Title: The Complete EDCT/EDA Guide for RTW (inc. BI)
Posted by: Squid Modding area: Characters (traits, ancillaries) Required programmes: Notepad (or other text editor) Recommended programs:ATVTW (trait/ancillary validator) Summary: An in-depth explanation of the export_descr_character_traits, export_descr_ancillaries files, which is the primary base for all traits and ancillaries in the game.
The Complete EDCT/EDA Guide for Rome: Total War: THIS IS A WORK IN PROGRESS AND WILL UPDATED AS NEEDEDUnderstanding & Coding Export_Descr_Character_Traits.Txt (EDCT) and Export_Descr_Ancillaries (EDA) files by Squid Modders: Please help make this the one-stop source for edu-related information. You can post your comments, corrections and additions on its associated thread at the Modding Questions Forum at: https://forums.totalwar.org/vb/showthread.php?t=96457 Last update: 04/02/2008 CONTENTS
Introduction: When I started to work for the Roma Surrectum team on the traits and ancillaries files, I went to all the resources both here at totalwar.org, and at twcenter.net, and sadly found them incomplete, not giving complete details on what could be done within the files. I found this disappointing as traits and ancillaries can add a huge amount of depth to any mod and yet without a more complete resource available every modder who tries their hand at the traits and ancillaries has no complete resource to refer to. I'm hoping that with this guide I can fill in many of the gaps that the current information available has. As you read through this guide you will notice Bug Alert, and CTD Alert starting paragraphs at various points, these paragraphs are there to bring two kinds of issues to a modders attention, Bug Alert highlights areas where the game engine allows certain things to go through but that actually cause problems in the game or cause things not to work as expected. CTD Alert highlights CTDs that I've bumped into. For each CTD Alert, where the solution isn't obvious I've listed the solution if I've found it. Comments in EDCT/EDA In both files a line with comment on it must begin with a ; (semi-colon) EDCT Breakdown EDCT contains all the information about traits and how they can be acquired. The file is split into 2 sections. The first section is the Trait Section, this section contains the information about the individual traits, including which characters types can acquire a trait, which cultures are precluded from acquiring a trait, if the trait can be seen, which traits are mutually exclusive (i.e. both traits can't be had on the same character), what effects the trait has at its various levels, as well it lists which text entries from the related export_VnVs.txt file are to be used when displaying the trait. Some of the lines are optional lines and aren't present in every trait, those optional lines will have OPTIONAL at the beginning of the description of what the lines do. Each trait is broken into two distict sections the header section, and the levels section. First we'll go through the header section. Trait Header: Sample Trait Header: So let's examine the Trait Header line by line: This is the name of the trait, it must be unique, no two traits can share the same name. The name of the trait can be used in the AntiTraits line below, in an Affects line in the trigger section, or as part of a condition for a trigger in either EDCT or EDA, the one other place where Trait_Name will be used is in descr_stat.txt to specifiy the starting traits for the various characters. This line specifies which character type(s) are able to acquire a trait. The current character types are: spy, assassin, diplomat, admiral, family and all. The current docudemon files show general and named character as additional character types, but I haven't tested these or seen them in an existing trait. Note: Recruited generals are considered the family character type and can acquire traits limited to family members. Bug Alert: Although the game engine allows you to specifiy a comma seperated list of character types only the first character type from your list will be able to acquire the trait. There are two workarounds for this bug, one is to create additional traits for each character type that you want to acquire this trait, the second it to use character type all and use the triggers to limit which characters can acquire the trait. I prefer the second method but both will work. CTD Alert: If the second line of the trait is not the Characters line you will get the following CTD. Optional, this line is added when you don't want the trait to be listed on the character information screen (i.e. recruitment screen, right-click character portrait, etc). Optional, this line is added when you want to exclude certain culture group(s) from being able to acquire a trait. The cultures on the list should be taken from the descr_sm_cultures.txt file. If listing more than one culture they must be listed as a comma seperated list of cultures. Optional, the line NoGoingBackLevel No_Going_Back_Level means that once you hit the level No_Going_Back_Level, you can only gain points for the trait, points towards any antitraits will no longer reduce your points for the trait. NoGoingBackLevel should be used whenever a trait has an antitrait and you expect the trait to actually acquire points of its own and not just reduce the points of its' AntiTraits, see the bug alert below for details. In other words if you have trait that is an antitrait to second trait for the purpose of reducing the second trait to 0 points then a NoGoingBackLevel is not needed. Example: If you have a trait A with an antitrait B and A has a NoGoingBackLevel of 2, then once you get enough points to get the second level of trait A, points you acquire towards trait B will no longer reduce your points in trait A, but any points you get towards trait A will continue to accumulate. Bug Alert:There is a nasty bug with AntiTraits, I'd explain it, but Player1's explanation is much better, so I'm just going to quote it from his BUG-FIXER:
Originally Posted by Player1
Workaround for the bug when gaining an anti-trait would reset trait value to zero Optional, this list should include those traits where it doesn't make sense for one character to have both traits (e.g. Pious & Atheist should be antitraits because it doesn't make sense for someone to be both Pious & Atheist). There is a hard-coded limit of 10 antitraits(1.2)/20(1.5/1.6). Listing too many antitraits will cause a CTD.This is one nasty bug. It does not happen often, but when it happens it's not pretty. For example, if your Assassin had 4 points in GoodAssassin (Superior Assassin), and after one failed kill got 1 point of BadAssassin, instead getting left with 3 points (Murderer), he'll lose all points in GoodAssassin. Careful inspection shows that this bug only happens with traits that have no 'NoGoingBackLevel'. Just giving virtual 'NoGoingBackLevel' to all problematic traits will fix the bug. By virtual, I mean giving levels that are not possible to achieve, like 6th level for GoodAssassin (which has just 5 levels). Note: Although not a hard and fast rule, your antitraits should go both ways, so using the example above Pious should have Atheist as an antitrait and Atheist should have Pious as an antitrait. Bug Alert: The game engine does not check for the validity of your anti-traits list, so an undefined or misspelt antitrait will still let the game load. Misspelt traits will obviously cause problems as both traits can be acquired by one character. I do not know if undefined trait in the antitraits list causes any issues. CTD Alert: One CTD in the header that gave me fits trying to solve was that I'd inadvertantly misordered the lines in the header section. I got the following error from -show_err: The line the error was refering to, was the first instance where I had a condition of the form Trait ABC = # or FatherTrait ABC = # in either EDCT or EDA. What misordering the lines had done was to make the engine not recognize any trait that came after the trait with the misordered lines even though it parsed them without any error. The not recognized trait may even have been in an Affects line before the line in question but that wouldn't get caught. Trait Level: All traits will have between 0 and 9 levels. 9 levels is a hardcoded limit. Although I haven't tried to have a trait without the Hidden line have 0 levels, a trait with the Hidden line is not required to have any levels. Note: Any trait without a level might as well be hidden since it won't ever be acquired and the only use they have is to make other traits go back to 0 points. If you look at the following image, you'll see how some of the trait information actually looks in game: If some of this doesn't yet make sense, keep reading and I'll fill in the details as I go along. Sample Trait Level: File Linkage: For each of the lines up to (but not including) Threshold, you will have to have a corresponding line in the export_VnVs.txt file of the form: {Level_Name}<tab>Displayed Level Name or {Level_Description} Description of the Level Typically Level_Name & Epithet follow the first format, while the other four follow the second format. CTD Alert: For any of Level_Name, Level_Description, Level_Effects_Description, Level_Epithet_Description if the corresponding entry in export_VnVs.txt does not exist (or is misspelt), then if a character acquires the trait with a missing/incorrect entry a CTD will occur if you try and view the character details screen (i.e. right-click on character portrait, open recruitment window, etc). Note: If you look at the sample trait level none of the lines from Level to Epithet need to be unique. This means that multiple levels in the same trait, or levels in different traits can have the same values for any or all of those lines. This is a great way to cut down on the size your export_VnVs.txt file. So let's examine a Trait Level line by line: This is the line that you see in the trait window (when you right-click on a character portrait, open the recruitment screen, etc). This is the line that provides the description of this level of the trait. It is visible in the trait window when you mouse over the Level_Name on a character's trait screen. This is the line that provides the list of effect that this level of the trait provides. It is visible in the trait window when you mouse over the Level_Name on a character's trait screen. Optional, if the GainMessage line is included with the level of a trait, then when a character acquires that level an event message will appear with the text from this message. Optional, if the LoseMessage line is included with the level of a trait, then when a character has reached a level of trait with a LoseMessage line, and the character acquires enough points in an antitrait that it reduces the number of points they have in the trait below the Threshold value, then an event message will appear with the text from this message. Note:
Optional, if the Epithet line is included with the level of a trait, then when the character acquires the level of the trait with the Epithet line that characters name will change to be their first name plus the contents of the Epithet line message. The value given for trait points, is the number of points a character needs to accumulate in order to acquire that particular level of trait. The hardcoded minimum threshold value is 1. Optional, Each trait can have zero or more Effect lines. Each Effect line can have a positive or negative effect on the associated attribute. The list of known attributes is:
Notes:
Trigger Section: The trigger section is read sequentially by the game engine, meaning that triggers earlier in the trigger section will trigger before those that appear later. The file BI_docs.zip contains much of the information that will be required for use in the triggers, it contains a list of all events and conditions that are available in the game as of 1.5/1.6 patch. Not all the information included is accurate and where known I will point out events and conditions that don't work. Sample Trigger: This is the name of the trigger, no two triggers can share the same name. CTD Alert: If two triggers share the same name, when one of the triggers is triggered by the game, an errorless CTD will result. The Event_Name indicates when the trigger should be tested. The list of possible events are located in the docudemon_events.txt file. Not all events listed in this file can be used in EDCT/EDA. An examination of the events used in EDCT/EDA seems to indicate that the usable events are those for which in the Exports line lists character_record or nc_character_record. Non-Functional Events: The following is a list of events which, while exporting the correct record, do not work or do not work as expected for traits:
PreBattle Optional, the condition(s) that can be used to limit when the Affects of the trigger are implemented. Every condition in the condition list must be met in order for the Affects line(s) to kick in. The list of conditions are located in the docudemon_conditions.txt file. Not all conditions can be used with all events. A condition can be used with an event if the Trigger requirements line for the condition is listed on the Exports line of the Event_Name in the docudemon_events.txt file.CharacterMarries Notes:
Originally Posted by BozosLivesHere
I'm pretty sure that once I tested it and assigning negative points for traits overruled NoGoingBackLevel.
Non-Functional Conditions:The following is a list of conditions which, while do not work or do not work as expected for traits:
FactionwideAncillaryExists - works in EDA WorldwideAncillaryExists - works in EDA NumEnemiesInBattle - may cause a CTD with PostBattle event in reinforcement battles CTD Alert: Certain conditions make reference to items defined in other files, such as EDB, sm_cultures, etc. Some of these conditions will produce CTDs if the items are undefined in the external files. Here are the CTDs that can be produced: Undefined/Incorrect Building Name: Undefined/Incorrect Culture: Undefined/Incorrect Faction: Undefined/Incorrect Character Type: Each trigger must have one or more Affects, Religious_Belief, or Religious_Order line. In practice I've only ever seen either one or the other of Religious_Belief and Religious_Order, and never two in the same level, whether two+ beliefs, two+ orders, or some combination. The Trait_Name will be given Trait_Points_Assigned towards reaching the Threshold of the next level of the trait Percentage of the time. Percentage is always a whole number (i.e. no decimals, no fractions, etc) between 1 and 100. The religion must be one of the defined religions in descr_beliefs.txt, while the points assigned affect the conversion rate, and provide and order bonus respectively. Example: Affect Trait_Name 5 Chance 50 will increase Trait_Name (or decrease it's AntiTraits) by 5 points 50% of the time. CTD Alert: Using an undefined trait in either the Affects line(s) or the Condition section will result in the following CTD:
Code - Effect rogan - Elephant Artillery vindaloo - Elephant Rocketeer madras - Elephants istanbul - Mercenary Monster Bombard george - Mercenary Monster Ribault houston - Mercenary Rocket Launcher
Note: first make a backup before you start.
academic_advisor accomplice adultress architect chastity_belt diplomatic_escort explosives femme_fatale fine_cosmetics herald mercenary_captain secret_love witch_hunter zealous_disciple amerigo_vespucci marco_polo martin_luther jan_zizka raphael niels_ebbesen arnold_von_winkelried geoffrey_chaucer john_wycliffe bertrand_du_guesclin aldus_manutius michaelangelo hair_from_mohammeds_beard doctor tutor bard catamite apothecary drillmaster quartermaster biographer mentor taticius brilliant_inventor foodtaster librarian magician mathematician poisoner shieldbearer bodyguard monk
Effect - Code Give city more population - add_population Get indicated amount of gold - add_money [number] Give any trait your faction can have to a specific general - give_trait Anything in city's building queue built automatically - process_cq Get indicated amount of gold - add_money Toggles fog of war - toggle_fow Press Auto Retaliate button to automatically wins; enter code at the battle scroll - auto_win Give ancillary to specific general - give_ancillary [character] [ancillary] [level number] Create unit - create_unit '[settlement or character]' '[unit ID]' '[amount from 1-5]' '[experience from 1-9]' '[armor from 1-3]' '[weapon from 1-3]' Elephant Artillery to selected city or unit - rogan Elephant Rocketeer to selected city or unit - vindaloo Elephants to selected city or unit - madras Mercenary Monster Bombard to selected city or unit - istanbul Mercenary Monster Ribault to selected city or unit - george Mercenary Rocket Launcher to selected city or unit - houston Reset stuck character - character_reset Show current coordinates - show_cursorstat Move object - move_character [settler or unit name] [x coord] [y coord]
create_unit 'settlement or character' 'unit ID' 'amount (1-5)' 'experience (1-9)' 'armor (1-3)' 'weapon (1-3)' Example: creat_unit 'London' Longbowmen 2 9 3 3 The above code will create 2 units of Longbowmen in London with 3 Gold Chevrons, Level 3 armor and Level 3 weapon.
give_trait this TRAITNAME # Below is a list of TRAITNAMES and the maximum number you can put after to determine the level of the trait. These are a list of the most beneficial traits, message me if you want me to post the more obscure ones. Code - Effect PoliticsSkill 3 - - loyalty, + authority Intelligent 3 - Increased Command, Income MathematicsSkill 3 - Increased Income GoodAdministrator 3 - Increased Law, Trade Income GoodMiner 3 - Increased Mining Income GoodTrader 3 - Increased Trade Income FathersLegacy 3 - Increases Authority BattleChivalry 5 - Increases Chivalry VictorVirtue 3 - Increases Chivalry NaturalMilitarySkill 3 - Increases Command GoodInfantryGeneral 1 - Increases command skill (situational) GoodDefender 5 - Increases command skill (situational) GoodAttacker 5 - Increases command skill (situational) GoodAmbusher 5 - Increases command skill (situational) GoodCavalryGeneral 1 - Increases command skill (situational) GoodCommander 5 - Increases command skill. BattleDread 4 - Increases Dread Energetic 3 - Increases Movement Points HighPersonalSecurity 3 - Increases Peraonal Security PublicFaith 4 - Increases Piety HaleAndHearty 3 - More kids, increased general's hitpoints
AcademyTrained AdoredByPope AgentPiety Anger Arse AssassinsGuildMember AssassinsGuildTrained Austere Authoritarian BadAmbusher BadArtilleryCommander BadAttacker BadDenouncer BadDiplomacy BadGunpowderCommander BadMerchant BadPrincess BadRiskyDefender BadSiegeDefender BadTaxman BattleChivalry BattleDread BigotWoman Bishop Bloodthirsty Brave BraveDiplomat BraveWoman CaptorChivalry CaptorDread Cardinal Cheapskate ChivalryLegacy ColdWoman ContentGeneral Corrupt Corrupted Coward CrusaderHistory Cuckold Cultured Cursed Deranged DesperateWoman Despoiler Disciplinarian DiscontentGeneral DivineProtection Divorced Dogmatic Doomsayer DreadLegacy DykeWoman EasternWarlord EducatedWoman Energetic ExRebel Exheir ExoticTastes ExpensiveTastes FactionKiller Factionheir Factionleader FairProsecutor FairWoman FaithfulWoman FamousPirate FathersLegacy Fearscatholic Fearsheretic Fearsislam Fearsorthodox Fearspagan Fearsslave Fearstimurids Fearsturks Fearsvenice Feck Fertile FertileWoman ForcedReligious Genocide Girls GloriousFool GoodAdministrator GoodAmbusher GoodAssassin GoodArtilleryCommander GoodAttacker GoodCommander GoodDefender GoodDenouncer GoodDiplomacy GoodGunpowderCommander GoodMerchant GoodMiner GoodPrincess GoodRiskyAttacker GoodRiskyDefender GoodSpy GoodTaxman Gregarious GrowingConviction Haemophobic HaleAndHearty Handsome HarshWoman HasAdultress HashashinsGuildMember Hatescatholic Hatesheretic Hatesislam Hatesorthodox Hatespagan Hatesslave Hatesturks Hatesvenice HighPersonalSecurity HorseRacer HumbleWoman Hypochondriac IAmPope IAmPrincess IndecisiveAttacker Infertile InfertileWoman InquisitorFailure Insane InspiringSpeaker Intelligent Introvert JaguarWarlord JihadHistory LaxPersonalSecurity LegalDealer Lewd Loyal LoyaltyStarter MarriedAPrincess MerchantEnemies MerchantsGuildMember MerchantsGuildTrained Missionary Monopolist Multilingual NaturalAssassinSkill NaturalDiplomatSkill NaturalHereticSkill NaturalInquisitorSkill NaturalMerchantSkill NaturalMilitarySkill NaturalPriestSkill NaturalPrincess NaturalSpySkill NaturalWitchSkill NightBattleCapable Noctophobia Objective OpenMinded PassionateWoman Peaceful Perverted PopesEnforcer Pragmatic PretentiousWoman PrettyWoman PriestLevel Prim PublicAtheism Purifier RansomChivalry RansomDread ReligionStarter ReligiousActivity ReligiousInactivity ReligiousIntolerance ReligiousMerchant ReligiousTolerance RhetoricSkill Righteous Sane SecretlyFemale SecureMerchant SecurityMerchant Medieval 2 Total War Trait ListSenile ServesSelfMerchant ShadyDealer Skill Slothful Sobriety SpiritedWoman StrategyChivalry StrategyDread StrickenSerious StrickenSilly StrongFaith Subjective Superstitious TheologiansGuildMember TheologiansGuildTrained ThievesGuildMember ThievesGuildTrained TimidWoman TolerantWoman TooOldToFight TouchedByTheGods TourneyKnight UglyWoman UnchasteWoman UnfairProsecutor Unwrath VapidWoman WaningConviction Warmonger WaveringFaith WifeIsBarren WifeIsBitch WifeIsCharming WifeIsFertile WifeIsHorrid WifeIsNoble WifeIsWise Woman WorldlyMerchant Wrath Xenophilia
If you want to see everywere just put in toggle_fow | Submitted by socko
KNOW SOMETHING WE DON'T?You can submit new cheats for this game and help our users gain an edge.Adding Ancillaries to Generals
As mentioned above, enter the console with the ~ key.
This is a list of the various ancillaries (retinue members) that can be added with the give_ancillary command. This code requires you to have the character that you wish to modify selected, as well.
give_ancillary this ANCILLARYNAME
Below is a list of ancillaries (with their ANCILLARYNAME) that can be given to GENERALS
Contributed By: Toomin22.
Adding Units to Stacks
Just pick a city or any unit as if moving it and just open console and simple type george or any of those on this list and hit enter to get the following units
Contributed By: MarkRitchie1989.
Additional traits and ancillaries for Spies and Assassins
Same method of selecting the unit with cursor and opening console. These can be used on either unit but some are only useful on one or the other.
Contributed By: d3sP0iL3r.
Cheating made simple =)
Open the cheat console by pressing the tilde key (~) and type in any of the following codes. Capitalization is important. For names with spaces in them use '_______ ________' (underspaces are for desired name) For the most part, if you find some of these cheats aren't working do remember to try capitalizing, removing certain things like opt : and <>
Contributed By: Death_Master911.
Console codes
Press the tilde (~) key and enter these codes to use them. All codes are case sensitive. Make sure to capitalize family member names, settlement names, and anything else that needs capitalizing or else it will not work.
Contributed By: ssj18vegeta, Anteok, and wjeder.
Create a Unit
Use the console to enter the following
create_unit 'settlement or character' 'unit ID' 'amount (1-5)' 'experience (1-9)' 'armor (1-3)' 'weapon (1-3)'
Example -
creat_unit 'London' Longbowmen 2 9 3 3
^The above code will create 2 units of Longbowmen in London with 3 Gold Chevrons, Level 3 armor and Level 3 weapon
Contributed By: P1r8te.
Detailed Codes for Several Console Commands
Push ~ to access the console. As described above, the 'give_trait' command works with several different traits to add to a specific character. In order for this to work, you must have the character selected and outside of a town. It works like:
give_trait this TRAITNAME #
Below is a list of TRAITNAMES and the maximum number you can put after to determine the level of the trait. These are a list of the most beneficial traits, message me if you want me to post the more obscure ones.
Contributed By: Toomin22 and shadowmoonboy.
Giving Ancillaries and Traits to Apies/Assassins
As mentioned above, enter the console with the ~ key.
Medieval 2 Total War Traits And Ancillaries List Pdf
This is a list of the various ancillaries (retinue members) that can be added with the give_ancillary command. This code requires you to have the character that you wish to modify selected, as well.
give_ancillary this ANCILLARYNAME
Below is a list of ancillaries (with their ANCILLARYNAME) that can be given to Spies and/or Assassins
NOTE: For the ones marked 'TRAIT', use the command:
give_trait this TRAITNAME #
instead to give the agent the specified trait (capitalization matters). Read my above post on traits for more information.
Contributed By: Toomin22.
Merchant Ancillaries and Traits
Select unit with cursor/pointer, than open console with ~ key. Syntax should be give_trait this or give_ancillary this.
Contributed By: d3sP0iL3r.
Special Ancillaries and Traits for Priests
Select the priest unit to effect with the cursor and open console with ~ key. Using : give_trait this : the words should be together in a string with each separate word starting with a uppercase ex. PriestLevel # . Using : give_ancillary this : the words should be lowercase and separated by a _ ex. choir_boy. Some traits only have a certain level so exceeding it will null, also if you use the high end of the scale it can change your units name or have some negative effects.
Contributed By: d3sP0iL3r.
Unlock all factions
Find this directory:
Medieval II Total Wardataworldmapscampaignimperial_campaign
Then find the file descr_strat. Open it with a text editor (Word, or somthing like that). Cut and Paste the 'unlockable' section into the 'playable' section and save the file. Launch the game and you should have every faction available.
You can also unlock the Papal Estates, but not the Mongols, Timurids and The Aztecs.
Remember to make BACKUPS before you are editing the game files!!!!
Contributed By: Crazybf2killer.
FAQs, Reviews, Cheats, Images, Boards and more
MetaScore: 88 (39 Reviews)
This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Medieval II: Total War for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
Command Shell Codes[edit]
Use 'logon <password> to enable with an administrator password.
add_money <opt:faction_type> <amount> : adds an amount of money to a faction's coffers, can be negative, default is player faction add_population <settlement_name> <amount> : adds an amount of population to a settlement, can be negative move_character <name> <x>,<y> : moves named character to position on campaign map auto_win <attacker/defender> : the attacker or defender wins the next autoresolved battle create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon> : creates one or more units of the specified type toggle_fow : toggles the fog of war on or off toggle_restrictcam : toggles camera restrictions on or off save_battle_replay : saves battle replay in file replays/<name>.rpy save_battle_replay <name> : saves replay give_ancillary <charactername> <ancillary name> : gives the character an ancillary remove_ancillary <charactername> <opt:ancillary name> : removes ancillary from the character an ancillary (default = all) give_trait <charactername> <trait name> <opt:level> : gives the character a trait at level (default = level 1) remove_trait <charactername> <opt:trait name> : removes a specified trait from the character (default = all) disable_vnvs : toggles whether to disable game applying traits and attributes process_cq <settlement> : Completes all (possible) construction pending in queue character_reset : resets the character back to it's start of turn settings show_cursorstat : shows the cursor position and region id toggle_terrain <opt:region/tiletype/climate/choke/landing/frontier/features/frontier_defend> : toggles the terrain to display various data sets, no param resets to normal bestbuy : sells units cheaper oliphaunt : the biggest around jericho : and the walls came a-tumblin' down write_ui_cache : writes out the ui texture cache to disk give_trait_points <charactername> <trait name> <points> : gives the character points for trait list_traits : lists all the available traits list_ancillaries : lists all the available ancillaries mp <charactername> <amount> : gives the character movement points list_characters <opt:faction_type> : lists all the characters in the world or those belonging to a faction show_landings <opt:cursor/region_id> : shows the landing positions available to the ai from a given region, default hides them filter_coastlines : applies filter to world map coastlines toggle_coastlines : toggles strategy map coastline display set_building_health <settlement_name> <building_chain> <final health percent> : sets health of a building of the specified type (eg core_building) in a settlement, so that the final health percentage is as specified; for building chains see export_descr_building.txt ai_turn_speed <multiplier> : sets the maximum speed of turn processing during the ai round maximum supported speed is 255x amdb_min : sets aerial map overlay depth bias for min zoom amdb_max : sets aerial map overlay depth bias for max zoom amdb_offset : sets aerial map overlay offset towards camera zoom : zooms to specified aerial map zoom (only valid during a view of the strategy map) set_ranking_interval : sets the denominator of the faction ranking graph interval which is calculated as (number_of_turns / denominator). If set to 0, then the denominator will be set to number_of_turns, giving an interval of 1 regenerate_radar : Does what it says on the tin adjust_sea_bed : adjusts whole sea bed to specified height reload_shaders : reloads all vertex shaders reload_textures : reloads all textures toggle_game_update : unknown toggle_perfect_spy : toggles everyone's spying ability to perfect and infinite range, and off again reset_display : Forces a display_close(); display_open() display reset cycle process_rq <settlement> : Completes all (possible) recruitment pending in queue force_diplomacy <accept/decline/off> : Forces the negotiator to accept or decline a proposition diplomatic_stance <faction_a> <faction_b> <allied/neutral/war> : Set the diplomatic stance between the two factions (factions must be different) invulnerable_general <character_name> : makes that named general invulnerable in battle test_ancillary_localisation : adds all ancillary to the character info display perf_times : Toggle display of simple performance times of game update vs display burn_piggies_burn <on/off> : ignite all the piggy winks test_message <event_message_name | all> : Test the event message specified in descr_event_enums.txt test_movie <mission_type> <movie_name> <result> : test_movie reload_movie_db : Reloads movie db show_terrain_lines <duration> : display defensive terrain features message_collation_set : Set the message collation on or off (sets all factions) show_all_messages : Show all messages to all factions (on/off) clear_messages : Clear all the current stacked messages upgrade_settlement <settlement name> : upgrade settlement level toggle_wireframe : Toggle wireframe rendering reapply_rigid_model_influence : unkown toggle_flowing_water : toggles display of campaign map flowing water nw_stats : toggles display of network stats.
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toggle_pr: toggles pr mode. list_units <character/settlement name> : lists all of the units in an army, with details. army units (total strength: %i) : unknown victory <faction> <short> : show victory message for faction for short or long campaign. trigger_advice <thread_name> [<advice_index>] : - triggers an advice thread damage_wall <settlement> <gate> <breach> : Damage wall of settlement. Forces 40% damage to a random gatehouse and a nearby straight section. Destroys gatehouse if 'gate' parameter present; breaches wall if 'breach' present test_victory_scroll <faction victor> <short campaign (true/false)> : Opens up the victory scroll declaring that the given faction is the victor date <year> : changes the campaign date to the given year season <season> : changes the campaign season to the given season force_battle_victory <opt:capture_percent> : forces the local player's alliance to win the battle, completely destroying the enemy alliance or optionally capturing a percentage of the enemy alliance force_battle_defeat <opt:capture_percent> : forces the local player's alliance to lose the battle, completely destroying the local alliance or optionally capturing a percentage of the local alliance output_unit_positions <filename> : output the positions of all units in the battle to the specified file Format: - alliance_index, army_index, unit_index, formation_origin_x, formation_origin_y, rotation_in_degrees, unit_width_in_metres, unit_width_in_men zoom_to_unit : zoom the camera to a unit of a specific id show_battle_marker <x> <y> <t> <h> : display a marker at (x, y) for t seconds of height h show_battle_line <x1> <y1> <x2> <y2> <t> : display a line from (x1, y1) to (x2, y2) for t seconds show_battle_circle <x> <y> <r> <t> : display a circle at (x, y) of r radius for t seconds kill_faction <faction_type> : removes the faction from the game diplomacy_mission <ai_faction> <target_faction> <mission_type> <opt:mission_target> : creates a diplomacy mission event <start_year[:end_year]> <category[:type]> [<x,y> <scale>] : creates an event kill_character <character_name> : kills a character with the given name control <faction_type> : switches player control to specified faction; old faction may not act correctly as ai faction create_building <settlement_name> <building_level_id> : creates a building of the specified type in a settlement; for building level id's see export_descr_building.txt capture_settlement <settlement name> : evicts any resident characters and armies and gives the settlement to the local player disable_ai [opt: tac | sub | dip | name | priest]: disables all (default) or part of the ai for all factions halt_ai <opt:factiontypename> : halts the turn sequence just before the start of the specified faction's turn, or the current faction if no faction given run_ai [opt:x]: re-starts an ai turn sequence after disableai or haltai has been triggered; (use x to also re-enable all parts of the ai which have been individually disabled) surrender_regions <opt: horde> <opt:faction_type> : gives all this faction's regions to the slaves. 'horde' surrenders regions for all factions that can be hordes toggle_chat_log : shows or hides the multiplayer chat window bounds : toggle display of bounding objects lights : <merge> <used> <auto> set_option <opt_name> <opt_value> : Set new value for specified option (use 1 and 0 for boolean options) capabilities <settlement_name> : list details of the recruitment capabilities of a settlement recruitment_pool <settlement_name> : list details of the current recruitment pool of a settlement diplomacy_costs <receiving_faction> <proposing_faction> <opt:target_faction> <opt:settlement_name> <opt:payment_amount> <opt:payment_years> : displays a list of raw and perceived diplomacy items costs from the perspective of the receiving faction. create_mission <sent_faction> <mission_id> : Attempt to create and add a mission to the specified faction Pokedex. toggle_HUD_mode: switches between full and minimal HUD during a battle. print_shortcuts: prints all the keyboard shortcuts for the current handler to documentation/current_handler_shortcuts.txt logon <password> : enables console with an admin password logoff: logs out administrator to disable console clear_password <faction_label> : clears the current password for a specified faction set_password <faction_label> <password> <password> : sets a new password for a specified faction set_email <faction_label> <address> : sets a new email address for a specified faction Submitted by Paranoidx2
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