Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Ultimate Twelve Turns Per Year (U12Tpy)
damianvincent  [developer] 14 Mar, 2022 @ 11:48pm
Tech Support
If you need help with the mod, or any tech support issues, I'll do what I can for you here. Please post those requests in here please.

Thank you!
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Showing 1-6 of 6 comments
magborg 15 Mar, 2022 @ 6:42am 
Hello again. I posed the question about making your mod work with a saved game. You said it is doable by using the editsf program. I have no idea what you are talking about, so I Googled editsf and found packfilemanager from SourceForge. I hope that is what you are talking about. Now, how do I use this program on my saved game to make your mod work with my saved game? Also, where is my saved game located? Can you point me in the right direction?
magborg 15 Mar, 2022 @ 7:06am 
I can most likely find out where the save games for Total War Rome 2 are located through Google searching. Let us focus on making your mod work with a saved game. Looking forward to your response.
damianvincent  [developer] 15 Mar, 2022 @ 10:39am 
Here you go bud, I think this should help you get those pesky turns changed on a saved game.

https://www.reddit.com/r/totalwar/comments/1n3cyj/increasing_turns_to_x_per_year_even_on_existing/
damianvincent  [developer] 15 Mar, 2022 @ 10:40am 
Download http://www.twcenter.net/forums/showthread.php?623719

Extract and open.

From the program you need to open a file to modify. Backup these files before you edit them. If you want to edit existing saves:

C:\Users\[name]\AppData\Roaming\The Creative Assembly\Rome2\save_games\start\[Save game file]

In the address bar you can type "%appdata%" to navigate to AppData quickly.

4) Using the data tree to the left in EditSF navigate to:

CAMPAIGN_STARTPOS > COMPRESSED_DATA > CAMPAIGN_ENV > CAMPAIGN_MODEL > CAMPAIGN_CALENDAR

5) The first integer in the list should be set to one, you can change this to however many turns per year you want.

6) Hit save in the menu.
Last edited by damianvincent; 15 Mar, 2022 @ 2:45pm
magborg 15 Mar, 2022 @ 11:34am 
I just read what you posted. I don't know why your mod is not taking affect in my saved game, so I will follow all that you laid down for me. I presume, in the end, it will be like if I started a new save. Your mod will be activated. I will get Winter / November, Winter / December and so on. In your step 5, you said to set the integer to however many turns per year I want. I want the full calendar from January to December so I will set it to 12. I presume all these steps is to make your mod function like if I started a new save.
damianvincent  [developer] 15 Mar, 2022 @ 2:45pm 
Yes. Unfortunately how tpy gets written in the startpos file at start, which either must be edited in a save game file after starting, or at the start, so if you load my mod and start a new game it will use that file instead. Since you want to use the save you have going, understandable, you'll just have to sub to the mod, you should see the other effects like longer recruitment times, all the stuff other than the 12 turns per year part, so use that edit esf program I linked from the total war center site, it's a great site for total war modders to coalesce and get together and share our knowledge with each other. Hence the edit esf program I link. Used that program follow the instructions given..

4) Using the data tree to the left in EditSF navigate to:

CAMPAIGN_STARTPOS > COMPRESSED_DATA > CAMPAIGN_ENV > CAMPAIGN_MODEL > CAMPAIGN_CALENDAR

5) The first integer in the list should be set to one, you can change this to however many turns per year you want.

Here it will likely be 4 since we're changing 4 turns per year to 12, so we'll change the 4 to 12.

Let me know if you're struggling with this further.
Last edited by damianvincent; 15 Mar, 2022 @ 6:39pm
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