Feb 06, 2008  III- Verify the values of the following settings (if not there add them.) hotseat turns = 0 scroll = 0 autoresolvebattles = 0 disableconsole = 0 disablepapalelections = 1 saveprefs = 1 updateaicamera = 1 validatediplomacy = 1 IV Save the config file. Open the config file properties (right click on it and choose properties) then check read only. (. Note: if you do not do this the config. Medieval II: Total War Take command of your army and expand your reign in Medieval II - the fourth installment of the award-winning Total War series of strategy games. Direct massive battles featuring up to 10,000 bloodthirsty troops on epic 3D battlefields, while presiding over some of the greatest Medieval nations of the Western and Middle Eastern world.

Stainless Steel is a mod for Medieval II: Total War - Kingdoms, created byechuu.

Description:

A combination of bug fixes, many small mods, better AI and AI armies, more provinces, graphical improvements and many other campaign and battle map changes. The whole game offers now a much greater challenge!

The Campaign :

Rebalanced victory conditions.

Rebalanced building bonuses.

Guild's HQ's now always offer a faction wide bonus.

Rebalanced existing missions and added more missions.

New building, place-able in locations with long rivers.

Removed Ireland.

Added a new region below Kiev (Ireland is now 2 regions).

AI factions tend to stick to their Royal Blood for many generations.

Alberi di Famiglia Regal implemented.

New Faction Economy scripts.

Medieval 2 total war guide

Knight's Templar & Kingdom of Jerusalem have been combined into Crusader States (with mixed units).

Mongols are finally pagan.

1TPY Early Era campaign.

Slave faction are now a lot more active - including the ability to use merchants, spies and assassins. Camtasia studio 8 key and name.

New troubadours event.

The Campaign Map :

Completely new and huge campaign map, covering most of Europe and the beginning of Persia.

New ground types and custom climates.

Maximum width the engine allows of 510 movement tiles.

Mountains, hills and map outlines are based on satellite data.

Work of art coastlines instead of the square 'vanilla' ones.

Maximum amount of almost 200 historically medieval settlements. (A few had to sacrifice historical accuracy for better game balance)

Every Region has its own resources, including new valuable resources in the 'outbacks' of the map

Resources are now better balanced, a couple of new resources were also added.

All resources were moved away from roads, to ensure merchants' peaceful life.

AI friendly map, the AIs' armies should no longer get stuck.

Narrow mountain passages were widened enough for agents to freely pass, while armies will still get blocked.

Missing ports added.

Rebels spawning on inaccessible terrain fixed and Rebel ships spawning in small lakes fixed.

Agart's great city & castle models.

The Battle Map & Unit Balance :

Davide.cool grass mod implemented.

Total

Water now looks a whole lot better!

Smoother steppes modification by wolfslayer implemented.

New war horn sounds by wolfslayer implemented (hand picked by me).

Ambient sound files for Muslim temples by wolfslayer implemented.

Magus' Crimson Tide implemented (the no-dirt version).

Award winning BAI by Germanicu5.

Swagger's Skymod included.

Knights Templar units from Lord_Calidor's KT mod implemented.

BftB units by Caesar Clivus implemented.

For God and St. George mods by AWellesley.

Lord Condormanius's Mailed Knights.

Polish Units by MADTAO included.

Rusichi mod units implemented.

Real Recruitment's AoR (Area of Recruitment) system included.

RR's system nearly fully integrated. (please refer to RR/RC OCT 30 post for more detailed changes)

Traits & Ancillaries :

Rebalanced merchant traits for 1TPY.

As merchants get older, they lose movement points.

Generals are now a lot easier to educate in settlements with schools etc.

Faction Leaders can now acquire a set of traits affecting all settlements and generals.

General Changes :

Medieval 2 Total War Hotseat Change Faction

Auto border-less mode - ALT+TAB in and out of the game without any loading.

New, epic loading screens.

New music by Kevin MacLeod, Jon Sayles & Bill Hudak, vanilla MTW2 music was also brought back. (now we have 141 music files + vanilla music, compared to 89 in 6.1 and no vanilla music, that's a hell lot!)

New main menu background & splash screen by Y2day.

Faction selection crash fixed.

Medieval 2 Total War Hotseat Defensive Battles

All factions accessible in custom battle and hotseat.

External campaign chooser - for easy hotseat and CTD reduction.

External launcher application - taking care of things the user would normally do.

CBUR with most of its features implemented.

Riczu trade carts removed.

Parts of Awellesley's 1100AD mod integrated.

SSTC by Chimaeira implemented.

Real Horses by Argent Usher implemented.

CBUR and Unit Card improvement projects by Agis Tournas implemented.

Animations updates.

Y2day's faction shields & banners.

New quotes.

Proper character aging.

Byzantine and Kievan Rus unit cards by akvilonn.

Tax auto-manage should now work properly.

Added Patriarchs for Orthodox factions.

All factions now have their one-liner pre-battle speeches activated (more speeches for existing factions, and no more mute Norway, Kwarzemian Empire, etc. generals)

Unbelievable amount of fixes, both big and small, too many to mention them all.

This mod offers an installer.

Report problems with download to support@gamepressure.com

see more

Popular files for Medieval II: Total War - Kingdoms

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Type

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7 days

Medieval II: Total War - Kingdoms - Third Age v.3.2mod3871.7 MB8/28/2017134.8K184
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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

Medieval 2 total war retrofit mod


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.


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


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

Medieval 2 Total War Kingdoms Hotseat Campaign


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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