- Sandbox
- How to use the Modding Research Wiki forum
- File directory structure project
- Animations
- Battlefields
- Buildings & Settlements
- Campaign maps
- Characters
- Events
- Factions
- Formations
- Creative Assembly Models
- Music, Sounds & Voices
- Scripting
- Skins (textures)
- Sprites
- Tech Trees
- Unit cards
- Units
- User Interface
- Command line switches
- map_heights.tga understood
- Traits
- M2 EDB Tree Project
- The magic of .strings.bin files, and how the relate to both the game and .txt files
- Ai
- Movies
- Config Fixer Trick for Mod Installers
- Guilds
- Vanilla Map Settlement Position Numbers
- RGB Values for Regions
- Cracking the .sd files
- Where is the file descr_sounds_music in the Medieval II TW?
- Hardcoded limits
- Agents
- Missions - Pope. Council and Guild
- Creative Assembly A start on the .MESH file format
- Editing the Settlement files
- Map editing for AI path-finding problems.
- Trait and Ancillary Triggers
- Animations
- Game AI stuff
- Conditions/Commands/Events - Things to know
- Adding a new culture
- Editing banners
- Adding a new religion
- Animations .... what can we do with them?
- Bounding Spheres ....er ?
- Settlements: File Format Investigations
- test
- Where do you find traits?
- Chariots taking me for a ride!
- Yet another animation thread!
- One Person Unit
- Invasion attitudes
- Settlements: File Formats; Take 2
- Animation Woes ( again! )
- Unit Upgrade levels
- Kingdoms commands
- recruit_priority_offset (export_descr_unit.txt)
- [Scripting] Some notes on 'send_character_off_map' (Kingdoms)
- Kingdoms
- Research: Bribery Mechanics
- Mod folder for Kingdoms
- Campaign/Diplomacy AI
- Double Velocity
- mount_effect
- Hordes (campaign_db.xml)
- Battle Odds balancing
- Self-replenishing units
- Dead Characters in descr_strat.txt
- Trading
- Accessing Files