavier shot that can pierce any armour. Like the arquebus, it fires using a matchlock mechanism, a smouldering length of rope as a fuse that ignites the gunpowder in the pan. The noise, smoke and lethality of this weapon causes fear in its targets.
Attributes
- Can board ships
- Can hide in forest
- Can withdraw
- Fire by rank
- Gunpowder weapon
- Skirmish mode off by default
Available for:
Medieval 2 Total War Free
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