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Re: Tips and FAQ for M2TW
To take a screen press printscreen and open mspaint or some other pic editing program and press control V. Apparently Medieval 2 also saves screens elseware
but that shouldnt matter. It seems theres a different picture and text clipboard.
Also if you have xfire you can press scroll lock S to take a screenshot.
The print screen and control V method however might turn the image black if you have anti aliasing on. Some other pic capturing programs may do that too.
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Re : Tips and FAQ for M2TW
Thanks a lot for all the tips.
I have a little correction :
Quote:
Originally Posted by econ21
Q: How do I get the game to display years in stead of turns?
A: Delete the line "show_years_as_turns" line in descr_strat.txt.
Actually, it's "show_dates_as_turns" that you have to delete, "show_years_as_turns" doesn't exist. :)
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Re: Re : Tips and FAQ for M2TW
"Thanks a lot for all the tips.
I have a little correction :
Actually, it's "show_dates_as_turns" that you have to delete, "show_years_as_turns" doesn't exist. :)"
Or you can put a ; in front of the line...
example: ;show_dates_as_turns it makes it easier to change back if you want to for any reason.
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Re: Tips and FAQ for M2TW
Edit - Sorry about the length of this post.
Well, the .com is down at the moment, so I figured I would go ahead and post this here. It's not perfect, because I don't play vanilla, but it should give a good guide to anyone who wants it. These are the base values of all resources for each faction. This was done using toggle_fow and a merchant with 1 Finance point. Obviously a higher level merchant will earn a great deal more money. Furthermore, the longer a merchant sits on a resource the more he makes. And if he has a monopoly on the resource he makes even more. If he has a trade agreement with the faction owning the resource, it will be worth more. This is just the base value in florins per turn.
The campaign difficulty was medium.
Some of the cities in my mod start out with various guilds. For Venice and Byzantium, I forgot to destroy the merchant guild buildings before testing the values. So they may have a slightly higher value for each resource.
I was pleasantly surprised to find that some provinces have "better" iron or amber than others. Do not assume that all resources are equal.
I wasn't completely thorough about this, I didn't check every resource. And I didn't bother to post the results most of the time if the resource was worth less than 40 florins per turn. The idea was to figure out the optimal resources for each faction.
For my own hotseat campaign purposes, I also wanted to find the optimal balanced global economy. Obviously not everyone can sit on gold at Timbuktu or silk at Constantinople. If every player spends most of the game trying to squabble over these resources, then merchants will be useless.
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Re: Tips and FAQ for M2TW
Hmm, maybe an index in the first post would prove useful for people looking for a quick answer in the FAQ. Scrolling through the post is a tiring thing, though also useful to those just new to the game, forced to read through everything.
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Re: Tips and FAQ for M2TW
Good idea - I've added an index and improved the formatting to make it easier to scroll through. I'd like to split it up into bite sized posts, if I can find out whether it is possible to insert posts into a thread.
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Re: Tips and FAQ for M2TW
Nice work on the clean up - it looks much better now.
It would be much appreciated if you'd edit Olmsted's post and put that information in spoiler tags though :laugh4:
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Re: M2TW FAQ and Strategy Tips
For unlocking factions when you go inside the desc_strat folder i wanted to put papal state into the playable factions but when i save it give me a pop up saying that it was denied. Can anyone help?
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Re: M2TW FAQ and Strategy Tips
you need to backspace out the original Papal_States from the non-playable list then retype it in exactly the same as it was shown in nonplayable up with the initial 5 factions under playable factions.
it should work if it is done that way. you cant have it in two places because it will cause a conflict.
this may not be the problem solver but it helped a freind of mine who had trouble with it.
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Re: M2TW FAQ and Strategy Tips
Quote:
Originally Posted by mad cat mech
you need to backspace out the original Papal_States from the non-playable list then retype it in exactly the same as it was shown in nonplayable up with the initial 5 factions under playable factions.
it should work if it is done that way. you cant have it in two places because it will cause a conflict.
this may not be the problem solver but it helped a freind of mine who had trouble with it.
I've already done that, but thank you
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Re: M2TW FAQ and Strategy Tips
Quote:
Originally Posted by RoadKill
For unlocking factions when you go inside the desc_strat folder i wanted to put papal state into the playable factions but when i save it give me a pop up saying that it was denied. Can anyone help?
Right-click on the file, select properties and make sure the "read-only" attribute is unchecked.
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Re: M2TW FAQ and Strategy Tips
Thank you AndresTheCunning worked perfect now the papal_states thing is in the playable section, now bigger promblem when i go into the grand campaign section i dont see the icon to select papal states, or am i doing something wrong?
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Re: M2TW FAQ and Strategy Tips
May i asked a dump question, how can i enter those cheat code in game? I did some search but hardly find any hint how can i make them work in game. [beside i find lots of them tho. :laugh4: ]
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Re: M2TW FAQ and Strategy Tips
Sorry, didn't notice your post yesterday :embarassed:
You need to enter the cheat codes in the console, which is opened by pressing the ` key (it should be to the left of the 1 key if you're using a US keyboard layout)
Open that up, type in whatever you need, and press enter.
Should work :thumbsup:
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Re: M2TW FAQ and Strategy Tips
thx a lot, i will try that out when i get home tonight! :beam:
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Re: M2TW FAQ and Strategy Tips
During a siege when playing single person, having multiple ladders can be extremely useful. I have gotten into the habit of attacking any castle or city from all sides at once and it seems the AI is not good at dealing with this tactic.
I will normally use one or two infantry units to do scaling per side and I normally have missile troops to back them up. The AI will generally concentrate on stopping one attack and allow the others to get in. This tends to cause the AI to retreat (if possible) to the center while allowing me to get the rest of my army inside to attack with. Then I can surround the AI’s troops and move in for the kill.
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Re: M2TW FAQ and Strategy Tips
The other option along those lines is to put enough ladders to tie up all their units (usually 4) on the walls in position in front of the main gate, then bash down a side one and slip your cavalry in behind.
They can either run to save the town and get cut down from behind, or lose :thumbsup:
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Re: M2TW FAQ and Strategy Tips
Quote:
Q: Can you ally with a faction already allied to your enemy?
A: No. (Although the AI can be your ally and then ally with your enemy - this brings peace between you and your enemy.)
I´d like to extend on this one, as there is a way to ally with a faction that´s at war with your ally, it´s possible through marriage. If you marry the princess (that´s the way I did it) of the faction to your King or prince, you become allied with the princess´ faction and this results in a ceasefire between your old and new ally.
I don´t know if it works as well when you´re the one providing the bride, but my guess is that it does.
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Re: M2TW FAQ and Strategy Tips
To my surprise I discovered the other day that merchants can trade on gold and silver mines. This may be obvious to others but it wasn't to me.
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Re: M2TW FAQ and Strategy Tips
Quote:
Originally Posted by John_Longarrow
During a siege when playing single person, having multiple ladders can be extremely useful. I have gotten into the habit of attacking any castle or city from all sides at once and it seems the AI is not good at dealing with this tactic.
I will normally use one or two infantry units to do scaling per side and I normally have missile troops to back them up. The AI will generally concentrate on stopping one attack and allow the others to get in. This tends to cause the AI to retreat (if possible) to the center while allowing me to get the rest of my army inside to attack with. Then I can surround the AI’s troops and move in for the kill.
As a corollary to this. Ever been annoyed because your ram has got fried?. Attacking with ladders the walls on the other sides of a settlement will mean the ai may not have enough troops or will take away garrisoning troops from where you intend to attack with your ram, hence your ram can walk up unopposed and take the gate. Just make sure they have left before your send your ram
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St. Johns Chapter House of Knights of Hospitaller?
If your crusading, chances are high that you could get a guild it is either St. Johns Chapter house of the Templars house (saying your not the HRE of Spain/Portugal).
When you look to the benefits the internet says.
Quote:
Minor St. Johns Chapter House Knights of Hospitaller Health +1 x
Major St. Johns Chapter House Knights of Hospitaller and +1 Experience Health +2 x
St. Johns Chapter House HQ Knights of Hospitaller and +1 Experience Health +3 x
Minor Templars Chapter House Knights Templar x x
Major Templars Chapter House Knights Templar and +1 Experience x x
Templars Chapter House HQ Knights Templar and +1 Experience x x
Minor Teutonic Knights Chapter House Teutonic Knights x x
More over the units tend to have the same data. There's only one exception. The Templer's knights are impeteus. Since you want to command the charge and not some agressive bonehead, it looks better to go for the Hospitaller knights.
Can anyone confirm this?
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Re: St. Johns Chapter House of Knights of Hospitaller?
Quote:
Originally Posted by Atreides
... it looks better to go for the Hospitaller knights.
Can anyone confirm this?
That's certainly my understanding.
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Re: St. Johns Chapter House of Knights of Hospitaller?
Not only that, but the Hospitallers can be upgraded one notch more in the armor department (probably because the Templars were wiped out before platemail appeared, historically).
Most Templar-liking people add a trade bonus to the Templar guild to even the field a little (and of course, the Templars were rich bankers, so it makes sense).
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Re: M2TW FAQ and Strategy Tips
in the spies section it says that spies cause 5% of unrest per point of acumen...this is not my observation, which is that a spy will cause 5% unrest total, regardless of acumen, and that this unrest caps out at 5 spies (for a total of 25%)
can anyone confirm this?
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Re: M2TW FAQ and Strategy Tips
Quote:
Originally Posted by phonicsmonkey
in the spies section it says that spies cause 5% of unrest per point of acumen...this is not my observation, which is that a spy will cause 5% unrest total, regardless of acumen, and that this unrest caps out at 5 spies (for a total of 25%)
can anyone confirm this?
No. I had two spies in Mogol held Kiev. The public order dropped to 50% untill a 10 dread general restored order.
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Re: M2TW FAQ and Strategy Tips
yeah, I was trying it again last night and I got better results
but there does seem to be a cap where you get zero marginal return from adding an extra spy...try adding 5 and then one more...
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Re: M2TW FAQ and Strategy Tips
phonicsmonkey
The unrest is cumulative with spies, but caps at 50%. As such, if you have two spies with 5 stars each you've hit the 50%. Adding extra spies won't cause more unrest but will increase your chances of getting the gates open.
I've found that having 4 or 5 spies inside a target will most often get the gates open. If they are not good enough as spies to pull it off, they often get killed trying to get inside.
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Re: St. Johns Chapter House of Knights of Hospitaller?
Quote:
Originally Posted by Kobal2fr
Not only that, but the Hospitallers can be upgraded one notch more in the armor department (probably because the Templars were wiped out before platemail appeared, historically).
Most Templar-liking people add a trade bonus to the Templar guild to even the field a little (and of course, the Templars were rich bankers, so it makes sense).
Quote:
Originally Posted by econ21
That's certainly my understanding.
Thanks lads.
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Re: St. Johns Chapter House of Knights of Hospitaller?
Is it possible to increase the resolution of the screenshots, the .tga ones.
I play with 1600x1200 and it's rather annoying to get a 1024x768 screenshot
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source of cash
Im not sure if someone already post this tip:
Very effective at the beggining of campaign. Build one army as large ,well trained and good leaded as possible. And send them to pillage the world. Every burned town will give you some gold to upgrade and bulid your hometown. After pillageing you leave a town to rebel , you can pillage it again when returning to home. If the town will be captured by oposite faction even better they will rebuild it faster which make the town more profitable when pillaging again. As aaddition you may destroy all improvements in town to make the town less profitable to enemy faction and more expensive to rebuild - they will spend lot of money to rebuild the town instead buliding an army to chase you.This way may cause lot of new enemies but who cares , you going have to conquer them sooner or later anyway to win the game.