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Thread: New FAQ Thread

  1. #1
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Exclamation New FAQ Thread

    Hello fellow Citadel dwellers,

    It seems that some questions get asked over and over again, such as "How do I defeat Mongols" or "Why are characters aging 0.5 years a turn" or "What can I do now that I'm excommunicated".

    While it is of course not that great of a deal and ups your post counts, it does clog up the boards quite a lot with conflicting information posted here and there.

    As you are all aware, we already have a FAQ/Strategy thread here, but as that one is unlikely to be updated much anymore, I think its time that we split it into a FAQ and a Strategy thread, two separate things.

    To make matters easy, all FAQ things may be removed from that thread to make it a pure strategy thread to complement the guides forum and a new FAQ thread with all you people's input created.

    As this is quite an arduous task, I will need each and every one of you to do the following to help:

    1. Post a common question and the best correct answer to it, other may comment, but if they do, they must quote that particular question and answer so its obvious what is being referred to.

    2. Provide links to existing threads that answer a question fully already. This allows us to still use those ancient threads of wisdom without having to keep creating new ones with the same answer.

    After we all gather some 50+ FAQ/As, the creation will take place and will continue to be open to suggestions, new Q/As and comments that will all be collated in the first two posts.

    This should help keep the clutter down and make it easier to find answers to a question you have in a structured manner without necessitating a long forum search or god forbid a new thread asking an old question.

    Enough from me for now, please post questions and answers (you may also post questions without an answer, but as usual they must be related to M2TW directly and not be modding related).

    While comments are welcome, I would like to keep non Q/A in this thread to an absolute minimum, so if you have comments, PM me, don't post, to help this project along. I reserve the right to delete old/wrong answers after they have been addressed and unrelated comments to make the work easier for everyone involved.

    Thank you.
    Last edited by FactionHeir; 05-10-2008 at 00:26.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  2. #2
    Member Member PBI's Avatar
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    Default Re: New FAQ Thread

    Nice idea FactionHeir.

    Is this the sort of thing you had in mind?

    Q: Why are my halberds/2-handed axemen/2-handed swordsmen so weak against other infantry?

    A: The attack animation of all units which use a two-handed weapon is bugged, meaning that two of their four attack animations will never do any damage against infantry, whilst the other two succeed only very rarely. The result is that they have a very powerful charge but do little damage once they are bogged down in melee, much like cavalry. As a result they should be used differently to normal infantry; this thread contains a good discussion of how to use them properly.

  3. #3
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: New FAQ Thread

    This one's fairly cheesy, but what the heck:


    Q: I'm trying to kill off an enemy agent, but my own agents can't seem to touch him no matter how good they are. Is there anything else I can do to get rid of him?

    A: If you're absolutely desperate to remove an enemy agent from the campaign map (and your assassins/other agents aren't having any luck), there is an exploit you can use: Surround the enemy agent with army units, then have an additional unit occupy the same space as the enemy agent; the agent will simply disappear and not return.
    Last edited by Martok; 05-09-2008 at 23:27. Reason: Corrected for accuracy
    "MTW is not a game, it's a way of life." -- drone

  4. #4
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: New FAQ Thread

    Quote Originally Posted by Martok
    Q: I'm trying to kill off an enemy agent, but my assassins can't seem to touch him no matter how good they are. Is there anything else I can do to get rid of him?

    If you're absolutely desperate to remove an enemy agent from the campaign map (and your assassins aren't having any luck), there is an exploit you can use: Surround the enemy agent with 8 army units (one on each side and "corner"), then have a 9th unit occupy the same space as the enemy agent; the agent will simply disappear and not return.
    Good one. Small correction though:

    If you're absolutely desperate to remove an enemy agent from the campaign map (and your assassins or other agents aren't having any luck), there is an exploit you can use: Surround the enemy agent with 8 army units (one on each side and "corner"), then have an additional 9th unit occupy the same space as the enemy agent; the agent will simply disappear and not return
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  5. #5
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: New FAQ Thread

    Gah! Quite right.


    Another one....


    Q: What traits/ancillaries can my generals get, and how do they get them?


    A: Link


    Spoiler Alert, click show to read: 
    # When a General...

    * Hires Mercenaries - mercenary_captain (8%).
    * Has a brother adopted - DiscontentGeneral (50%), Anger (5%), Arse (1%), Corrupt (5%), Slothful (4%), Girls (5%), Gambling (5%), ExpensiveTastes (5%), Disloyal (8%), Unjust (10%), Paranoia (5%), HarshRuler (10%).
    * Marries (not necessarily to a Princess) or becomes a father, chance of losing - Girls (1:40%, 2:60%, 3:40%, 4+:20%), Drink (2:80%, 3:60%, 4:40%, 5:20%).
    * Marries or becomes a father - Sobriety (5%), Prim (5%), Drink (5%), Girls (2% for marriage, 5% for fatherhood), Sane (10%).
    * Marries, Girls - nosy_mother (50%).
    * Marries, Gambling, Drink (level 2+) - evil_mother-in-law (50%).
    * Executes a Spy - CounterSpy.
    * Executes an Assassin - AssassinCatcher.
    * Survives an Assassination attempt - Paranoia (33%), HighPersonalSecurity (75%), Gambling (15%), Girls (20%), Drink (20%), Xenophobia (8%), Introvert (25%).
    * Survives an Assassination attempt, Paranoia - foodtaster (20%).
    * Survives an Assassination attempt, Paranoia 3+ - Insane (30%), Deranged (10%).
    * Accepts a Bribe - ExRebel, Disloyal (50%), Xenophilia (10%).
    * Refuses a Bribe - Loyal, Upright (50%), StrategyChivalry (StrategyChivalry).
    * Is damaged by a disaster, he has a 4% chance of gaining - Superstitious (5%), ForcedReligious (10%).

    # When a General ends his turn...

    * General/Governor, Piety 6+, Excommunicated - DiscontentGeneral (20%).
    * General/Governor, Chivalry 3+, Leader Chivalry 3+ - ContentGeneral (10%).
    * General/Governor, Chivalry 3+, Leader Dread 3+ - DiscontentGeneral (10%).
    * General/Governor, StrategyChivalry, Treasury 50,001+ - StrategyDread (33%).
    * Loyalty 0-, spent over 3 turns in an enemy region, non-MiddleEastern - adultress_foreign (10%).
    * Arse, non-MiddleEastern - adultress_she_man (5%).

    # When a General ends his turn in a settlement...


    * 3% per trait per 50,000 in treasury, up to 150,000 (3x3% per trait) - Corrupt, Aesthetic, ExpensiveTastes, Epicurean, BadAdministrator.
    * Without a Stone Wall or Castle, Command 5+, Distance from Capital 50+ - DiscontentGeneral (10%).
    * With a Large Stone Wall or Fortress, Command 5- - ContentGeneral (10%).

    # When a General spends a turn without moving...

    * In enemy lands - Austere (2%), Cuckold (2%), Ignorance (1%), Pragmatic (2%), Stoic (1%).
    * Outside of settlements - 40% chance of gaining (1% each) - Feck, HaleAndHearty, Scout.
    * In a settlement - 10% chance of gaining (1% each) - Drink, Gambling, Arse, Girls.
    * In a settlement with a...
    o Brothel - Drink (5%), Gambling (5%).
    o Coaching House - Aesthetic (5%), Drink (5%), ExpensiveTastes (5%), Gambling (3%), Girls (3%).
    o Theatre - Aesthetic (5%), Epicurean (5%), ExpensiveTastes (5%), Cultured (15%), Drink (3%).
    o Public Baths - HaleAndHearty (3%), Epicurean (5%), ExpensiveTastes (5%), Girls (3%).
    o Pleasure Palace (if General is not Upright or Prim) - Aesthetic (5%), Epicurean (5%), ExpensiveTastes (5%), Gambling (3%), Girls (10%).
    o Merchants Quarter - Aesthetic (5%), Epicurean (5%), ExpensiveTastes (5%), Gambling (3%), GoodTrader (10%).
    o Alchemists' Lab, Fairground, Superstitious - magician (Except Middle East 15%).

    # When a Governor ends his turn...

    * Under Siege - Miserly (20%).
    * Riot - Disciplinarian (10%), HarshJustice (5%), Rabblerouser (10%), Authoritarian (20%).
    * Riot, Low Tax - BadAdministrator (50%).
    * Riot, Town Hall - crooked_judge (Except StrategyChivalry, Just 20%).
    * Rebels - Disciplinarian (15%), HarshJustice (10%), Rabblerouser (20%), Authoritarian (50%).
    * Rebels, Low Tax - BadAdministrator (100%).
    * Low Tax, Happy citizens, over 3 turns in region - StrategyChivalry (25%).

    # When a Governor ends his turn, in a settlement with a...

    * City Hall, StrategyDread - harsh_judge (10%).
    * GoodCavalryGeneral, Earl's Stables - trusty_steed (15%).
    * Explorers' Guild - intrepid_explorer (5%).
    * Theologians' Guild - priest (Except Middle East 3%).

    # When a Governor spends a turn without moving, in a settlement with a...

    * GoodCommander 2+, 4+ turns in region - biographer (5%).
    * No religious buildings - astrologer (Except Northern Europe 5%).
    * Armourer - master_smith (2%).
    * Crop Rotation - overseer (10%).
    * Catapult Range - siege_engineer (3%).
    * Siege Works - siege_engineer (33%).
    * Bimaristan, Command 4+ - doctor (15%).
    * Racing Track - HorseRacer (10%).
    * City Watch, Catapult Range - military_engineer (5%).
    * Brothel, Married, Wife's Charm 5- - adultress (Except Middle East 5%).
    * Tavern - bard (Except Middle East 5%).
    * Fairground, Treasury 50001+ - money_counter (Except Middle East 8%).
    * Great Market - treasurer (Except Northern Europe 10%).
    * Military Academy - AcademyTrained (10%), ordinance_master (10%).
    * Army Barracks, Command 4+ - quartermaster (Except Northern European 20%).
    * Academy - mathematician (Except Northern European 5%).
    * Library - librarian (5%).
    * University - mathematician (Except Northern European 5%).
    * Alchemists Lab - Intelligent (10%), alchemist (5%), brilliant_inventor (Except Ignorance 3%).
    * Alchemists Lab, Town Hall - scribe_ancillary (10%).
    * Alchemy School, Command 4+ - doctor (3%).
    * Theatre - actor (5%), musician (10%).
    * Artist Studio - artist (Except Northern Europe 5%).
    * Drill Square, Catapult Range - military_engineer (8%).
    * Castle, 5+ turns in region - pet_guarddog (8%).
    * Archery Range - master_of_archers (5%).
    * Jousting Lists - TourneyKnight (10%), lancebearer (Command 4+, 10%).

    # When a Governor ends his turn in a settlement that has completed building...

    * anything - GoodBuilder (20%), GoodAdministrator (Very High Taxes 7%), architect (Except Northern Europe 3%), tax_farmer (BadTaxman 8%).
    * Armourer - master_smith (20%).
    * Farms - GoodFarmer.
    * Port - GoodTrader (80%).
    * Roads - GoodTrader (80%), GoodBuilder (10%).
    * Mines - GoodMiner.
    * Small Church - ReligiousActivity, StrategyChivalry.
    * Grain Exchange - GoodTrader (50%).
    * Merchant's Wharf - GoodTrader (80%).
    * University - academic_advisor (33%), Intelligent (33%).
    * Artist Studio - Cultured, Aesthetic (20%), artist (Except Northern Europe 33%).
    * Merchant Bank - GoodTrader (80%).
    * Library - academic_advisor (33%).
    * Library, Intelligent 1- - Intelligent (33%).
    * Alchemists Lab, Intelligent 1- - Intelligent (33%).
    * Theatre - Cultured.
    * Public Baths - Cultured (20%).
    * Castle, Command 4- - fool_usual (Except Middle East, Greek 50%).
    * Castle, Command 5+ - fool_brilliant (Northern Europe, Eastern Europe 50%).
    * Citadel, Command 4+ - herald (33%).
    * Marksman's Range - master_of_archers (33%).
    * Jousting Lists - StrategyChivalry.
    * Caravan Stop - GoodTrader (80%).
    * Swordsmiths' Guild - master_smith (20%).
    * Master Mason's Guild - master_mason (33%).

    # When a Governor ends his turn in a settlement has completed training...

    * Very High Taxes, any unit - GoodAdministrator (3%).
    * Assassin - StrategyDread.
    * Spy - StrategyDread (33%).
    * Priest - ReligiousActivity.
    * Infantry - drillmaster (3%).
    * Knight's Stables, Cavalry - master_of_horse (20%).
    "MTW is not a game, it's a way of life." -- drone

  6. #6
    king of my kingdom Member DVX BELLORVM's Avatar
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    Default Re: New FAQ Thread

    Q: When do we get late bodyguards?

    A: They are only available in custom battles, not in the campaign.

  7. #7

    Default Re: New FAQ Thread

    More cheese Wallace

    Q: How can I stop desertion in my Crusade / Jihad / Warpath (CJW) army.


    A: When you have finished moving the CJW army, that you suspect may suffer desertion, go to the army details scroll and click the join/leave CJW button twice. This fools the program into thinking that you have just joined the CJW (which in a way you have) and it always allows you the first turn without desertion.
    Using this method the army can be moved in any (even the opposite)direction.
    Warning - Don’t try this whist on a ship. You can only rejoin a CJW on dry land.
    Depending on which game / patch version you are playing you might loose a point or two of chivalry.

  8. #8
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: New FAQ Thread

    Quote Originally Posted by Sentinel
    Q: How can I stop desertion in my Crusade / Jihad / Warpath (CJW) army.


    A: When you have finished moving the CJW army, that you suspect may suffer desertion, go to the army details scroll and click the join/leave CJW button twice. This fools the program into thinking that you have just joined the CJW (which in a way you have) and it always allows you the first turn without desertion.
    Using this method the army can be moved in any (even the opposite)direction.
    Warning - Don’t try this whist on a ship. You can only rejoin a CJW on dry land.
    Depending on which game / patch version you are playing you might loose a point or two of chivalry.
    Good one, small addendum:

    A: When you have finished moving the CJW army, that you suspect may suffer desertion, go to the army details scroll and click the join/leave CJW button twice. This fools the program into thinking that you have just joined the CJW (which in a way you have) and it always allows you the first turn without desertion.
    Using this method the army can be moved in any (even the opposite)direction.
    Warning - Don’t try this whist on a ship. You can only rejoin a CJW on dry land. Also, you cannot join/rejoin a crusade after it has been in progress for more than 10 turns.
    Depending on which game / patch version you are playing you might gain/loose a point in chivalry.[/QUOTE]
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  9. #9
    Member Member PBI's Avatar
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    Default Re: New FAQ Thread

    Q: Why do my soldiers always lose when attacking units on walls during sieges?

    A: In M2TW defending soldiers get a large bonus to attack and defense when fighting on the walls. This, coupled with the fact that the towers on the wall will be firing on the attackers throughout the fight, effectively makes them much better troops than their unit type suggests. Thus to take the walls successfully you need to use a unit type much heavier than the defenders, e.g. if the wall is held by Armoured Sergeants, you will need to use at least Dismounted Feudal Knights or something similar to have a good chance of success.

    Attacking settlements in M2TW without siege weapons is much harder than in previous games and requires a different approach. If you are having difficulty successfully assaulting settlements here are some threads which might be helpful:

    some tips on good units to use to take walls

    some more general tips on assaulting settlements

  10. #10

    Default Re: New FAQ Thread

    Quote Originally Posted by Poor Bloody Infantry

    Q: Why are my halberds/2-handed axemen/2-handed swordsmen so weak against other infantry?
    And CA never fix it ???
    tat sux ...

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