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    Default Re: Citadel FAQ and Strategy Tips

    Chapter 5: Game information

    Chapter sub-headings:
    5.1……………..Settings
    5.2……………..Miscellaneous
    5.3……………..Bugs
    5.4……………..Useful links


    5.1……………..Settings

    Q: What does battle difficulty affect?

    A: Palamedes from CA has reported that the AI is smarter at higher battle difficulties. And that morale and fatigue have stronger affects (although apparently on both the player and the AI). In the manual it states VH as being the most realistic level to fight on.

    These claims are supported by testing by Hashashayyin:

    https://forums.totalwar.org/vb/showt...11#post1336111

    As far as I can tell, he finds on VH battles, the computer does well when terrain is a big factor. This may be due to smarter AI tactics and/or an increased effect of fatigue (climbing hills) on the human's troops.


    Q: What does campaign difficulty do?

    A: On the diplomatic effects:

    Quote Originally Posted by Bob the Insane
    To explain H and VH are normalised to Abysmal and will shuffle that direction every trun (with VH moving faster).

    Easy is normalized to Perfect so relations will continually improve (provided you do not do one of the other many things to anny the AI).

    Medium is normalised to Neutral so if bad relations will improve but if good they will worsen.

    Add to this the AI is effectively set to Medium difficultly when the AI factions interact with each other.

    And the relations for the top 3 scoring factions will tend to worsen with everyone as well.

    Lastly when you fight a member of a particular religion everyone else in the religion will start to take a dislike to you.

    You can see how easy it is to get bad relationships with everyone, especially on Hard or Very Hard.
    VH campaigns presumably have financial effects too, as in RTW: the AI can afford to hire more troops on harder difficulty levels.


    Q: What are the unit size settings?

    A: For the largest units, 150/112/75/60 compared to Rome's 240/120/60/40


    Q: How do I unlock other factions?

    A: Finishing a campaign unlocks the "unlockable" factions (not Mongols, Timurids and Aztecs). Eliminating a faction in a campaign also unlocks it.

    In addition, there are two ways to mod the game to unlock factions, EITHER:

    Quote Originally Posted by Throumbaris
    Open medieval2.preference.cfg and add this:
    Code:
    [misc]
    
    unlock_campaign = true
    OR edit the descr_strat.txt file. Delete lines number 10 and 11, ie:

    Code:
    end
    unlockable

    Q: How do I get the game to display years in stead of turns?

    A: Delete the line "show_dates_as_turns" line in descr_strat.txt.

    Quote Originally Posted by Chosun
    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.

    Q: How long is the game?

    A: 225 turns. It starts in 1080 and ends in 1530. You can elect to play on beyond that, however.


    Q: What's up with the passage of time? Characters don't age properly!

    A: It's a temporal paradox. One turn covers roughly two years. But characters age one year every two turns. I recommend not thinking too hard about it.

    OK, you're not satisfied? Well, in defence of CA, characters will last as many turns as in RTW, which arguably is long enough to get used to them but not so long they last forever. Two year turns arguably allow technology to develop before the player has completed his victory conditions - in MTW, most players would never get the chance to play with Gothic knights.

    You can mod how years relate to turns. But so far, characters will always age at one year per two turns.

    Quote Originally Posted by Lusted
    Characters age 1 year every 2 turns, so if you mod it to 2 turns a year, they will age 1 year a year. But the campaign wil last for 900 turns.
    To carry out the change Lusted mentions, edit the "timescale 2.0" line in the descr_strat.txt to be "timescale 0.5".

    Still not satisfied? I recommend not thinking too hard about it.


    Q: How do I edit the descr_strat.txt file?

    A: The file is usually located in:

    C:\Program Files\SEGA\Medieval II Total War\data\world\maps\campaign\imperial_campaign

    First, make a backup copy of the file, just in case.

    Second, change the file so that it is not read-only. Right click on the file, choose properties and untick "read-only".

    Then, edit the file using a text editor. Double clicking the file should open it in notepad.

    Note: the game only reads the descr_strat.txt at the start of a campaign. So if you mod it, you will need to start a new campaign for the changes to take effect.


    Q: How do I reduce rebel spawn?

    A: There are two lines for the spawning of rebels and pirates in your descr_strat.txt file:

    Quote Originally Posted by Derfel von Saljeth
    you have to higher the value... more high it is, less chances of spawn
    I've set x4 , and their spawn is realy low .. almost none :)

    brigand_spawn_value 120
    pirate_spawn_value 168

    Q: How do I get rid of banners?

    A:
    Quote Originally Posted by Thorn Is
    In the medieval2.preference.cfg in the video section there is a line that says
    showbanners = 1
    turn this to 0

    Q: How do I get rid of the green circles under the selected unit(s)?

    A: In medieval2.preference.cfg, there is a line that says:
    disable_arrow_markers = 0
    Just change the 0 to 1


    Q: How can I disable in-battle cutscenes?

    A:
    Quote Originally Posted by Whacker
    Look for the [game] section in your medieval2.preferences.cfg file and change the following:

    event_cutscenes = 1

    to

    event_cutscenes = 0

    Q: How do I get rid of the user interface in battles (e.g. to get better screenshots)?

    A:
    Quote Originally Posted by Pevergreen
    In the options panel, under gameplay, there is an option for Minimal UI. Enable it.
    OR
    Options in battle, same thing.

    Q: How do I get rid of the radar map?

    A:
    Quote Originally Posted by D Wilson
    You can set it to hide during the battle by pressing esc, finding the UI options, having minimal UI selected and selecting hide (or slide if you want it to appear when you mouse over that area). I play with the radar hidden, the orders bar on slide so it's out of the way most of the time, and the unit cards in view permanantly.

    Q: How do I open the battle editor?

    A:
    Quote Originally Posted by Orda Khan
    Open your M2 preferences.cfg file and add the following......

    [features]
    editor=true

    Be aware that there seems to be a bug at the moment. Those lines will disappear next time you start up the game, hopefully CA will fix this. In the meantime apply the change before you start up the game

    Q. How do I open up the console (Medieval Shell) to enter cheats?

    A: This seems to vary with people's keyboards. On some it is the '/@ key, next to the semi-colon. On others it is the ` key, next to the 1! key.


    Q: How do I remove fog of war:

    A: Open up the console and type "toggle_fow"


    Q: What other useful cheats are there?

    A: I have found the five very useful in PBMs (typically to help the AI):

    (1) add_money: For example, the console command to give 10000 florins to Hungary is:

    Code:
    add_money hungary, 10000
    The names of the major factions recognised by the computer are in your descr_strat.txt file and listed in the spoiler:

    Spoiler Alert, click show to read: 

    england
    france
    hre
    spain
    venice
    sicily
    milan
    scotland
    byzantium
    russia
    moors
    turks
    egypt
    denmark
    portugal
    poland
    hungary


    (2) show_cursorstat: This gives the x,y coordinates of your cursor. It is useful for teleporting units using:

    (3) move_character: This will move a specific unit. For example:

    Code:
    move_character "Captain von_Mahren" 199,200
    would move Captain von Mahren to the location x=199, y=200

    (4) character_reset: to give a character back their full movement points. For example:

    Code:
    character_reset "Captain Jack"
    (5) "create_unit": generates units with experience and armor/weapon upgrades. The format is as follows:

    create_unit "PERSON/PLACE" "UNIT NAME" W X Y Z

    W = Number of units to spawn
    X = number of exp chevrons the unit has
    Y = armor upgrades
    Z = weapon upgrades

    So
    Code:
    create_unit Ragusa "Dismounted Feudal Knights" 2 4 1 1
    would create 2 units of DFK in Ragusa, both with 1 silver chevron and bronze armor and weapons.


    Q: What other cheat commands are there?

    A:

    Quote Originally Posted by zstarjerski
    add_money 99999
    add_population "London" 99999 (or any other settlement)
    process_cq London (or any other settlement) (Finishes the Construction Queue of the settlement)
    give_trait this Fertile 3 (or any other trait) (a full list is here in the forums)
    toggle_fow (removes fog of war)
    create_unit "London" Longbowmen (or any other)
    give_ancillary

    There is no list of confirmed M2TW cheats, but several cheat commands from RTW still work. Here's one list of RTW cheats:

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Finn
    toggle_tow : shows/hides the tabbed output window
    add_money : adds an amount of money to a faction's coffers, can be negative, default is player faction
    add_population : adds an amount of population to a settlement, can be negative
    move_character , : moves named character to position on campaign map
    auto_win : the attacker or defender wins the next autoresolved battle
    create_unit : creates one or more units of the specified type
    toggle_fow : toggles the fog of war on or off
    toggle_restrictcam : toggles camera restrictions on or off
    give_ancillary : gives the character an ancillary
    give_trait : gives the character a trait at level (default = level 1)
    process_cq : Completes all (possible) construction pending in queue
    character_reset : resets the character back to it's start of turn settings
    show_cursorstat : shows the cursor position and region id
    bestbuy : sells units cheaper
    oliphaunt : the biggest around
    jericho : and the walls came a-tumblin' down
    write_ui_cache: writes out the ui texture cache to disk
    toggle_terrain : toggles the terrain to display various data sets, no param resets to normal
    give_trait_points : gives the character points for trait
    list_traits : lists all the available traits
    list_ancillaries : lists all the available ancillaries
    mp : gives the character movement points
    list_characters : lists all the characters in the world or those belonging to a faction
    show_landings : shows the landing positions available to the ai from a given region, default hides them
    filter_coastlines : applies filter to world map coastlines
    toggle_coastlines : toggles strategy map coastline display
    set_building_health : sets health of a building of the specified type (eg core_building) in a settlement, so that the final health percentage is as specified; for building chains see export_descr_building.txt
    ai_turn_speed : sets the maximum speed of turn processing during the ai round
    amdb_min : sets aerial map overlay depth bias for min zoom
    amdb_max : sets aerial map overlay depth bias for max zoom
    amdb_offset : sets aerial map overlay offset towards camera
    zoom : zooms to specified aerial map zoom
    set_ranking_interval : sets the denominator of the faction ranking graph interval which is calculated as (number_of_turns / denominator). If set to 0, then the denominator will be set to number_of_turns, giving an interval of 1
    regenerate_radar: Does what it says on the tin
    adjust_sea_bed : adjusts whole sea bed to specified height
    reload_shaders : reloads all vertex shaders
    reload_textures : reloads all textures
    toggle_perfect_spy : toggles everyone's spying ability to perfect and infinite range, and off again
    building_debug: toggles building debug mode. TAB to toggle view modes, RIGHT SHIFT-TAB to reset mode, LEFT SHIFT-TAB to go back modes. G damages mouse-over building. P displays plaza.
    reset_display: Forces a display_close(); display_open() display reset cycle
    toggle_underlay:
    toggle_overlay:
    process_rq : Completes all (possible) recruitment pending in queue
    force_diplomacy : Forces the negotiator to accept or decline a proposition
    diplomatic_stance : Set the diplomatic stance between the two factions
    shadow
    ie
    invulnerable_general : makes that named general invulnerable in battle
    test_ancillary_localisation: adds all ancillary to the character info display. Ancillaries aren't actually added to the character
    perf_times: Toggle display of simple performance times of game update vs display
    burn_piggies_burn : ignite all the piggy winks
    test_message: Test the event message specified in descr_event_enums.txt
    show_terrain_lines : display defensive terrain features
    message_collation_set: Set the message collation on or off (sets all factions)',0
    show_all_messages: Show all messages to all factions (on/off)
    clear_messages: Clear all the current stacked messages
    puppify_my_love
    reapply_rigid_model_influence
    toggle_flowing_water: toggles display of campaign map flowing water
    nw_stats: toggles display of network stats.
    toggle_pr: toggles pr mode.
    list_units : lists all of the units in an army, with details.
    victory : show victory message for faction for short or long campaign.
    trigger_advice: triggers an advice thread
    damage_wall : Damage wall of settlement. Forces 40% damage to a random gatehouse and a nearby straight section. Destroys gatehouse if 'gate' parameter present; breaches wall if 'breach' present'
    test_victory_scroll : 'Opens up the victory scroll declaring that the given faction is the victor
    date : changes the campaign date to the given year
    season : changes the campaign season to the given season
    upgrade_effect : triggers unit upgrade effect
    force_battle_victory : forces the local player's alliance to win the battle, completely destroying the enemy alliance
    force_battle_defeat : forces the local player's alliance to win the battle, completely destroying the enemy alliance
    output_unit_positions : output the positions of all units in the battle to the specified file
    show_battle_paths : show all valid processed paths in the pathfinder
    show_battle_paths_for_unit : show all valid processed paths in the pathfinder for a specific unit given a unit id
    show_battle_street_plan : show the street plan for the settlement
    show_battle_marker : display a marker at (x, y) for t seconds
    show_battle_circle : display a circle at (x, y) of r radius for t seconds
    diplomacy_mission : creates a diplomacy mission
    event : creates an event at position
    kill_character : kills a character with the given name
    control : switches player control to specified faction; old faction may not act correctly as ai faction
    create_building : creates a building of the specified type in a settlement; for building level id's see export_descr_building.txt
    capture_settlement : evicts any resident characters and armies and gives the settlement to the local player
    disable_ai : disables the ai, so that it does nothing
    halt_ai : halts the turn sequence just before the start of the specified faction's turn, or the current faction if no faction given
    run_ai : re-starts an ai turn sequence after disableai or haltai has been triggered



    Q: Which RTW cheat codes are the same in M2TW and which ones still work?

    A:
    Quote Originally Posted by majesticchapel
    Well they have certainly changed, I've tried some of them for you:

    add_money: Works, though I couldn't get it to give money to another faction.
    create_unit "City or character name": Works, units from other factions will not work for you however ( you get riderless horses for gothic knights).
    process_cq:Finishes buildings you wanted to construct. Works, somewhat, it doesn't finish the ENTIRE building queue only the first building in the queue.
    list_names: Doesn't work anymore.
    give_trait: Will only give traits to characters with one name, create_unit and other character specific cmds still seem to work with double names.
    process_rq "City name": Doesn't work.
    move_character "name" x, y :Works
    show_cursorstat: Works.
    add_population "city name": Works

    I can't get the other ones to work, I didn't try them all though...
    Most notably process_cq is now only for one building, which may be a bother for modders, give_trait seems to ignore ALL names except single ones (Henry, Heinrich, Leopold, Robert) it won't work with underscores like Henry_Squirrel or "Henry Squirrel". This means you can't add traits to assassins, spies, admirals, princesses, merchants or priests since all of them ( except maybe the one you get in the beginning ) have multiple names.
    This is the list of commands that Caliban of CA reported work in the retail 1.2 M2TW; whether all work directly from the console - as opposed to scripts - I do not know.

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Caliban
    add_money
    add_population
    auto_win
    bestbuy
    bounds
    character_reset
    clear_password - hotseat only
    control
    create_unit
    disable_ai
    disable_vnvs
    george
    give_ancillary
    give_trait
    halt_ai
    houston
    istanbul
    logoff - hotseat only
    logon - hotseat only
    madras
    move_character
    process_cq
    puppify_my_love
    remove_ancillary
    remove_trait
    rogan
    run_ai
    set_email - hotseat only
    set_option
    set_password - hotseat only
    show_cursorstat
    surrender_regions
    toggle_fow
    toggle_terrain


    Q: How can I use cheat codes to give my characters a trait if they have a long name?

    A:
    Quote Originally Posted by GeneralAsh
    use:
    give_trait this GoodAssassin 5

    etc

    Will work with all names - first select, right click, the person (I always move them out of a city so they are on their own) then run the console command.

    For me, it works with all my characters.
    Alternatively, for names of three words, an underscore between the second and third will allow the game to recognise the game. For example, Huo de Cervole would be Hugo de_Cervole.


    Q: How do I turn back on the videos, if I ticked the "show no more similar videos" button but want them back?

    A: In medieval2.preferences.cfg change

    infiltration_movies = 0

    to

    infiltration_movies = 1


    Q: How do I play a hotseat campaign with my son?

    A:
    Quote Originally Posted by Lusted
    Here is the code i used to activate hotseat in 1.2:

    [multiplayer]
    playable = true
    hotseat_turns = true
    hotseat_scroll = false
    hotseat_autoresolve_battles = 0
    hotseat_disable_console = 0
    hotseat_disable_papal_elections = 0
    hotseat_save_prefs = 0
    hotseat_update_ai_camera = 0
    hotseat_validate_diplomacy = 1

    5.2……………..Miscellaneous

    Q: Is the Strategy Guide worth getting?

    A: The main benefit to me from the RTW Strategy Guide was being able to browse all the units and their stats. However, it seems the stats in the Strategy Guide are wrong, so caveat emptor:

    https://forums.totalwar.org/vb/showthread.php?t=72173


    Q: Where can I find a map of the M2TW campaign?

    A: Omni over in the Mod Chat forum found this:

    https://img237.imageshack.us/my.php?...tw2map2qh7.jpg

    I think it is based on a beta, so one or two details are wrong (thanks to Katank for spotting these):
    - Bordeaux starts as rebel
    - Helsinki looks connected to Stockholm in this while it should be connected to Novgorod.


    Q: What are the system requirements?

    A: Note that you need a DVD drive:

    English version of Microsoft® Windows® 2000/XP.
    Celeron 1.8GHz Pentium 4® (1500MHz) or equivalent AMD® processor.
    512MB RAM.
    8x Speed DVD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers.
    11.0 Gigs of uncompressed free hard disk space.
    100% DirectX® 9.0c compatible 16-bit sound card and latest drivers.
    100% Windows® 2000/XP compatible mouse, keyboard and latest drivers.
    DirectX® 9.0c.
    128MB Hardware Accelerated video card with Shader 1 support and the latest drivers.
    Must be 100% DirectX® 9.0c compatible.
    Monitor must be able to display 1024x768 resolution or above.

    A useful on-line facility to check if you meet the system requirements is provided by:
    http://www.systemrequirementslab.com/referrer/srtest


    Q: How do you take a screenshot, and what folder does it go to?

    A:
    Quote Originally Posted by Quillan
    It's the PrintScrn button, and it goes into the Program Files/Sega/Medieval II Total War/tgas folder, if I remember correctly. They always seem to scale down to 1024x768 in size, and are always .tga files, so I wind up having to fire up PhotoShop to convert it into .jpg format.
    With RTW, I got into the habit of using FRAPS for screenshots and Irfanview for converting to jpg. Both programs are available to download on the web.


    Q: The screenshots are in TGA format. How do I view them?

    A: I recommend Irfanview; it is freeware:

    http://www.irfanview.com/

    Quote Originally Posted by Ars Moriendi
    Pro-tip : TGA files are huge, use Irfanview's Batch Conversion ability to compress them to jpegs, reducing their size 20-40 times. Helps with storage and uploading / posting.

    Q: How do I view replays of custom battles?

    A: [QUOTE=Sinan]I think it's Single Player -> Load Game -> Load Battle Replay

    Note - to record a custom battle, press the save replay button on the post-battle screen.


    Q: Why do battle replays sometimes show different results from the battle I actually fought?

    A: Apparently, replays save only the forces and your commands. The effects of those commands may differ depending on other factors. There are reports are some very large discrepancies, with player micromanagement of units not being apparent in the replays, so the replay function may not be reliable:


    https://forums.totalwar.org/vb/showthread.php?t=82618


    Q: Is there a M2TW savegame editor?

    A:
    Quote Originally Posted by therother
    ShellShock has released an excellent little utility to help manage M2TW mods and save games files. It allows you to change difficulty and unit sizes, within a ongoing campaign, by editing the save. Particularly handy for game mechanics researchers. See this thread for more details:
    https://forums.totalwar.org/vb/showthread.php?t=72254


    Q: Are there any features from RTW that are lost?

    A: To stop people asking how to do stuff that's not in M2TW, note:

    You can't change your faction heir.

    You can't view your settlement outside of battle.

    Quote Originally Posted by Lusted
    Unit recruitment doesn't affect settlement populations like in RTW
    Towers on walls are not automatically manned: they need a unit near them to fire. Driving away nearby defending units will stop the towers firing.


    5.3……………..Bugs


    Both the Org and the .com maintain comprehensive buglists, see those for more information.


    Q: Is it important to patch my game? What were the "passive AI bug", "shield bug" and the "two hander bug"?

    A: The 1.0 game suffered from "passive AI". Sometimes on the attack, a powerful AI melee oriented force would march up into range of your missiles and stand there forever as you shot them down. The AI could also be very passive in response to a sally. The general passive AI problem was largely fixed in the 1.1 patch, although the problem in sallies in particular was only fixed in 1.2.

    Before the 1.2 patch, there were two serious bugs affecting unit performance.

    The two hander bug was that the animations with some units with two handed weapons reduced their effectiveness, particularly making it almost impossible for them to kill cavalry after their initial charge has worn off.

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Lusted
    The 2 handed bug affects all units with the 2 handed axe animation which is the following units:

    Billmen
    Bill Militia
    Heavy Billmen
    Heavy Bill Militia
    Berdiche Axemen
    Varangian Guard
    Norse Axemen
    Gallogiach
    Religious fanatics
    Eagle Warriors
    Dismounted English Knights
    Dismounted Noble Knghts
    Dismounted Portugese Knights
    Free Company Men-At-Arms
    Tabnarayyra(or however you spell it)


    The shield bug was that experimentation with varying the shield parameter implies that raising it reduces defence. This implies that infantry with large shields have a -12 to their defence stat beyond that intended. It particularly manifests itself in spearmen being unable to hold off a cavalry charge.

    Both bugs are only of historic interest, having been fixed in the 1.2 patch.


    5.4……………..Useful links

    Faction specific advice and other tips are available in the guides forum:
    https://forums.totalwar.org/vb/forumdisplay.php?f=185

    There's a very good M2TW FAQ over on the official totalwar.com forums:
    Frequently Asked Questions & Game Fixes

    If you want to read some (initial) Orgah reviews of the game, have a look at the initial impressions thread:
    https://forums.totalwar.org/vb/showthread.php?t=71631
    Last edited by econ21; 02-21-2008 at 09:57.

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