Results 1 to 20 of 20

Thread: Which units are affected by the two-handed bug?

  1. #1

    Default Which units are affected by the two-handed bug?

    I tried to find the list of all the units affected by the two-handed bug, for
    example English billmen, but I failed. Can someone point me to one?

  2. #2
    Cynic Senior Member sapi's Avatar
    Join Date
    Oct 2004
    Location
    Brisbane
    Posts
    4,970

    Default Re: Which units are affected by the two-handed bug?

    As far as i know, it affects all units which use two handed weapons other than swords.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  3. #3

    Default Re: Which units are affected by the two-handed bug?

    Quote Originally Posted by sapi
    As far as i know, it affects all units which use two handed weapons other than swords.
    Are you sure? I think that I have seen long staff, voulge and pike units inflict
    casualties in situations where billmen seem to be harmless.

  4. #4
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

    Default Re: Which units are affected by the two-handed bug?

    Pikes and halberds are unaffected. The voulges and swordstaffs are both within the halberd category.
    You may not care about war, but war cares about you!


  5. #5

    Default Re: Which units are affected by the two-handed bug?

    Quote Originally Posted by Kraxis
    The voulges and swordstaffs are both within the halberd category.
    Well, I basically want to know whether an unit will be affected before I
    have it fail me. Is there a way to tell whether a weapon is two-handed,
    but not a sword, halberd, or pike?

  6. #6
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

    Default Re: Which units are affected by the two-handed bug?

    Not really, but the Berdichemen the Russians get are affected, so are all the twohanded axemen (Varagians, Woodsmen, Croats, Norse Axemen ect ect).
    You may not care about war, but war cares about you!


  7. #7

    Default Re: Which units are affected by the two-handed bug?

    I guess I will have to try them out. I play without reloads, so it suck when you
    find something like this in the middle of a battle.

  8. #8

    Default Re: Which units are affected by the two-handed bug?

    woodsmen
    croat_axemen
    religious_fanatics
    billmen
    heavy_billmen
    bill_militia
    heavy_bill_militia
    berdiche_axemen
    varangian_guard
    norse_axemen
    english_huscarls
    galloglaich
    tabardariyya
    dismounted_english_knights
    dismounted_noble_knights
    dismounted_portuguese_knights
    free_company_men_at_arms
    mutatawwi'a
    eagle_warriors

  9. #9

    Default Re: Which units are affected by the two-handed bug?

    Thanks!

  10. #10

    Default Re: Which units are affected by the two-handed bug?

    Note, there is a "real" fix for this now - restoring the demo animations. However, it appears that CA may have boosted the attack values after removing a couple of animations, so the units are infact overpowered (I change my mind during the thread :)). IMO, they can be reduced by about half the value in Lusted's fix (i.e. by 5 for the best, 3 for the lesser units, to give a range between 10 and 16, like the rest of melee units).

    http://www.twcenter.net/forums/showthread.php?t=74094

  11. #11

    Default Re: Which units are affected by the two-handed bug?

    Hmm, redmark, I am not sure about this, and it may be completely unrelated,
    but there is something wrong with my voulgemen after I installed the patch from
    TWCenter. Yes, I read above that the voulgemen are using a different weapon
    altogether, but I had not noticed the problems before the download.

  12. #12

    Default Re: Which units are affected by the two-handed bug?

    Yes, it looks like about the same time I posted the link, there was a problem with the Voulgier discovered. In that thread (first post should be updated) there'll be a version made by zxhiang which should be fine - he used a slightly differerent approach.

  13. #13
    Cynic Senior Member sapi's Avatar
    Join Date
    Oct 2004
    Location
    Brisbane
    Posts
    4,970

    Default Re: Which units are affected by the two-handed bug?

    Quote Originally Posted by Tuidjy
    I guess I will have to try them out. I play without reloads, so it suck when you
    find something like this in the middle of a battle.
    I know what you mean - i only reload if i lose an autoresolved battle (because i can fight much better personally but it takes too long) so i hated having my varangians fail in the middle of the battle
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  14. #14
    Amphibious Trebuchet Salesman Member Whacker's Avatar
    Join Date
    Nov 2006
    Location
    in ur city killin ur militias
    Posts
    2,934

    Default Re: Which units are affected by the two-handed bug?

    Quote Originally Posted by redmark
    Note, there is a "real" fix for this now - restoring the demo animations. However, it appears that CA may have boosted the attack values after removing a couple of animations, so the units are infact overpowered (I change my mind during the thread :)). IMO, they can be reduced by about half the value in Lusted's fix (i.e. by 5 for the best, 3 for the lesser units, to give a range between 10 and 16, like the rest of melee units).

    http://www.twcenter.net/forums/showthread.php?t=74094

    WAHAHAHAHAHAHAHAHHAHAH!!!! It's the return of THIS! https://www.youtube.com/watch?v=YpNCqBoGFPk

    At least it works though, and they are pretty frighteningly powered post-fix. Varangians sure aren't slouches anymore! Haven't seen any headbutts though, which was my favorite part.

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  15. #15

    Default Re: Which units are affected by the two-handed bug?

    Quote Originally Posted by redmark
    woodsmen
    croat_axemen
    religious_fanatics
    billmen
    heavy_billmen
    bill_militia
    heavy_bill_militia
    berdiche_axemen
    varangian_guard
    norse_axemen
    english_huscarls
    galloglaich
    tabardariyya
    dismounted_english_knights
    dismounted_noble_knights
    dismounted_portuguese_knights
    free_company_men_at_arms
    mutatawwi'a
    eagle_warriors

    Using this list if I dont want to install any mods what would be the best faction who dont use any 2H bug units to do a long campaign with until the 2nd patch in February

    France?

  16. #16
    the G-Diffuser Senior Member pevergreen's Avatar
    Join Date
    Nov 2006
    Location
    Brisbane, Australia
    Posts
    11,585
    Blog Entries
    2

    Default Re: Which units are affected by the two-handed bug?

    France have Dismounted Noble Knights, that's all though.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  17. #17
    Iron Fist Senior Member Husar's Avatar
    Join Date
    Jan 2003
    Location
    Germany
    Posts
    15,617

    Default Re: Which units are affected by the two-handed bug?

    I used some dismounted portuguese knights to defend my walls today and they did the job and i saw them attack qquite regularly. I think their low defense values got them killed faster than other units though.
    I had more problems with russian berdiche fighters though, they seemd almost useless to me.
    Last edited by Husar; 12-20-2006 at 04:11.


    "Topic is tired and needs a nap." - Tosa Inu

  18. #18
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

    Default Re: Which units are affected by the two-handed bug?

    Well, defending walls would not have them fight cavalry would it now. So naturally these troops can defend walls rather effectively.
    You may not care about war, but war cares about you!


  19. #19

    Default Re: Which units are affected by the two-handed bug?

    Quote Originally Posted by Mincemeat
    Using this list if I dont want to install any mods what would be the best faction who dont use any 2H bug units to do a long campaign with until the 2nd patch in February

    France?
    why not install a mod?

    the problem effects the whole game. even if your faction doesnt have bugged units if you fight a gainst a faction which does its not going to be a fair fight.

    i would suggest downloading zxiangs fix from here.


    http://www.twcenter.net/forums/showthread.php?t=74094

    or alternatively have a go at switching the animation for various units around by yourself as described here:

    https://forums.totalwar.org/vb/showthread.php?t=74127

    the "fixed" units do seem a little powerful following either method, and if that bothers you you might want to cinsider increasing their prices

  20. #20

    Default Re: Which units are affected by the two-handed bug?

    As a matter of information to those who are a bit skittish about the complications of setting up a mod, for these types of changes, it isn't really necessary.

    Having the luxury of two machines, one of which I unpacked the files, and the other which is setup with just the packed but patched v1.1 of MTW2, it is very easy to just place only an edited copy of "export_descr_unit.txt" in the "\data" folder without unpacking all the rest of the files (7+ Gbytes), in an unpacked v1.1 installation.

    Once you create the Batch file with the line referred to in the unpacker folder:

    medieval2.exe --io.file_first

    You can then either run the game from the original icon which launches the Medieval2.exe v1.1 without any switches or run the above created Batch file to start medieval2.exe with the modified "export_descr_unit.txt" and any changes contained therein.

    It is not necessary to have all the other non-edited files unpacked, indeed, it is a waste of Hard Disk space to do so, unless you are searching thru them to see what they might contain for other research purposes.

    Being unfamiliar with the web site, it would be helpful if someone would post an "unmodified" copy of "export_descr_unit.txt", so others could do their own temporary fixes, and then run them as they wish.
    Last edited by Gray_Lensman; 12-20-2006 at 07:38.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO