Did they invade via the sea or the fictional bridge that connects Wessex to mainland Europe? If it was the bridge then they don’t need a ship in the water.
Did they invade via the sea or the fictional bridge that connects Wessex to mainland Europe? If it was the bridge then they don’t need a ship in the water.
Peace in Europe will never stay, because I play Medieval II Total War every day. ~YesDachi
Hi yesdachiOriginally Posted by yesdachi
Is this possible or are you pulling my leg?![]()
And if possible, from which territories can you "walk" in?
Cheers
I would never pull your leg. Sarcastic and argumentative but never leg pulling.Originally Posted by DanishPosh
I believe this has been a topic of some discussion in the past prompting some to create mods that don’t allow these “bridges”. I think they make the game a little simpler but one could argue that it is not realistic to think a bunch of knights and their horses could swim or rowboat the English Channel or the straits of Gibraltar.
Peace in Europe will never stay, because I play Medieval II Total War every day. ~YesDachi
I thought soOriginally Posted by yesdachi
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Is this incorporated into the XL mod?
Been hearing good things about it so far.
There is a sort of logic to the 'land bridges'. Bear with me while I explain.
I think the game manual itself explains how the ships which actually carry trade goods overseas are, in effect, invisible in the game. The ships you build for yourself in the game are actually military only. They enable you to control a sea region and blockade passage of an enemy faction's (again invisible) trade vessels, whilst meantime defending the safety of your own traders.
I see the land bridges as representative of your armies 'renting' the use of trade vessels to make a short sea crossing.
The significance of the 'bridges' is that they are in places where the opposite coast can be sighted from land, so they are long established travel routes. Hardly a navigational challenge, when never out of sight of land, eh?
Longer distances, more challenging navigational requirements and beach landing invasions require a proper navy.
EDIT: Extending this logic would seem to demand a land bridge between the Mull of Kintyre, in Scotland and the NE tip of Ireland as it's possible to sight one coast from the other, with decent weather. However, some may say that it makes things a little too easy for the English to unite the Isles and spam Gallowglasses for the rest of the campaign...![]()
Last edited by EatYerGreens; 08-09-2005 at 22:38.
EYG
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download BKB's super mod, or the XL mod, the land bridges there are disabled
I've yet to really master the default game and I gather these mods are even more demanding, so I think it's too soon for me to make any changes just now.Originally Posted by PittBull260
In fact, I've only recently moved up to the VI version (2.01) and had to restart a campaign from scratch again, so that's another reason not to switch to mods for a good few months yet (I'm a self-confessed plodder, several weeks in and only up as far as 1170-odd).
If I knew the trick to disabling the land bridges, that is the one mod I would be willing to DIY the changes. New unit types, new factions and new provinces do not interest me. At least not yet...![]()
The trouble is, I know it can't be a simple text file change alone. The bitmap for the campaign map needs to be tampered with, surely? If someone was willing to let on the details of what to backup, what to edit and in what ways, I'd be all ears.![]()
EYG
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Originally Posted by yesdachi
What fictional bridge???
Or are you kidding? Maybe that is
how England keeps trying to attack Flanders in my HRE game although I
have 4+ ships in the English Channel.
PB-PL Commander/CC2 Commander/MTW Commander
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