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Releases: Pfadfinder-Adam/RTW-M2TW-Campaign-Editor
Releases · Pfadfinder-Adam/RTW-M2TW-Campaign-Editor
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RTW & M2TW Campaign Editor 0.35.1
⬇ Download RTW-M2TW-Campaign-Editor.exe
- Fixed: crashes of the game after the editor's work (a faction brought from another mod, a town given to a faction that comes later, two guilds in one town), the 3D map's blue squares for rivers and missing mountains, a freeze of minutes when bringing a faction, errors of the editor itself (Recolour, New mod folder under Wine, the start).
- Added: the crash doctor - Report a bug says in one line why the game stopped, from the game's own log; View in 3D plays loose .cas animations.
- Changed: the faction-select map and minimap use the 3D map's picture where a ground's texture was not found; a name given twice in a faction gets a free one instead of a refused write.
Everything in this release (click to open)
Fixed
- New faction > From another mod: a name list typed in the window was replaced by the other mod's, so the leader typed from it was refused (naming the template) -> the typed list wins; the message names the faction whose list it is.
- An error box at start (the message line placed before the tabs before they were laid out) -> gone.
- Two characters of one faction with the same name: the write was refused (naming captains stopped) -> the second one takes a free name of the faction's own list, said in the report.
- A faction that comes later (by an event) given a town or a character on the Map: the game stopped at the campaign's start -> it starts alive with the write, said in the report.
- Recolour: a click on a picture's tick could end in an error (the window's after-picture hid a part of the window itself) -> fixed.
- Report a bug: the game's newest crash report went with it even when it was days old and from another mod -> only the crash of the game's last run goes; the game's log explains a script condition with nothing to ask about.
- Bringing units or a whole faction: Medieval II stopped at its start when a brought skeleton named an animation kept as a loose file in the other mod -> the file comes along; a skeleton naming one found nowhere is left out (the units take the nearest one); Check the game's log explains that crash.
Added and changed
- Crash doctor: the game's log is read for the line the engine writes after a crash (what it failed to find or load) - shown in Report a bug, on the report's first line and at the top of the game's log in plain words; errors the game went on after are told apart from the real stop. Report a bug takes a picture of the editor's window by itself (Windows; it can be left out).
- Faction-select map and minimap drawn from the map: where a ground's texture was not found they came out in two or three plain colours -> there the 3D map's own picture (the graphics card) is used; 3D map: a river or mountain whose model is not found no longer leaves a blue square.
- View in 3D plays a man's animations kept as loose .cas files too (Medieval II reads them when no pack holds them).
- Check mod files: a town with two guild buildings (Medieval II stops at the campaign's start) is named.
- New mod folder: one file that would not copy (a path too long under Wine / Linux) stopped it with 'File not found' and no folder -> that file is left out and named, the folder is made; 'make your own mod folder first' is no longer shown as a red Writing failed.
- Art: the faction screen's units picture (menu/symbols/fe_faction_units) gets Draw from the map too - Stainless Steel and the mods made on it show the faction's map there.
- New faction > From another mod: the window froze for minutes (the whole map was drawn from above again at Preview and again at Apply) -> drawn once for the same map.
- Maps > 3D (Medieval II): rivers drawn as blue squares and mountains without their models when the game keeps its map files in its packs -> they are read from the packs.
- Maps > 3D: a short stall each time a carried army, agent, fleet or resource was let go (the whole map was laid again) -> only the thing let go is laid again.
RTW & M2TW Campaign Editor 0.35.0
⬇ Download RTW-M2TW-Campaign-Editor.exe
- Added: a whole faction brought from another mod; the campaign map in 3D, with the minimap and the
faction-select map drawn from it, drawn by the graphics card; one emblem for every flag, banner and
logo of a faction, right beside its colours; locked factions opened to play; rebels, special places and every script's places on the map (dragged, opened, edited). - Fixed: faction logos can be replaced without REX / M2EX too; many fixes from testers' reports (units and
buildings brought from other mods, the recruitment order, Medieval II's add-on words, crashes). - Changed: a slimmer Unit editor and Models tab; the support buttons in one drop-down.
- Edit faction: a faction with more towns than first names gave two captains the same name and the write was refused -> the next captains take a first name with a surname of the list.
- Interface: a mod's menu file with a tag never closed stopped the Interface work -> it opens; Check mod files names the line.
- A new playable faction gets its own slot on the faction-select screen by itself (the menu layout had 21, the 22nd faction could not be picked); Steam's Medieval II unpacks again (the unpacker asked three times and stopped after two answers).
- Bring units: units shared by several factions came out in the first owner's colours (blue officers and cards on Gallic units) -> they take the look of the faction picked in step 2, else of their own owners; the men and each officer can be seen in 3D there before writing.
- Bring units: after 'Make my own mod folder' the same window wrote into the game itself -> it now writes into the mod loaded now.
- Maps (Map, Terrain, Coast and heights, 3D): the switches, brushes and zoom stand in the empty part of the tabs' own row, the zoom first on every tab; the column on the right holds only the legend or the brush colours (each as wide as its words) and is gone when there is nothing in it; the message line sits in the bottom bar's free middle - the map has the window's whole height.
- Check and install a pack: Cancel in the file box opened a second box -> it asks first: a .zip, a folder or Cancel.
- Maps > 3D: Roman and Eastern ports stood without their houses (only the stone posts in the water) in Barbarian Invasion and Rome -> the game's port models show.
- Maps > 3D: the heights brush left a square of other ground round each stroke (smooth inside, a step and water at its edges) -> the whole map takes the game's own heights, as the brush does.
- Maps > 3D on Windows: the graphics card now shows the map straight in the window (the frame was copied back and handed over as a picture every time) - moving, turning and the brushes should no longer lag; where that cannot work it draws as before.
- Maps > 3D: a line under its buttons says where a frame's time goes (drawn by the graphics card, copied back, put in the window) - send it with a report when the map lags.
- Interface: a menu page went black after Maps > 3D had been open -> its pieces show again.
- Maps > 3D: the heights brush now works on the water too - the sea's floor raised out of it becomes land, land pushed under becomes water, as in the game; and a second way, the game's own: grab the land and move the mouse up or down.
Everything in this release (click to open)
Added
- Maps: a Scripts layer - a scroll on every tile the campaign's scripts and the Lua / Squirrel scripts name; drag it to move the place, double click it to edit the lines round it, Apply writes them; a town's right click > Scripts of ... lists every line naming its tile or its name and opens it.
- Maps > 3D: wonders, special places and a new region's town or port are carried with the left button too; the mouse resting on anything that can be carried shows a white frame round it (a little bigger round a town or a port) and a hand.
- View in 3D: Rome's siege engines show their crew at the engine's own places, and an elephant carries its whole crew (the driver on its neck, the rest in the tower) in both games.
- Interface: Replace picture... gives a piece a picture of your own (a file or one from the new Picture library) and keeps what it does; Back to the game's picture undoes it; Check mod files says a menu picture that would stop the game and a page with too many pictures.
- Maps > 3D: armies, agents and fleets carried to another tile with the left button, as on the Map - a white frame on the tile they go to, the Map's own check, Undo and Apply; an army in a town stands on its roofs, as in the game's own editor.
- Maps > 3D: towns, ports, resources, forts and watchtowers are carried too, and what is carried goes with the mouse at once; the heights brush follows the mouse without catching up on old moves; Medieval II's figures face the camera as Rome's; another mod or campaign loaded is drawn at once (it waited for Draw it again).
- New / Edit faction: a Culture pick - the faction's towns, portraits, buildings and units follow the culture in the game; Preview says which units it gains or loses and which buildings in its towns the new culture cannot build.
- Maps > 3D is drawn by the graphics card the way the games draw their campaign map: the ground blended between grounds with the game's own masks, its light and its sea - it moves without lag and loads faster.
- Maps > 3D: the coast has the game's beach and surf along it, the surf rolling in as in the game (not on rivers and cliffs, as the game); Layers shows or leaves out the sea (the sea floor seen) and the beach and surf.
- Units, Show a faction: a mod's units anyone may hire (ownership all - HLR's regional units) came under every faction with the mercenaries' pictures -> a faction lists the units naming it; those have a Show of their own.
- View in 3D had no animation buttons for a mod's own skeletons (HLR keeps them only in its compiled animation set) -> their animations are listed by name and play.
- Rome models with a few odd normals (HLR: 33 of its Gaul models) lost their head, weapons or plume in View in 3D and the cards -> every part is read.
- A big mod (HLR) took half a minute to load -> a few seconds: the names check read the names file once per character.
- View in 3D (units, mounts, siege engines) is drawn by the graphics card when it gives OpenGL 3.3: the same picture, quicker, the full texture kept while the model turns.
- Maps > 3D: the game's own mountains, hills, volcanoes, rivers and cliffs stand on the map, placed as the game places them - the rivers routed from their sources with their joins, bends, fords and winding runs, their water flowing, the cliffs along the painted coast with their corners and ends, the ground meeting their tops with no slit, the forests' trees leaning in the wind, the towns with their walls, ports, forts, resources, armies, agents and fleets as the game's own models, the roads between the towns by their road buildings and the region borders in the owners' colours - standing on the ground, turned as the game turns them, what the Map moved or added before the write included (Layers shows or leaves out each).
- Maps > 3D: a heights brush right on the 3D map - a circle under the mouse (Ctrl + wheel or [ ] for its size), the land rising or sinking while the button is held; the same brush as Coast & heights (Undo, Apply shared).
- Maps > 3D with REX / M2EX: the sea looked purple and too light -> the light is the engine's own (its descr_strategy_lighting_ex.txt, added up in linear light), the sea blue as in the game.
- Maps > 3D and the minimap: a mod's ground pictures named with '../' (HLR) or kept only in the mod's packs showed as a flat colour -> they are found, read from the packs (Medieval II's, REX's and M2EX's .pack too), and where one still cannot be read the game's own picture of that ground is shown.
- Check mod files finds more units the game stops on: a mount / engine / ship / animal line the unit's kind does not take, a handler without its animals, an unknown mount, a missile with under 2 shots or (Rome) under 20 m of range.
- Garrisons and armies: a unit's right click (and a roster card's) opens it in the Unit editor, shows it in 3D or tells where it is recruited.
- Apply changes' list: a right click on Units, Buildings, Characters or Terrain throws their changes away too, as for the windows' kept changes.
- Units: Import... of a card or description picture offers its size - the mod's own, two to four times bigger, or the file's own; the pick is kept for the next one, as in Make a card.
- Garrisons and armies: a right click on a unit opens a menu - its experience, armour and weapon, one or five more like it, every one like it out, replace it with another (its numbers kept); on the roster add several, fill the army or add with experience. The numbers show under the card.
- Make a card / Make a picture: a Size choice - the mod's own size, or two, three or four times bigger for sharper cards and pictures.
- Interface: the wheel zooms the screen round the mouse, the held wheel moves it, Fit shows it whole - as on the map.
- Check mod files (both games): the campaign map's rivers - a piece joined to nothing by a side, which the game leaves out; 2 x 2 river blocks and rivers rejoining themselves as notes.
- Check mod files (both games): a file the banners, standards or projectile files name that is not there, or a whole path on one PC (C:...); an event without its words in historic_events.txt as a note (its scroll shows empty).
- Check mod files (Medieval II): a name in battle_models.modeldb whose number before it is not its length (a space too many by hand) - the game reads everything after it wrong; two models of one name as a note.
- Check mod files: a texture named inside a campaign-map model (resources, settlements, fac...
RTW & M2TW Campaign Editor 0.34.0
Added
- View in 3D: the right mouse button held moves the view (the left turns it round its point) - to pick an
angle; Front / Back put it in the middle again. - A ship unit in the Unit editor shows its fleet on the campaign map in 3D (the faction's admiral figure) - a ship
has no battle model. - A resource's name beside the mouse on the map, as players see it (Silk, Iron...), as a man's name is shown.
- View in 3D: Rome's horsemen ride too: pick any of the rider's moves and he sits in the saddle (where Rome's
descr_mount.txtputs him from the horse's saddle bone) while the horse plays the move of the same name when it
has one, else stands; Rome's riders have their own few moves (the upper body), so the horse mostly stands. - View in 3D: Medieval II's siege engines: a siege unit's engine (
descr_engines.txt'sengine_mesh) opens in 3D
with the texture its file names - before, only Rome's did. - Make a card... / Make a picture...: the game's own pieces: a card's ground can be the game's card ground
(the campaign's or the battle's - Medieval II's grey stone, Rome's parchment, the faction's culture's own), and a
Medieval II picture can have the game's frame round it (the frame of a unit's picture in the game, laid round
any size with its corners kept). - View in 3D: the rider on his horse (Medieval II): pick any animation of a horseman and he sits in the saddle
(wheredescr_mount.txt'srider_offsetputs him) while the horse plays the same move - the games make them as
pairs (a knight's run and his horse's run, the same frames). With no animation he stands in the T pose beside
it, as before. - Models: two switches, Culture and Faction, change every figure at once: Culture takes the figures and
textures of that culture's first faction in the list, Faction those of the faction picked (its colours) - for
a copy of a faction whose culture you changed, or another faction's look; As it was takes them back. Waits
for Preview / Apply. The list on each figure's card is gone. - The name of the man under the mouse on the map, beside it, as the game shows it: a general's or a family
member's name; an army or a fleet with no named man at its head - its captain (Captain ); an agent - his
name and what he is. - New land that joins nobody: one common wasteland (Rome with REX, Medieval II with M2EX): in the Coast &
heights tab, new land joins has (nobody - the wasteland), the default with an engine - the land you paint
stays nobody's (no town, no owner, no faction grows) and all of it goes into ONE wasteland region,Wasteland,
made on Apply when the map has none (its three lines indescr_regions.txt, its name in the names text); the
next painting and a map cut's leftover land join the same one. With the original game the choice is not there
(it knows no wasteland). - Pull and Push the coast (Coast & heights, shape brush): pull grabs the coast under the brush and drags it
with the mouse, like a painter's liquify - most in the brush's middle, softly less to its edge - to draw capes
and bays; push, pressed on the land beside the coast, grows the land into the water (on the water: the water
into the land), the longer you hold the further. The heights, the tiles and the ground follow, as with the shape
brush. - Make a unit's card and description picture from its 3D model: in Units, the soldier model's View in 3D...
has Make a card... and Make a picture... - turn the man, zoom, play an animation and stop it on the frame
you like, and the editor frames him the way the game's own are (a card from his head to his thighs, a spear held
high cut at the top as on the game's cards; the description picture the whole man; or to the knees / waist),
nearer / farther, up / down, right / left - or my own: the lit frame stands still beside the picture and
you drag the man under it, the wheel bringing him nearer - as a photo is cut on a phone. The ground: see-through as the game's own cards (the game draws the
card's frame behind), a colour, or a picture of your own (kept for next time). Seen at its size and bigger, then
Use it: it waits for Preview / Apply like an imported picture and goes into every faction folder the unit's
card goes to (a backup first); Save a copy... keeps it as a PNG. Both games, sized as the mod's own
(48 x 64 cards; Rome's 160 x 210, Medieval II's 256 x 384 description pictures). No more recolouring old cards. - Battle models move: animations in View in 3D: pick any of the model's moves - stand, walk, run, the attacks,
shooting, dying... (its skeleton's list indescr_skeleton.txt) - and the man takes it, read straight from the
game's animation packs (data/animations/pack.idx+pack.dat, the mod's own first) in Rome, Barbarian Invasion
and Medieval II alike. Play / Pause (20 frames a second); paused, drag the frame line back and on like a video's, or go a frame at a time with < > (or the arrow keys; space plays / pauses). The window's help is one short line with its '?', and speaks only of the game loaded. Medieval II's weapons stay in
the hand, the shield on the arm, the quiver on the back. - Art in tabs, and a Models tab: Art's pictures are sorted into Icons and buttons, Flags and banners,
Maps and Other, each tab with how many it holds (the last one looked at opens again). The figures on the
campaign map left Art for a Models tab of their own: one card per character type with its figure's list, 3D
and the figure's texture (Replace..., Save a copy...) - each thing once. - Suggest with numbers: in an army's or a fleet's units (a double click on the map), a town's garrison and the
faction's garrisons, Suggest draws by the numbers beside it - from how many to how many units, their upkeep
together at most (0: no limit) - kept for next time. In an army's window it did nothing. Automatic is gone:
it emptied an army; in New faction an empty garrison already means 'the editor picks' (take every card out), and
for a town that is in the game it is now As it was (back to the garrison as it stands in the files). - The Maps bar tidied up: Layers is a panel that stays open while you tick (the menu closed and blinked at
every tick) and closes on a second press of its button or a click aside - the same for Select's what...; the
colours are only in Layers (the list of their own beside it said the same twice); ports are always drawn (no tick);
Legend is called Signs and tools (it is also the palette: a row with + puts that sign on the map), scrolls
by a drag as every list and is as wide as its longest line (one was cut); Bigger map (x3)... sits beside the
zoom, and Many towns... left the top row (the map's Select + right click does it; Many towns at once... stays on
the Buildings tab). - Click a picture to look at it closely: every picture in Art and the faction tab's campaign-select map and
leader's face open big in a window of their own - the wheel zooms (small ones pixel by pixel, sharp), drag to move,
a checkerboard where they are see-through, the file, its size and format under it; Fit and 1 : 1. - Add-ons: Delete from the editor... (once Remove from the list): deletes an add-on you added or a module you
made; when it is put into the loaded game it asks whether to take it out of the game too (with a backup). - The campaign-select map and the leader's face on the faction tab: Edit faction and New faction show them
under Victory - each with Replace..., Save a copy... and Keep the
current one (Preview, then Apply writes it). A faction without one says so (in Rome only a faction with a
leader_pic_<faction>.tgashows a face there). The Art tab's list no longer repeats them. - Avoid Growth on Rome's town scroll matches Automanage closer: the tick is stretched over its box as the game's
own (it looked narrower), the box 1 px narrower on the left (it stood out), every place counted with one rounding,
and its size and place follow the scroll's own governor panel - so it stays with the scroll at any screen size.
Load offers to update the add-on in the game. - The top row by topic, shorter names: Maps | Factions · Recolour... |
Settlements · Mercenaries... | Units | Buildings | Characters · Traits and
retinue... | Religions | Add-ons · Module builder... · Campaign rules... · Events... - each tool beside its
work, a thin line between the topics (once Map editor, Faction editor, Unit editor...). - Settlements is a work of its own, with the names by culture in it: every region and its town - the names in
the files, the names players see, the owner, the owner's culture, the name shown now - and one column for each
culture (drag the table sideways to see them all); double click a culture's cell to type the town's name for it.
Filters by culture, by what is set, by the owner's culture. The separate Culture names... window is gone. - Factions opens faster when you come back to it: its kept work is put back without reading the faction's
files again. - Calmer coloured buttons: Start the game, Discord, YouTube and Ko-fi a fifth less bright and saturated - they
glowed too much. - The map is the Map editor's alone: the Faction editor has no Map tab any more. A faction's towns are picked
with Towns on the map... (under Capital): the Map editor opens, a click on a town adds it (yellow ring),
another takes it out, Done brings you back to the faction - nothing you typed is lost. Capital on the
map... the same for the capital: one click and you are back. New armies, agents and fleets: in the Map editor
(right click the m...
RTW & M2TW Campaign Editor 0.33.0
Added
- Merge regions (a switch on the map's bar, both games): only the regions and town names drawn; click the region
that stays (yellow) and its neighbour that goes (red), then Merge them - the second region and its town go from
every file, all its land joins the first, which stays as it is. One write with a backup per pair; the switch stays
on for the next pair. For maps with more regions than wanted. - Delete many towns with their regions at once (both games): with Select on, select the towns on the map, right
click > Delete the N selected town(s) with their regions... - one window lists each town and the region its
land goes to (the neighbour that stays it shares the longest border with; a region ringed only by regions deleted
with it follows them). The map shows them: red = goes, yellow = takes land; pick a row (or click a red region) and
its neighbours that could take its land turn green - click one to give it the land. One write, one backup, one Undo. - Delete this town with its region shows the choice on the map: red = the town's region, yellow = the region that
takes its land, green = the other neighbours - a click on a green one gives it the land (the list in the window
follows). The window stands beside the map, the whole map in sight; the mod's files are read once (they were read
three times - slow on a big mod). - Map size: drag the map's edges (Change size... under the map, both games): the map's four edges become an
orange frame with a grip on each side - drag one out to add rows or columns of deep sea (shown blue), in to cut them
off (shown dark); the window's numbers follow the mouse, and typed numbers move the frame. What stands on the part
cut off - a town, port, army, agent, resource, fort, an event's place or a script's tile - is ringed red on the map
and named in the window. It goes with the cut, after a question (Delete them and cut / Not now, to move
things first): a town with its region in every file (the part of its land that stays joins the neighbour region
that stays), armies, agents and fleets, resources, forts and watchtowers, events placed there; family members are
never deleted - they move to the nearest town their faction keeps. What cannot go is said before any question and
nothing is written: a faction's last town, a town or region the campaign's script names, a family member with
nowhere to go. Script lines that name tiles there are listed to change by hand. The window stands beside the map,
the whole map in sight. - A religion from nothing (Medieval II, Barbarian Invasion): New religion needs no other religion any more - its
symbol drawn by the editor (its first letter on a disc of the colour picked, in the game's own size; Barbarian
Invasion's order / unrest pips: the same full-size symbol with the game's own green / red arrow laid on it) - and Temples of its own makes a temple chain
for it from nothing: the mod's usual temple numbers, Medieval II'sreligionline / Barbarian Invasion's
religious_beliefnaming the new faith, built by the factions picked, plain pictures drawn. - A building from nothing (both games): New building step by step > Start from: Nothing. Say what it is for
(soldiers, money or food, order and learning, a temple, something else) and how many levels; each level's town
size, cost and turns start at what is usual for such buildings in this mod, with the effects most of them have.
All levels side by side: change any number, add any effect this mod's buildings use (in plain words), take one
out with the right button; the units it trains from a level on (only those its builders may own); names and
texts; pictures of your own or plain ones drawn for every culture that builds it (Medieval II: the small
construction-queue picture too). - A unit from nothing (both games): New unit step by step > Start from: Nothing. Say what it is (foot soldiers
who fight hand to hand, with spears, or who shoot; horsemen who charge or who shoot) and the editor writes every
line itself in the form this mod's units of that kind have, each number starting at what is usual for such a
unit in this mod (the middle of them, the mod's lowest and highest shown beside it). Then its model and mount,
owners, the building levels that train it (first guess: where such units are trained most), and its pictures -
plain cards with its initials are drawn when you have none. - Your own files for a battle model (Unit editor > Battle model > Your own files..., both games): a texture
you made elsewhere for every faction or one faction (PNG, TGA, DDS, JPG - made the game's form: Rome.tga.dds,
Medieval II.texture), Medieval II's weapons and shields texture, and the model file itself (Rome.cas,
Medieval II.mesh; several files = its detail levels). The editor names and places every file and writes the
lines; when other units share the model, the unit gets a model of its own (a copy) so they keep their look.
Preview first, a backup, Undo this write / Restore takes it all out. Nothing is drawn by the editor.
Changed
- A region with no town of its own (the game makes a rebel village there by itself): its town window is a short
note as big as its words (it was a window the size of the screen) with an owner to pick and Write its town -
the rebels too (the village as the game makes it, in the look of the faction descr_regions names as its builder)
or any faction; after Apply it opens like any town (buildings, garrison). Written with the next Apply, as the
Map's Give this town to. - Edit region... shows the owner (who holds the town at the start, descr_strat.txt) beside the region's own
lines; a change is written with the next Apply, as the Map's Give this town to; a region with no town gets its
town written there (the rebels too). - Sack Settlement (Medieval II): the Raze Settlement button's words in the game's own Verdana (they were in a
Times face), no words under the mouse (the game's three buttons have none), and the capture scroll is made one
button taller so the 4th button stands inside it, not on its bottom edge; if the game keeps the scroll's size, the
button stays under Exterminate. Avoid Growth (Medieval II): its words in the game's Verdana too. Put them in
the game again (Add-ons > Update it) to have the new look. - Start the game names what it starts: Start Rome - CE_Test, or in amber Start Rome - no mod when the
game's own data is loaded (the game started the plain campaign right after a test mod was made, and it looked
like the test mod). Tools > Test mod offers to load the new test mod and start the game with it. - Module builder (Blocks look): every block has a small ✕ that takes it out, and a line under the module
says the three ways (✕, drag it back to the left, right click its dots) - taking a block out was found only by
guessing. - Load says when a mod lies in another folder than its own start script /
.cfglook for (a mod unpacked into
'New folder' while its files saymods\kirsi_biggermap_medieval2): the game would not find it - rename the
folder. Start the game refuses it in the same words. - Delete this mod's folder asks once more about a mod that was never started in the game (no saved game, no
game log naming it). - The test mod's Module builder modules act only in a campaign that has the test faction - they lie in the game's
script\modulesand gave a plain campaign's towns the test's people. A module can be made so ('only in a
campaign that has the faction ...'). - Module builder: WHEN 'the player's turn starts (once a turn)', and new modules start with it. The old 'a
faction's turn starts' is now called every faction's turn starts: it comes once for EACH faction, about twenty
times a round - a module on it without 'the faction is the player' acted for every faction. The examples 'Help
when broke' and 'A message on turn 10' use the new one. - Test mod: its Module builder modules act on the player's turn; the control blocks module gives the towns
100 people once, on turn 2 (it gave them every turn, for every faction); the game condition has a module of its
own, and a short script tries it in several forms once and writes each to the game's log ([CE_CONDITIONS]) -
the engines refused 'I_TurnNumber >= 1' and wrote that thousands of times; the script does nothing outside the
test mod.
Fixed
- Add-ons (Sack Settlement, both games; Avoid Growth): the game's script console and other script texts turned
into another font after the add-on had drawn - a font it opened could stay open when its drawing failed, and
everything drawn after it took that font. Every font the add-ons use is now closed by the game itself, whatever
happens. Put them in the game again (Add-ons > Update it). - The town window of a region with no town of its own (a rebel village the game makes by itself) failed when it was
closed ('TownWindow' object has no attribute 'town'). It closes now. - A town's own garrison, with no captain (both games): a garrison written inside the town's own block -
garrisoned_armywith itsunitlines, a form both games' engines read and some mods use for every town - was
not seen: the town window, Units & armies and Many towns showed no garrison. It is read now, shown as the town's
own garrison and changed in place (no captain is added; an emptied one goes whole, as the game refuses one with no
unit); a new faction taking such a town gives it its own units there; Check mod files names unknown units in it and
an emptygarrisoned_army. - A town with no army at all showed simply no garrison. Its Garrison view now says the town starts empty and names
who stands beside it, o...
RTW & M2TW Campaign Editor 0.32.0
Changelog
0.32.0 - 2026-10-07
Added
- Module builder: control blocks as in Scratch - ELSE (what the module does when the IF does not hold), the IF lines counted as all / any one / none of them and not before a line, and FOR EACH town or army of a faction, or each faction (everything below done for each one in turn). Older modules open and work as before.
- Module builder looks like Scratch (Look: Blocks): the kinds of blocks in coloured groups on the left (events, control, conditions, actions), the module on the right as blocks that fit into each other - the WHEN block on top, FOR EACH and IF / ELSE holding their actions. Drag a block into its place (a line shows where) or click it to add it at the end; drag a block of the module to move it, or back to the left (or right click it) to take it out. Look: Lists keeps the old view of the same module.
0.31.0 - 2026-10-07
Added
- Edit faction > Rename...: the faction's code name changed in every file of the mod in one write (pictures copied under the new name, scripts that name it listed); Undo this write puts it back.
- Hover a unit or a building in any list or table: its card shows - the picture the game shows and what it is (men, cost, upkeep; a building's level, cost and turns).
- A click on a table's column heading sorts the rows by it, a second click the other way.
- Tools > Settings > Folders > Delete this mod's backups... (after a question).
- Load says what it is loading, with the moving bar.
Changed
- One write for the session - every window: Mercenaries, Events, Campaign rules, Traits and retinue, Many towns and Recolour keep their changes for Apply too (Keep for Apply), as the town and character windows do; one Apply changes writes them all, Undo this write takes back the last part or the whole write. (Traits' New... still writes at once: a new trait must exist before it is edited.)
- Mods that hold only the files they change load (Medieval II
mods/<name>, REX-mod:<name>): every file the mod lacks is read from the game's own data, as the game reads it; the Mod list shows them too. A change to such a file goes into the mod as its own copy - the game's files are never written - and Restore takes the copy away again. The engines'descr_ex.txt/descr_caps_ex.txtare still read from the mod alone. Medieval II with its data still packed: Load says to unpack the game first. - One language in every window: Preview shows what will be written, Write it in writes at once, Keep for Apply keeps a window's changes for Apply changes. Enter presses the window's main button and Esc closes it (Cancel / Close), in every window; the main window is never closed by Esc, and a tool waiting for its click on the map is stopped by Esc first.
- Questions are answered in words, not Yes / No ("Drop them" / "Stay", "Unpack it" / "Not now"...); a button that loses something stands apart on the left and is never the one Enter presses.
- Fewer questions: a write that can be undone (Undo this write) is no longer asked about unless it has a warning; removing an army or agent from the faction's list is undone with Ctrl+Z.
- The right mouse button takes things out of a list: a mercenary's card or line (Mercenaries), an army / agent / fleet (the faction's list), an event (Events), a trait or a member of the retinue (the character) - the separate Remove buttons are gone.
- Long explanations at the top of Mercenaries, Map size and the 3 x bigger map are one line now; the rest shows on the '?'.
Fixed
- Backups that were put back (Restore, Undo this write) stayed in
CampaignEditor_backupsas*_restoredfolders, one per undo. They are deleted now, and the ones older versions left are taken away when the mod is loaded. - Change size... under the map did nothing on the Terrain tab; it opens the Map size window from every map now.
- The family member's diamond on a flag was always white; it takes the colour that reads on the flag (dark on a light flag, light on a dark one), like every other mark.
- Sending a report shows the seconds while it goes (with pictures it takes up to a minute - it looked stuck) and gives up after 90 s with the offer to save the zip.
- The Mod box and the data folder box at the top are the same width.
- Medieval II: diplomacy at the start reset for every faction (all neutral) after an edit of a faction's feelings - Rome's form of the lines (
core_attitudes, a number onfaction_relationships) was written, which Medieval II does not read. Each game now gets its own form (faction_standings-1.0 .. 1.0 in Medieval II, and the other way in Rome). Lines older versions wrote so are named by Check mod files, and Load offers to rewrite them. - Medieval II: new texts (an event's title, a new building's or temple's name) were not shown in the game - it reads the compiled
<name>.txt.strings.binbeside a text file instead of the file. A write that changes a text file now takes that.strings.binaway (backed up; the game builds it again from the text). - Module builder messages showed the game's 'picture not found' placeholder: the picture line of a message (
<id>_image) is now written too (the messenger picture every culture has). - Barbarian Invasion: a deleted region stayed in the campaign's bad-harvest list (
descr_harvests.txt, 'cannot find this region name'); its entries now go with it. - Barbarian Invasion: a new watchtower was written beside the nearest one even when that one belongs to another region, and the game skipped it ('does not match up to region name'). A new or moved one now goes under the block of the region its tile lies in.
- Sack Settlement (both games): a town of the player's that revolted to another faction was taken as the player's own capture. Only a capture by the player counts now.
- New / Edit faction map: a single click on a town did nothing (the town only began a drag); only a double click picked it, and that also opened the town's window. A click picks it now; a double click picks it once and opens the window.
- A storm placed on land never comes - storms strike only fleets at sea. The Events window and Check mod files now say so.
0.30.1 - 2026-10-07
Fixed
- Edit faction on a faction the mod has but the campaign does not (no block in its
descr_strat.txt): said in plain words what to do (another campaign, or bring it in as a new / later faction). - Module builder and Add-ons on Medieval II: putting a script into the game refused with 'D:\Medieval II Total War\data holds only the files this mod changes' when the game keeps its data in packs (the usual install). The loaded mod now carries the write and its backup; Scripts in the game the same.
- The set-up problems found on Load: a long list ran off the screen and the window could not be closed. The same problem on many lines of a file is now said once with its lines, a long text scrolls, and the buttons are always in sight (Put them right / Not now).
Changed
- One write for the session: the town window and the character window no longer write by themselves. Keep for Apply puts their changes into the session's list; Apply changes in the main window writes everything waiting in one go (the button shows
(+N kept)), each part laid over the files as the parts before it left them. Undo this write then asks: Undo the last part only (one step back) or Undo the whole write. Closing a window with changes asks Keep for Apply / Keep editing / Throw the changes away.
0.30.0 - 2026-10-07
Fixed
- Windows: two writes in the same second could be put back by Restore in the wrong order (the files' own times are too coarse there); every backup now keeps the exact moment it was made. The game's log kept with the editor's logs got every line ending doubled.
- The map: painting land to a region and moving a town or port in the same write kept only one of them (the second change of the regions picture started again from the file); a town or port moved onto land just painted to its region was refused as 'not its land' until written. Both now go in one write.
- Unit cards: a mod folder that keeps the game's own cards showed them as wide name buttons; the cards are now found in the game's data too, a unit without any picture gets a grey card of the same size with its name, and cards of another size sit in the middle of the usual box, so the rows stay even.
- A new region's port: with the map's port sign, a click on the coast of a region painted over another one moved the old region's port there instead of giving the new region its own - it had to be written first. Now the port goes to the region the land is painted to, in the same go.
- Recolour... with no faction picked asked for the faction's name to be typed in. Now the window opens on a faction and a list at its top changes it (names players read first); brush changes not written yet are asked about before switching.
- Mercenaries: after a write the window showed the pools as they were before it.
- The editor could stop responding (Windows: 'not responding') a while after start: every window, hover tips included, was made resizable each time it showed, and on Windows that showed it again and again. Now only real windows, once each; hover tips are left alone.
Added
- Long work shows it is working: checking the mod, the test mod and every step of the bigger map run beside the window with a moving bar and the seconds at the bottom - the window never freezes (the x3 heights step took up to two minutes with the window not answering).
- Nothing is lost by closing a window: a window with changes not written yet (Mercenaries, a town, a character, Events, Campaign rules, Traits and retinue, the Module builder) asks before it closes - Write it in, Keep editing or Throw the changes away (that one set apart on the le...
RTW & M2TW Campaign Editor 0.31.0
Changelog
0.31.0 - 2026-10-07
Added
- Edit faction > Rename...: the faction's code name changed in every file of the mod in one write (pictures copied under the new name, scripts that name it listed); Undo this write puts it back.
- Hover a unit or a building in any list or table: its card shows - the picture the game shows and what it is (men, cost, upkeep; a building's level, cost and turns).
- A click on a table's column heading sorts the rows by it, a second click the other way.
- Tools > Settings > Folders > Delete this mod's backups... (after a question).
- Load says what it is loading, with the moving bar.
Changed
- One language in every window: Preview shows what will be written, Write it in writes at once, Keep for Apply keeps a window's changes for Apply changes. Enter presses the window's main button and Esc closes it (Cancel / Close), in every window; the main window is never closed by Esc, and a tool waiting for its click on the map is stopped by Esc first.
- Questions are answered in words, not Yes / No ("Drop them" / "Stay", "Unpack it" / "Not now"...); a button that loses something stands apart on the left and is never the one Enter presses.
- Fewer questions: a write that can be undone (Undo this write) is no longer asked about unless it has a warning; removing an army or agent from the faction's list is undone with Ctrl+Z.
- The right mouse button takes things out of a list: a mercenary's card or line (Mercenaries), an army / agent / fleet (the faction's list), an event (Events), a trait or a member of the retinue (the character) - the separate Remove buttons are gone.
- Long explanations at the top of Mercenaries, Map size and the 3 x bigger map are one line now; the rest shows on the '?'.
Fixed
- Backups that were put back (Restore, Undo this write) stayed in
CampaignEditor_backupsas*_restoredfolders, one per undo. They are deleted now, and the ones older versions left are taken away when the mod is loaded. - Change size... under the map did nothing on the Terrain tab; it opens the Map size window from every map now.
- The family member's diamond on a flag was always white; it takes the colour that reads on the flag (dark on a light flag, light on a dark one), like every other mark.
- Sending a report shows the seconds while it goes (with pictures it takes up to a minute - it looked stuck) and gives up after 90 s with the offer to save the zip.
- The Mod box and the data folder box at the top are the same width.
- Medieval II: diplomacy at the start reset for every faction (all neutral) after an edit of a faction's feelings - Rome's form of the lines (
core_attitudes, a number onfaction_relationships) was written, which Medieval II does not read. Each game now gets its own form (faction_standings-1.0 .. 1.0 in Medieval II, and the other way in Rome). Lines older versions wrote so are named by Check mod files, and Load offers to rewrite them. - Medieval II: new texts (an event's title, a new building's or temple's name) were not shown in the game - it reads the compiled
<name>.txt.strings.binbeside a text file instead of the file. A write that changes a text file now takes that.strings.binaway (backed up; the game builds it again from the text). - Module builder messages showed the game's 'picture not found' placeholder: the picture line of a message (
<id>_image) is now written too (the messenger picture every culture has). - Barbarian Invasion: a deleted region stayed in the campaign's bad-harvest list (
descr_harvests.txt, 'cannot find this region name'); its entries now go with it. - Barbarian Invasion: a new watchtower was written beside the nearest one even when that one belongs to another region, and the game skipped it ('does not match up to region name'). A new or moved one now goes under the block of the region its tile lies in.
- Sack Settlement (both games): a town of the player's that revolted to another faction was taken as the player's own capture. Only a capture by the player counts now.
- New / Edit faction map: a single click on a town did nothing (the town only began a drag); only a double click picked it, and that also opened the town's window. A click picks it now; a double click picks it once and opens the window.
- A storm placed on land never comes - storms strike only fleets at sea. The Events window and Check mod files now say so.
Changed
- One write for the session - every window: Mercenaries, Events, Campaign rules, Traits and retinue, Many towns and Recolour keep their changes for Apply too (Keep for Apply), as the town and character windows do; one Apply changes writes them all, Undo this write takes back the last part or the whole write. (Traits' New... still writes at once: a new trait must exist before it is edited.)
- Mods that hold only the files they change load (Medieval II
mods/<name>, REX-mod:<name>): every file the mod lacks is read from the game's own data, as the game reads it; the Mod list shows them too. A change to such a file goes into the mod as its own copy - the game's files are never written - and Restore takes the copy away again. The engines'descr_ex.txt/descr_caps_ex.txtare still read from the mod alone. Medieval II with its data still packed: Load says to unpack the game first.
0.30.1 - 2026-10-07
Fixed
- Edit faction on a faction the mod has but the campaign does not (no block in its
descr_strat.txt): said in plain words what to do (another campaign, or bring it in as a new / later faction). - Module builder and Add-ons on Medieval II: putting a script into the game refused with 'D:\Medieval II Total War\data holds only the files this mod changes' when the game keeps its data in packs (the usual install). The loaded mod now carries the write and its backup; Scripts in the game the same.
- The set-up problems found on Load: a long list ran off the screen and the window could not be closed. The same problem on many lines of a file is now said once with its lines, a long text scrolls, and the buttons are always in sight (Put them right / Not now).
Changed
- One write for the session: the town window and the character window no longer write by themselves. Keep for Apply puts their changes into the session's list; Apply changes in the main window writes everything waiting in one go (the button shows
(+N kept)), each part laid over the files as the parts before it left them. Undo this write then asks: Undo the last part only (one step back) or Undo the whole write. Closing a window with changes asks Keep for Apply / Keep editing / Throw the changes away.
0.30.0 - 2026-10-07
Fixed
- Windows: two writes in the same second could be put back by Restore in the wrong order (the files' own times are too coarse there); every backup now keeps the exact moment it was made. The game's log kept with the editor's logs got every line ending doubled.
- The map: painting land to a region and moving a town or port in the same write kept only one of them (the second change of the regions picture started again from the file); a town or port moved onto land just painted to its region was refused as 'not its land' until written. Both now go in one write.
- Unit cards: a mod folder that keeps the game's own cards showed them as wide name buttons; the cards are now found in the game's data too, a unit without any picture gets a grey card of the same size with its name, and cards of another size sit in the middle of the usual box, so the rows stay even.
- A new region's port: with the map's port sign, a click on the coast of a region painted over another one moved the old region's port there instead of giving the new region its own - it had to be written first. Now the port goes to the region the land is painted to, in the same go.
- Recolour... with no faction picked asked for the faction's name to be typed in. Now the window opens on a faction and a list at its top changes it (names players read first); brush changes not written yet are asked about before switching.
- Mercenaries: after a write the window showed the pools as they were before it.
- The editor could stop responding (Windows: 'not responding') a while after start: every window, hover tips included, was made resizable each time it showed, and on Windows that showed it again and again. Now only real windows, once each; hover tips are left alone.
Added
- Long work shows it is working: checking the mod, the test mod and every step of the bigger map run beside the window with a moving bar and the seconds at the bottom - the window never freezes (the x3 heights step took up to two minutes with the window not answering).
- Nothing is lost by closing a window: a window with changes not written yet (Mercenaries, a town, a character, Events, Campaign rules, Traits and retinue, the Module builder) asks before it closes - Write it in, Keep editing or Throw the changes away (that one set apart on the left; Enter writes, Esc keeps editing).
- Undo this write: right after anything is written, a button beside the message at the bottom puts every file of that write back as it was (the same as Restore on the newest backup).
- The outline under the mouse shows the brush: a painting brush outlines its whole square of tiles, the heights brush the one point it changes at size 1 and its circle above that (Terrain editor, region borders); the brush size follows a typed number too, not only the arrows.
- Heights brush, point by point: brush size 1 is one point of the heights picture (2 x 2 points a tile), the brush's middle exactly under the mouse (it sat half a point off), a right click picks the height of the point under the mouse (an eyedropper), and the line under the map gives that point exactly - land grey and metres, or water and the sea floor's depth -...
RTW & M2TW Campaign Editor 0.30.1
Changelog
0.30.1 - 2026-10-07
Fixed
- Edit faction on a faction the mod has but the campaign does not (no block in its
descr_strat.txt): said in plain words what to do (another campaign, or bring it in as a new / later faction). - Module builder and Add-ons on Medieval II: putting a script into the game refused with 'D:\Medieval II Total War\data holds only the files this mod changes' when the game keeps its data in packs (the usual install). The loaded mod now carries the write and its backup; Scripts in the game the same.
- The set-up problems found on Load: a long list ran off the screen and the window could not be closed. The same problem on many lines of a file is now said once with its lines, a long text scrolls, and the buttons are always in sight (Put them right / Not now).
Changed
- One write for the session: the town window and the character window no longer write by themselves. Keep for Apply puts their changes into the session's list; Apply changes in the main window writes everything waiting in one go (the button shows
(+N kept)), each part laid over the files as the parts before it left them. Undo this write then asks: Undo the last part only (one step back) or Undo the whole write. Closing a window with changes asks Keep for Apply / Keep editing / Throw the changes away.
0.30.0 - 2026-10-07
Fixed
- Windows: two writes in the same second could be put back by Restore in the wrong order (the files' own times are too coarse there); every backup now keeps the exact moment it was made. The game's log kept with the editor's logs got every line ending doubled.
- The map: painting land to a region and moving a town or port in the same write kept only one of them (the second change of the regions picture started again from the file); a town or port moved onto land just painted to its region was refused as 'not its land' until written. Both now go in one write.
- Unit cards: a mod folder that keeps the game's own cards showed them as wide name buttons; the cards are now found in the game's data too, a unit without any picture gets a grey card of the same size with its name, and cards of another size sit in the middle of the usual box, so the rows stay even.
- A new region's port: with the map's port sign, a click on the coast of a region painted over another one moved the old region's port there instead of giving the new region its own - it had to be written first. Now the port goes to the region the land is painted to, in the same go.
- Recolour... with no faction picked asked for the faction's name to be typed in. Now the window opens on a faction and a list at its top changes it (names players read first); brush changes not written yet are asked about before switching.
- Mercenaries: after a write the window showed the pools as they were before it.
- The editor could stop responding (Windows: 'not responding') a while after start: every window, hover tips included, was made resizable each time it showed, and on Windows that showed it again and again. Now only real windows, once each; hover tips are left alone.
Added
- Long work shows it is working: checking the mod, the test mod and every step of the bigger map run beside the window with a moving bar and the seconds at the bottom - the window never freezes (the x3 heights step took up to two minutes with the window not answering).
- Nothing is lost by closing a window: a window with changes not written yet (Mercenaries, a town, a character, Events, Campaign rules, Traits and retinue, the Module builder) asks before it closes - Write it in, Keep editing or Throw the changes away (that one set apart on the left; Enter writes, Esc keeps editing).
- Undo this write: right after anything is written, a button beside the message at the bottom puts every file of that write back as it was (the same as Restore on the newest backup).
- The outline under the mouse shows the brush: a painting brush outlines its whole square of tiles, the heights brush the one point it changes at size 1 and its circle above that (Terrain editor, region borders); the brush size follows a typed number too, not only the arrows.
- Heights brush, point by point: brush size 1 is one point of the heights picture (2 x 2 points a tile), the brush's middle exactly under the mouse (it sat half a point off), a right click picks the height of the point under the mouse (an eyedropper), and the line under the map gives that point exactly - land grey and metres, or water and the sea floor's depth - with what
map_heights.hgtholds there. - Mercenaries... (top row; right click on the map > Mercenaries for hire in ...): For hire in a region makes a region's list the way a garrison is made (the mercenaries' cards, a click adds one; A list of its own takes the region out of its shared pool); Pools: the campaign's mercenary pools - a pool's regions selected on the map and changed with the map's Select box, new pools from the selected regions (a region leaves its old pool; an empty pool goes), every unit's numbers in plain words and changeable, mercenaries added or taken out, pools renamed or deleted; Preview and a backup, unchanged lines kept as they were.
- Where it can be built... (Building editor) and Where it is recruited... (Unit editor): windows of their own - the regions whose land lets a level be built (counted from the goods and tags its requirement asks for; NOWHERE in red), and every building level that recruits a unit with its pool in plain words, its requirement, the regions it applies in and a button to that building.
- Region tags: taking a tag (hidden resource) off a region first lists what stops working there - the buildings and recruitment that ask for it, with their lines.
- Character window from the map: right click a general, a family member, the heir, the leader or an agent > Edit this character... (a double click on an agent too) opens the Character editor on him in a window of its own, with Preview / Write it in, as the town's window does.
- Save picture... under the map: the whole campaign map as it is drawn now (layers, colours, borders; 8 pixels a tile) saved as a PNG or TGA picture.
- Find on the map matches the names players read in the game (the campaign's region and town labels) besides the file names; a town comes before its own port.
- Check mod files checks the shape of the building tree: a chain named twice, a level the
levelsline names without a block of its own, anupgradesto no level of its chain, aconvert_toto no chain or past its levels, abuilding_present(_min_level)that names no building or level (it can never be met) - each with its line. - Check mod files with a faction picked: Is it complete? - every file that names every other faction but not this one, with a faction of the same culture to copy from (measured on the mod itself; files most factions go without are only noted).
- Map size (Change size... under the map): rows or columns of tiles added at any edge as deep sea, or cut off; every picture of the map,
map_heights.hgt,descr_terrain.txt, characters, resources, forts, events and the campaign's scripts move with it; a cut that would leave something off the map is refused with each place named. - Start the game checks first: a start script whose exe the game folder lacks is refused in plain words; a Medieval II
.cfgthat does not name the mod's folder is asked about; a 32-bit exe limited to 2 GB of memory is noted. - Check mod files: problems worst first, grouped by when the game would meet them (would not start, campaign loads with something lost, battle, play); each one with a button that opens the place to put it right; the whole report behind Full report....
- Top row: the data folder box three times wider, the Mod box takes what is left.
- Credits: a special thank you, Ko-fi supporters listed.
- Map signs: an army's flag and a ship fit inside their tile; the ship no longer shifts in the legend when the map zooms; the heir's crown is a narrow outlined coronet (the king's a full filled crown); the legend explains the flag marks; on the flag: the leader a crown, the heir a coronet, a family member a white diamond, a general not of the family a star, a captain (an army with no general) a chevron; the wheel zooms 50 % a notch by default (Ctrl 10 %).
- Bigger map (x3): no river, ford or source on a water tile - by the heights and the sea ground too, not only map_regions; a river stands on land and touches the water by a side at its mouth.
- Avoid Growth: the words first and the box right of them, as the scroll's own 'Automanage [ ]'; the game's log says which tick pieces it took.
- Bigger map (x3): no cliffs and no beach on the bigger map - the game drew the beach as a zigzag band over the land and the cliffs never sat right on the new coast; the shore looks right without them. Paint them where wanted with the Terrain editor's brushes.
- The top row: the Mod box takes the free width (a mod's full name shows), the data folder box is shorter (its whole path on hover).
- Unpacking Medieval II: the unpacker's question 'Do you agree to these terms and conditions? (Y/N)' is answered Y (the offer says so) - it waited and nothing was unpacked; a Kingdoms campaign unpacks into its own folder (mods//data).
- Map: a port is deleted from the right-click menu (its fleet goes to the sea beside, the town's harbour buildings go; Undo brings it back).
- Town lists (Many towns, the Buildings and town lists): each town's row in a muted shade of its owner's colour.
- Building pictures: a building level given to a faction whose culture has no picture of it gets the picture of a culture that has one (there was only a note to import one); a copied building chain takes another culture's picture ...
RTW & M2TW Campaign Editor 0.30.0
Changelog
0.30.0 - 2026-10-07
Fixed
- Windows: two writes in the same second could be put back by Restore in the wrong order (the files' own times are too coarse there); every backup now keeps the exact moment it was made. The game's log kept with the editor's logs got every line ending doubled.
- The map: painting land to a region and moving a town or port in the same write kept only one of them (the second change of the regions picture started again from the file); a town or port moved onto land just painted to its region was refused as 'not its land' until written. Both now go in one write.
- Unit cards: a mod folder that keeps the game's own cards showed them as wide name buttons; the cards are now found in the game's data too, a unit without any picture gets a grey card of the same size with its name, and cards of another size sit in the middle of the usual box, so the rows stay even.
- A new region's port: with the map's port sign, a click on the coast of a region painted over another one moved the old region's port there instead of giving the new region its own - it had to be written first. Now the port goes to the region the land is painted to, in the same go.
- Recolour... with no faction picked asked for the faction's name to be typed in. Now the window opens on a faction and a list at its top changes it (names players read first); brush changes not written yet are asked about before switching.
- Mercenaries: after a write the window showed the pools as they were before it.
- The editor could stop responding (Windows: 'not responding') a while after start: every window, hover tips included, was made resizable each time it showed, and on Windows that showed it again and again. Now only real windows, once each; hover tips are left alone.
Added
- Long work shows it is working: checking the mod, the test mod and every step of the bigger map run beside the window with a moving bar and the seconds at the bottom - the window never freezes (the x3 heights step took up to two minutes with the window not answering).
- Nothing is lost by closing a window: a window with changes not written yet (Mercenaries, a town, a character, Events, Campaign rules, Traits and retinue, the Module builder) asks before it closes - Write it in, Keep editing or Throw the changes away (that one set apart on the left; Enter writes, Esc keeps editing).
- Undo this write: right after anything is written, a button beside the message at the bottom puts every file of that write back as it was (the same as Restore on the newest backup).
- The outline under the mouse shows the brush: a painting brush outlines its whole square of tiles, the heights brush the one point it changes at size 1 and its circle above that (Terrain editor, region borders); the brush size follows a typed number too, not only the arrows.
- Heights brush, point by point: brush size 1 is one point of the heights picture (2 x 2 points a tile), the brush's middle exactly under the mouse (it sat half a point off), a right click picks the height of the point under the mouse (an eyedropper), and the line under the map gives that point exactly - land grey and metres, or water and the sea floor's depth - with what
map_heights.hgtholds there. - Mercenaries... (top row; right click on the map > Mercenaries for hire in ...): For hire in a region makes a region's list the way a garrison is made (the mercenaries' cards, a click adds one; A list of its own takes the region out of its shared pool); Pools: the campaign's mercenary pools - a pool's regions selected on the map and changed with the map's Select box, new pools from the selected regions (a region leaves its old pool; an empty pool goes), every unit's numbers in plain words and changeable, mercenaries added or taken out, pools renamed or deleted; Preview and a backup, unchanged lines kept as they were.
- Where it can be built... (Building editor) and Where it is recruited... (Unit editor): windows of their own - the regions whose land lets a level be built (counted from the goods and tags its requirement asks for; NOWHERE in red), and every building level that recruits a unit with its pool in plain words, its requirement, the regions it applies in and a button to that building.
- Region tags: taking a tag (hidden resource) off a region first lists what stops working there - the buildings and recruitment that ask for it, with their lines.
- Character window from the map: right click a general, a family member, the heir, the leader or an agent > Edit this character... (a double click on an agent too) opens the Character editor on him in a window of its own, with Preview / Write it in, as the town's window does.
- Save picture... under the map: the whole campaign map as it is drawn now (layers, colours, borders; 8 pixels a tile) saved as a PNG or TGA picture.
- Find on the map matches the names players read in the game (the campaign's region and town labels) besides the file names; a town comes before its own port.
- Check mod files checks the shape of the building tree: a chain named twice, a level the
levelsline names without a block of its own, anupgradesto no level of its chain, aconvert_toto no chain or past its levels, abuilding_present(_min_level)that names no building or level (it can never be met) - each with its line. - Check mod files with a faction picked: Is it complete? - every file that names every other faction but not this one, with a faction of the same culture to copy from (measured on the mod itself; files most factions go without are only noted).
- Map size (Change size... under the map): rows or columns of tiles added at any edge as deep sea, or cut off; every picture of the map,
map_heights.hgt,descr_terrain.txt, characters, resources, forts, events and the campaign's scripts move with it; a cut that would leave something off the map is refused with each place named. - Start the game checks first: a start script whose exe the game folder lacks is refused in plain words; a Medieval II
.cfgthat does not name the mod's folder is asked about; a 32-bit exe limited to 2 GB of memory is noted. - Check mod files: problems worst first, grouped by when the game would meet them (would not start, campaign loads with something lost, battle, play); each one with a button that opens the place to put it right; the whole report behind Full report....
- Top row: the data folder box three times wider, the Mod box takes what is left.
- Credits: a special thank you, Ko-fi supporters listed.
- Map signs: an army's flag and a ship fit inside their tile; the ship no longer shifts in the legend when the map zooms; the heir's crown is a narrow outlined coronet (the king's a full filled crown); the legend explains the flag marks; on the flag: the leader a crown, the heir a coronet, a family member a white diamond, a general not of the family a star, a captain (an army with no general) a chevron; the wheel zooms 50 % a notch by default (Ctrl 10 %).
- Bigger map (x3): no river, ford or source on a water tile - by the heights and the sea ground too, not only map_regions; a river stands on land and touches the water by a side at its mouth.
- Avoid Growth: the words first and the box right of them, as the scroll's own 'Automanage [ ]'; the game's log says which tick pieces it took.
- Bigger map (x3): no cliffs and no beach on the bigger map - the game drew the beach as a zigzag band over the land and the cliffs never sat right on the new coast; the shore looks right without them. Paint them where wanted with the Terrain editor's brushes.
- The top row: the Mod box takes the free width (a mod's full name shows), the data folder box is shorter (its whole path on hover).
- Unpacking Medieval II: the unpacker's question 'Do you agree to these terms and conditions? (Y/N)' is answered Y (the offer says so) - it waited and nothing was unpacked; a Kingdoms campaign unpacks into its own folder (mods//data).
- Map: a port is deleted from the right-click menu (its fleet goes to the sea beside, the town's harbour buildings go; Undo brings it back).
- Town lists (Many towns, the Buildings and town lists): each town's row in a muted shade of its owner's colour.
- Building pictures: a building level given to a faction whose culture has no picture of it gets the picture of a culture that has one (there was only a note to import one); a copied building chain takes another culture's picture where a culture lacks its own.
- Map signs: the dagger's guard thinner; a merchant is a coin with the euro sign, a heretic a lightning bolt.
- Credits: the reporters thanked by the names they signed with; no quotes.
- Map signs: the assassin's dagger upright, its point down; every agent's sign symmetric; a plain army led by a captain carries a rank chevron; the leader marks show on smaller flags too (a town's flag bigger).
- Map editor: a right click or Esc puts back every tool still waiting for its click (armies, fleets, agents, resources, forts, watchtowers, ports, a new region's town); a fort, watchtower or wonder is deleted from the right-click menu too; the legend lists the resources while Layers > Resources is on.
- Bigger map (x3): a one-tile islet or lake loses one or two corners - no plain 3 x 3 squares -; a cross left at the tip of a one-tile cape is rounded off.
- Bigger map (x3): a river never has a pixel on the water - it ends on the land touching it; a cliff near the water stands on the coast; small islands and lakes (up to 12 tiles) keep their size and come out round, like a drop of water - no crosses or clovers -, and capes one tile wide stay whole strips; the sea along the coast is always shallow (never deep at once), the beach one pixel wide, specks of deep water in the shallows gon...
RTW & M2TW Campaign Editor 0.29.2
Changelog
0.29.2 - 2026-10-02
Added
- The editor offers to put itself into the game's folder (where it finds the game and every mod by itself):
started from elsewhere (the Downloads folder, the desktop), the first start of each new version asks; the user
picks the game's folder (checked: the game's exe must lie there), the exe is copied there with its settings and
add-ons (an older copy of the editor there is replaced), a desktop shortcut is made if wanted (Windows), and it
starts from there. 'Not now' asks with the next version, 'Don't ask again' never; Settings > Folders has the button.
Fixed
- The bigger map (x3) keeps the rules of the games' own maps (five reports from Divide and Conquer, all of them
measured on vanilla Medieval II too - 66 of 77 ports there had no water beside them): a town in a region
descr_regions does not list stays one town pixel with its land round it (Erebor became nine); every port stands on
a coastal land tile touching the sea and its region; map_regions and the heights share one coast (7024 tiles
disagreed); every new tile keeps the ground type and climate of the old tile it lies in (Mirkwood's forest turned
to wilderness - 8 of 9 new tiles took the old picture's in-between points); land bridges stay unbroken chains from
land to land (they were left as dots on the water). - A file the system refuses no longer leaves a mod half written (reports from a Medieval II mod: "[WinError 5]
Access denied" on descr_sounds_accents.txt while making a faction): Apply is all or nothing - when one file cannot
be written, the files written before it are put back, the copies removed, no temp file stays, and the message says
in plain words what to close or change. A file marked read-only (Windows' Read-only box) is named in Preview and
written (the mark is taken off); a file another program holds for a moment is tried again. - A new faction gets its faction-select buttons and the rest of its template's pictures (a tester: new
factions made from greek_cities showed no buttons on the campaign's faction-select screen): (1) a template whose
name holds_(greek_cities, romans_julii, papal_states) never had its loose pictures copied - symbol24 /
symbol48 buttons, the loading-screen symbol, the campaign-select map; (2) a mod that keeps the game's own pictures
(its folder holds only what it changed - common for REX and Medieval II mods) now gets copies of the template's
pictures, unit cards and banners from the game's data, written into the mod (the game's data is never touched). - A battle_models.modeldb with models after its count is read (a tester: "modeldb: 1585 characters left after
872 models" stopped a new faction): models added by hand while the count at the top stayed as it was are kept
exactly as they are, and Preview / Check mod say which ones the game never reads and which count would read them. - New regions on a big map get a colour (a tester: "no free colour left"): the colour search walked only 200
colours over and over; it now walks millions, so a map with hundreds of regions still gets new ones. - Recolour window: a touch-up stroke after the colours were changed no longer raises an error.
- Changes waiting for Apply are never written into another mod, and never dropped without asking: loading
another mod (Load, F5, Browse, the Mod list) or opening another campaign now asks first when changes wait (the
editors' and the faction tabs'); every editor then reads the new mod. Before, an editor's changes stayed bound to
the mod they were made on, and Apply on the new mod wrote them into the old one's files. - A template that does not play in the open campaign (Medieval II's saxons outside the Norman prologue) is
said plainly, with the campaign it plays in. - The game's log kept on close is named
game_system.log.txtin the sessions folder (a tester read the game's
own errors there as the editor's), and Tools > The game's log in plain words explains REX's "Game selection
invalid - is the path ... ok?" (the engine started away from the game's folder, or a path it cannot read). - Start_.bat of a new Rome mod folder starts the engine from the game's folder wherever it is started
from (a shortcut, another folder) - it wentcd ..from the folder it was started in. - Terrain editor / win conditions: two buttons that raised an error before a mod was loaded.
- Map: no more errors after switching tools while a new region's town waited for its click (34 errors in one
report: a fort placed in between, then every mouse move). The map forgets the old click and says so. - Buildings tab: the buttons above the list work before a town is picked ('BuildingsEditor' has no
attribute 'own'). - A mod's engine settings come from the mod's own files only: REX and M2EX read
descr_ex.txt/
descr_caps_ex.txtfrom the mod's data folder - a mod without them runs on the engine's built-in defaults (their
own words: "Mods that don't ship this file get safe defaults"), not on the game's copy. The tool read the game's
copy for such a mod, so it could show the wrong faction limit, ancillary / children limits and age of manhood,
and take sprite sheets as xml (faction logos written that the game would not read). Now it reads what the engine
reads; raising the faction limit in a mod without its owndescr_ex.txtmakes one with that line alone (every
other setting stays as the mod ran before). Load still offers to copy the game's engine files into the mod.
0.29.1 - 2026-10-01
Added
- Raze Settlement for Medieval II (Add-ons, M2EX): a 4th button on the capture scroll under Occupy / Sack /
Exterminate - the game's Exterminate, then every building but the kept chains torn down, most people gone, a
reward, the ruins to the rebels with a fresh rebel garrison (give_settlement slave); who may raze as in Rome's
Sack Settlement. Lua add-ons go toeopData/eopScriptswith one loader line inluaPluginScript.lua. The Add-ons
list opens on the add-on of the loaded game.
Fixed
- A new Medieval II faction keeps its template's
ai_labelanddenari_kings_purse: they were lost, so the AI
ran on the 'default' rule set with no income each turn (one reason new factions stood still). A note in Preview
when the new faction starts with one army led by its leader (the computer seldom sends its leader out).
0.29.0 - 2026-10-01
Changed
- The bigger map's ground and climates get natural edges: forests, hills and climates are no longer drawn in
3 x 3 squares - their patches are rounded (each tile's own ground kept exactly, the coast where the heights put it).
The x3 preview says plainly that nothing is written until 'Write it', and after writing shows the old and new size. - The exe goes into the game's folder (beside RomeTW.exe / medieval2.exe): it finds the game and its mods by
itself; the Mod list shows the mods of every game folder used (both games at once). Beside it only
CampaignEditor_settings.jsonandCampaignEditor_logs(the logCampaignEditor.log, the zips,sessions).
Backups go toCampaignEditor_backups(oldfaction_tool_backupsstill listed and restored). Old files are moved
in by themselves. - Logs saved by themselves: on every close,
CampaignEditor_logs/sessions/<time>/gets that session's log and
the game's newestsystem.log.txt(the last 30 sessions kept) - nothing to press. - The Map's switches wrap onto a second row in a narrow window (Find was cut off); the mouse how-to is a '?'.
- Long explanations fold into a '?': the Terrain editor's hint under each brush, and the intro texts of the
Roster, Religions, Settlements, Traits, Events, Campaign rules, Art, pack and family tree panels show their first
sentence; the whole text when the mouse rests on it or on its '?' - the map and the lists get the room. - Making the map 3 x bigger says what it is working on (the coast, the heights, rivers...) - a big map takes half a
minute.
Added
- Medieval II faction logos (M2EX with
sprite_format xml): the faction logo and small logo on the sprite sheets
are on the Art tab, in the faction emblem and replaceable; the sprite moves to a page of the faction's own, factions
borrowing it keep theirs as copies. - Shared pictures pulled apart: a battle banner, the faction symbol's 3D texture or a town flag several factions
name - the faction it is named after keeps the file and the others get copies of their own (their lines pointed at
them; a symbol model's copy keeps its bytes' length), so recolouring changes one faction only. Crusade and military
order banners stay as they are. - The Art tab shows every faction picture: also the faction symbol's 3D texture, the flag on its towns in battle
(Rome) and the battle banners (Medieval II, read from descr_banners_new.xml); a shared one says with whom. Thumbnails
of Medieval II's .texture files are drawn. - Faction emblem - one picture everywhere (Art tab), both games: the menu buttons (normal, mouse over,
selected, greyed out), loading-screen logo, faction-screen symbol, in-game panels' symbol and the faction logos made
from one picture, each in its own size; the button states measured from the mod's own; written with a backup. - Recolour a faction's pictures (Art tab, Tools), both games: unit cards, battle textures, symbols, banners and
captain cards moved from the colours they carry (a template's, found by itself) to the faction's own or any picked;
only the faction-coloured parts change (compared with other factions' copies), light and shade kept; before / after
shown; each file written in its own format, with a backup.
The rims of the coloured parts (dull or blended edge pixels) are taken in ...
RTW & M2TW Campaign Editor 0.29.1
Changelog
Unreleased
0.29.1 - 2026-10-01
Added
- Raze Settlement for Medieval II (Add-ons, M2EX): a 4th button on the capture scroll under Occupy / Sack /
Exterminate - the game's Exterminate, then every building but the kept chains torn down, most people gone, a
reward, the ruins to the rebels with a fresh rebel garrison (give_settlement slave); who may raze as in Rome's
Sack Settlement. Lua add-ons go toeopData/eopScriptswith one loader line inluaPluginScript.lua. The Add-ons
list opens on the add-on of the loaded game.
Fixed
- A new Medieval II faction keeps its template's
ai_labelanddenari_kings_purse: they were lost, so the AI
ran on the 'default' rule set with no income each turn (one reason new factions stood still). A note in Preview
when the new faction starts with one army led by its leader (the computer seldom sends its leader out).
0.29.0 - 2026-10-01
Changed
- The bigger map's ground and climates get natural edges: forests, hills and climates are no longer drawn in
3 x 3 squares - their patches are rounded (each tile's own ground kept exactly, the coast where the heights put it).
The x3 preview says plainly that nothing is written until 'Write it', and after writing shows the old and new size. - The exe goes into the game's folder (beside RomeTW.exe / medieval2.exe): it finds the game and its mods by
itself; the Mod list shows the mods of every game folder used (both games at once). Beside it only
CampaignEditor_settings.jsonandCampaignEditor_logs(the logCampaignEditor.log, the zips,sessions).
Backups go toCampaignEditor_backups(oldfaction_tool_backupsstill listed and restored). Old files are moved
in by themselves. - Logs saved by themselves: on every close,
CampaignEditor_logs/sessions/<time>/gets that session's log and
the game's newestsystem.log.txt(the last 30 sessions kept) - nothing to press. - The Map's switches wrap onto a second row in a narrow window (Find was cut off); the mouse how-to is a '?'.
- Long explanations fold into a '?': the Terrain editor's hint under each brush, and the intro texts of the
Roster, Religions, Settlements, Traits, Events, Campaign rules, Art, pack and family tree panels show their first
sentence; the whole text when the mouse rests on it or on its '?' - the map and the lists get the room. - Making the map 3 x bigger says what it is working on (the coast, the heights, rivers...) - a big map takes half a
minute.
Added
- Medieval II faction logos (M2EX with
sprite_format xml): the faction logo and small logo on the sprite sheets
are on the Art tab, in the faction emblem and replaceable; the sprite moves to a page of the faction's own, factions
borrowing it keep theirs as copies. - Shared pictures pulled apart: a battle banner, the faction symbol's 3D texture or a town flag several factions
name - the faction it is named after keeps the file and the others get copies of their own (their lines pointed at
them; a symbol model's copy keeps its bytes' length), so recolouring changes one faction only. Crusade and military
order banners stay as they are. - The Art tab shows every faction picture: also the faction symbol's 3D texture, the flag on its towns in battle
(Rome) and the battle banners (Medieval II, read from descr_banners_new.xml); a shared one says with whom. Thumbnails
of Medieval II's .texture files are drawn. - Faction emblem - one picture everywhere (Art tab), both games: the menu buttons (normal, mouse over,
selected, greyed out), loading-screen logo, faction-screen symbol, in-game panels' symbol and the faction logos made
from one picture, each in its own size; the button states measured from the mod's own; written with a backup. - Recolour a faction's pictures (Art tab, Tools), both games: unit cards, battle textures, symbols, banners and
captain cards moved from the colours they carry (a template's, found by itself) to the faction's own or any picked;
only the faction-coloured parts change (compared with other factions' copies), light and shade kept; before / after
shown; each file written in its own format, with a backup.
The rims of the coloured parts (dull or blended edge pixels) are taken in too, and what is still missed can be
painted by hand on the 'after' picture (new primary / secondary colour, or keep as it was).
It also covers the units' far-away sprites, the campaign-map figures, the faction symbol's texture, the flag on
Rome's towns in battle and Medieval II's battle banners; a shared picture a line names gets a copy of its own. - Engine files missing in a mod: Load (and Check mod files) says when a mod of a game with REX / M2EX lacks
the engine's own files the game's data has (descr_ex.txt,descr_caps_ex.txt, other*_exfiles) - the engine
may then run it on its built-in defaults - and with a yes copies the game's ones into the mod (backup, Restore). - Buildings and garrisons for many towns (Tools, the Buildings tab's Many towns at once..., and the Map's new
Pick towns: the ground only, a click picks a town in yellow, a right click acts on all of them): a building
level added to (or a chain taken out of) many towns of any owner at once, picked by owner, level and city / castle;
each town checked as the game would see it (too small, a castle's building in a city, the owner's faction list, no
port) and left out with the reason. Garrisons drawn at random - 2 to 6 units per town or any range - from the units
each owner may recruit (a rebel town: the nearest rebel armies' units), under an upkeep limit per town; added to
the army in the town or replacing it. Asked for by a Stainless Steel modder. - Tools > The game's log in plain words: the game's newest
system.log.txtfor this mod (found anywhere in the
game folder) read and explained, both games: a crash first, then errors grouped (one kind once, however many units
or factions it names), each with what it means and what to do, and for a Script Error the mod's line as it reads
now. Known messages explained so far: a recruit line for a faction the unit's ownership does not name, a town or
a character on a tile no one can reach or stand on, a town founded after the campaign's start year, a city /
castle conversion into a level the faction may not build, missing files, portraits and interface pictures, a
faction a script names that the mod lacks. "Open another log..." reads any other one.
Fixed
- M2EX / REX not seen (a player with M2EX got "the original exe cannot take more"): the engine is found in
the game folder by any spelling of its exe or .xdb, and itsdescr_ex.txt(in the mod or the game's data) counts as
the engine being installed. Load says which engine was found and wheremax_factionscomes from; a refusal says
where it looked. Raising the faction limit writes the mod's OWNdescr_ex.txt(a copy of the game's) - the game's
data is not changed for one mod. - Report a bug / Suggest: 'SSL' error on some PCs (an old Windows or an antivirus checking web traffic): the
certificates inside the exe are trusted too; when it still fails, the message says why and to save the zip. - Reports came without the game's log: the report window looked for
system.log.txtonly in the game folder
and the loaded mod's folder. It now looks in every mod folder of the game (Rome:<game>/<mod>/, Medieval II:
<game>/mods/<mod>/, alsobi/andalexander/, each with itslogs/), and with no mod loaded in the game
folder used last - the mod's own log first, then the newest, each with how long ago it was written. When none is
found, "How to switch the game's log on" says which lines the game's preference file needs.
0.28.0 - 2026-10-01
Added
- Terrain editor: Land and sea - turn sea into land (draw a new island, a longer coast) or land into sea (a bay,
a strait), both games. Each tile changes everything that says land or sea together: itsmap_regions.tgapixel
(the region of the nearest land, or the one picked in "new land joins"; or the sea's colour), the ground round it
(a land ground like its neighbours', or shallow sea) and the heights round it (a low shore or the sea's depth) in
map_heights.tgaandmap_heights.hgt. Refused, in plain words: drowning a town, port, character, fort or
resource, a region's last land, a river tile, or a port's last land. Undo / Redo stroke, Preview, one backup.
Fixed
- The bigger map (Tools > Make the campaign map 3 x bigger) - played in the game, it was flat and square:
map_heights.hgt- the game's float copy of the heights, which it reads INSTEAD ofmap_heights.tgaand never
makes again - was left at the old size; it is now written at the new size (measured on both vanilla games:
land = grey x max_land_height / 255, sea = min_sea_height x (255 - blue) / 255).- The hills and mountains became hillocks: the land got 3 x wider with the same heights. The heights and the sea
floor are now 3 x higher (descr_terrain.txtmax_land_height / min_sea_height), so the slopes stay as steep as
they were; "Write it, heights as they are" keeps the old ones. - The coast was drawn in 3 x 3 squares: now smooth (a new pixel is land when most of the old land round it is;
every block's middle keeps its value, so towns, armies, fleets and resources stay where they may stand; ports
still touch their region's land). The heights' coast and the sea ground types are made smooth the same way. - Rivers: a diagonal step is a staircase, not an L; a river's mouth runs on to the new coast (and to the map's
edge where it ran off it); rivers keep the land under them.
0.27.0 - 2026-10-01
Added
- **Bring units and buildings from...