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?
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?
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
Are you sure? I think that I have seen long staff, voulge and pike units inflictOriginally Posted by sapi
casualties in situations where billmen seem to be harmless.
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!
Well, I basically want to know whether an unit will be affected before IOriginally Posted by Kraxis
have it fail me. Is there a way to tell whether a weapon is two-handed,
but not a sword, halberd, or pike?
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!
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.
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
Thanks!
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
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.
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.
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 battleOriginally Posted by Tuidjy
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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
Originally Posted by redmark
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.
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Originally Posted by redmark
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?
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.
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"Topic is tired and needs a nap." - Tosa Inu
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!
why not install a mod?Originally Posted by Mincemeat
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
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.
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