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Thread: Medieval 2 Questions

  1. #31
    Banned Kadagar_AV's Avatar
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    Default Re: Medieval 2 Questions

    about thebowmen range... After a while you get the hang of it without visible markers...

    If it's 10 meters from your arrow mouse sign going to green from red, you should advance another 3-4 meters and stop.

    2-3 campaigns and it will be second nature for you :)

    5+ campaign and you will never have a problem with it ever :) Specially if you do one as england ;)

  2. #32

    Default Re: Medieval 2 Questions

    The Pope loves filthy lucre!
    Bribe him and keep bribing him; gold is the fuel required to fill the Pope-O-meter.

    Still a great reference for almost everything:
    https://forums.totalwar.org/vb/showt...-Strategy-Tips
    and of course, anything written by frogbeastegg.
    Ja-mata TosaInu

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  3. #33
    Infinite Jest Member easytarget's Avatar
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    Default Re: Medieval 2 Questions

    Thanks Hop, I was just wondering if anyone had an idea what kind of dough it costs to get back out of ex-comm. I've not yet noticed any set pattern to it, other than it's not cheap.

    Thx also for that link once again, I was looking at it previously but didn't bookmark it, fixed that now. Good reference.

  4. #34
    Infinite Jest Member easytarget's Avatar
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    Default Re: Medieval 2 Questions

    Ok, so saw announcement the world is round. Nothing seemed to change though. Is there something I need to build in order to recruit a naval unit that can cruise off the map?

    What does this event cause to happen? I was under the impression I could set sail for the new world, but I don't see that as an option.

  5. #35
    Infinite Jest Member easytarget's Avatar
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    Default Re: Medieval 2 Questions

    Oh come on, someone has to know off the top of their head what the world is round event triggers!!

  6. #36
    Provost Senior Member Nelson's Avatar
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    Default Re: Medieval 2 Questions

    I think the message allows you to build a port that can in turn produce carracks to make the trip west. If memory serves...
    Time flies like the wind. Fruit flies like bananas.

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  7. #37
    Infinite Jest Member easytarget's Avatar
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    Default Re: Medieval 2 Questions

    Well, guess I'll just have to give that one a go then the next campaign, as I just finished this one, and it was a complete blast. Loved every minute of it.

    I think I got to the 4th upgrade on ships, perhaps that was not quite far enough, or it could be that I focused all my ports on economic rather than military design, as I never spend much effort on military buildings and focus all my efforts on making money. I'll have to make a point of upgrading a naval port as far as it can go next campaign to see.

    Thanks!

  8. #38
    Member Member jackfruitguy69's Avatar
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    Default Re: Medieval 2 Questions

    naval ports also make money

  9. #39
    Infinite Jest Member easytarget's Avatar
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    Default Re: Medieval 2 Questions

    Wonder then what the monetary difference is between them?

  10. #40
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Medieval 2 Questions

    Is it normal for the AI to attack you with small, one unit armies? I'm playing vanilla on normal. Poland and I (HRE) were not at war, then one turn it invaded my territories and put two of my towns/castles under siege with one unit each. If this is normal, is it controlled by the difficulty level or fixed by a mod?
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  11. #41
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Medieval 2 Questions

    Quote Originally Posted by easytarget View Post
    Wonder then what the monetary difference is between them?
    Start building one, go to the trade summary screen and hover your mouse over the greyed out additional income you will receive from said building. Then do the same for the other one. Now you can compare.

    Quote Originally Posted by Gregoshi View Post
    Is it normal for the AI to attack you with small, one unit armies? I'm playing vanilla on normal. Poland and I (HRE) were not at war, then one turn it invaded my territories and put two of my towns/castles under siege with one unit each. If this is normal, is it controlled by the difficulty level or fixed by a mod?
    Yeah, the AI does this. It tends to go bankrupt, but if you play on VH/VH your relationship will steadily plummet to negative and it will be tempted to backstab you. it also loves blockading ports with 1 cruddy boat. Stainless Steel fixes this by giving the AI gobloads of money, so it more consistently builds full stacks.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
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  12. #42
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Medieval 2 Questions

    Ballistas - what are they good for? Even in MTW they seem like a weapon of questionable worth - too big to be good against units and too lightweight to be good against walls. Is there a practical application for them? Wooden forts?
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  13. #43
    Infinite Jest Member easytarget's Avatar
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    Default Re: Medieval 2 Questions

    I never use them so I don't honestly know what they are good for, I never found a use for them. Now catapults on the other hand which is what I push on to recruit instead, those I put to use with so much glee taking out castle and settlement walls it's part of what I look forward to in fighting battles in this one.

    And speaking of battles in general in MTW2, for me, they are just right. Spaced well, speed is good, the balance of it all feels right, just all around so much more fun to play battles in this TW game than almost any other I've played.

  14. #44
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Medieval 2 Questions

    Agreed about the battle speed. After the Keystone Kop battles of RTW, it has been a pleasant surprise to see the slower paced battles of M2TW. You actually have time to maneuver your armies.

    I'm enjoying the game so far. Just a few minor negatives. I'm considering my current campaign a "get to know you" affair. After that, I'll look at the mods and see what there is. Stainless Steel seems to be at the top of the list.
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  15. #45
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Medieval 2 Questions

    The battle speed difference between RTW and M2TW comes from the difference between how the difficulty settings work and the morale value azsignments between differi g tiers of u its. In RTW Hard assigns 3 ATT/DEF to AI armies, and VH a whopping 7/7. Meaning slave hordes get as many raw stats as human lead Hastati. That's why AI warbands can sometimesh shred human Praetorian Cav. When a unit breaks then a chain rout triggers because the morale levels are very defined. Unlike in M2 where they go from 6 to 22 (and in R2 they are even broader at 30-100+), in RTW they are from 4-5 to 14. So chain routs are more frequent thus battles are shorter.

    The Last Kingdom mod for M2 makes units tougber and morale valuez higber, so battles tend to become infantry slugfests, as befits the Viking age.
    @SilverShield uses ballistae to deadly effect in lead battles. They are good at sniping generals, and if used from the side of a battle line they can pierce several companies of units.
    Last edited by Myth; 05-24-2014 at 19:06.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  16. #46
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Medieval 2 Questions

    Another question for the gallery: is there anything you can do to limit the appearance of rebels? I don't mind fighting the odd rebel or two, but I'm beginning to feel like I need a few "police" armies to deal with internal "issues" that seem to be constantly turning up. Suggestions?
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  17. #47
    Infinite Jest Member easytarget's Avatar
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    Default Re: Medieval 2 Questions

    It seemed to me like they just periodically showed up. For example, with England, I left a decent size standing army in London because about every 10 turns or so a rebel army would show up, in fact I recruited one or two spies just to keep an eye out for them because they were popping up and I wasn't noticing them.

    So from my experience it appears to be coded into the game to just keep happening over and over.

  18. #48
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Medieval 2 Questions

    I would think Happiness would have an influence on how often those Wascally Webels show up. I'd love to build up my cities and castles but I feel like the needed requirements of the armies to fight both internal and external threats is crushing my available funds. Guess I'll have to play around a bit more with empire management.
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  19. #49
    Infinite Jest Member easytarget's Avatar
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    Default Re: Medieval 2 Questions

    I'm really not sure, I keep both cities and castles at neutral to happy pretty much the whole campaign and rebels just periodically keep showing up. That's not to say I'm not missing something here, haha.

    On the economic front I'm having a pretty decent time of it, I do think it pays to keep an eye on the ratio, and occasionally when you take a castle consider flipping it if it's not too far developed to a city for the economic returns that produces. Like I mentioned in another response to you I try to keep the ratio about 2 to 1 because more than anything I want to have the money I need at all times to build, bribe and expand.

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