Total War: MEDIEVAL II - Definitive Edition

Total War: MEDIEVAL II - Definitive Edition

Does DaC have a "Good VS Evil" script such as MOS? (Third Age Total War submods)
Howdy y'all,

In MOS there's a script at the start of the game in which you can pick if you use a good vs evil script that essence forcibly makes good factions allied to each other (and evil factions with evil factions).

Does DaC have something similar?
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Showing 1-9 of 9 comments
Inardesco Mar 6, 2021 @ 8:11am 
DaC has 2 campaigns.

The "normal" campaign where the good ally primarily with the good and the evil ally primarily with the evil. Certain nations start at war and have their relations altered to reflect that.

Then there's a campaign where all relations are neutral and there's no alliances set.
GanjaCommando Mar 6, 2021 @ 3:47pm 
Originally posted by Inardesco:
DaC has 2 campaigns.

The "normal" campaign where the good ally primarily with the good and the evil ally primarily with the evil. Certain nations start at war and have their relations altered to reflect that.

Then there's a campaign where all relations are neutral and there's no alliances set.
How can I see the difference between the two? When I launch the game the main campaign says "The War of the Ring", how do I play with the alternate campaign per example?
Last edited by GanjaCommando; Mar 6, 2021 @ 3:47pm
Inardesco Mar 6, 2021 @ 4:02pm 
What version of DaC do you have. Since the 2nd campaign has only been a feature since version 4. It's literally under the term; Alternate campaign
Last edited by Inardesco; Mar 6, 2021 @ 4:04pm
GanjaCommando Mar 6, 2021 @ 8:46pm 
Originally posted by Inardesco:
What version of DaC do you have. Since the 2nd campaign has only been a feature since version 4. It's literally under the term; Alternate campaign
Sorry, I am completely ignorant and blind for some reason, lol..
I looked at the main campaign title and then looked down and then saw it as you said XD

Do you know by chance if the alliances are hard-coded, or if they are broken they will remain broken?
Inardesco Mar 7, 2021 @ 1:28am 
They not hardcoded in any campaign. Its just easier to be allied to the factions sharing your affinity, in the war of the ring campaign.

But there is plenty of conflict between good factions, more so than the evil factions.
Last edited by Inardesco; Mar 7, 2021 @ 1:29am
GanjaCommando Mar 8, 2021 @ 1:16am 
Originally posted by Inardesco:
They not hardcoded in any campaign. Its just easier to be allied to the factions sharing your affinity, in the war of the ring campaign.

But there is plenty of conflict between good factions, more so than the evil factions.
Thanks a lot for that answer! That clears things up.

I personally heavily dislike how evil factions fight evil factions and vice versa with good ones, I guess that is why I prefer MOS with the script that forces good and evil factions to be allied with their respective good and evil factions.

I guess basically putting it in simpler terms:
DaC is Total War with LOTR flair
MOS is LOTR with Total War flair
Last edited by GanjaCommando; Mar 8, 2021 @ 1:19am
Inardesco Mar 8, 2021 @ 2:41am 
The main problem there is with scripts like that is that it can effectively neuter the AI. DaC has the Khand script in which Khand, as both player and AI, have the Blue Wizards arrive with the message; join us or die.

If AI Khand decides to join they will be allied to both Gondor and Dol Amroth while being put at war with Mordor. More often than not, they still break their alliance with Gondor/Dol Amroth and go to war with them.

Having a script that runs every turn to see whether good is allied to good and evil allied with evil slows the end turn down immensely.
GanjaCommando Mar 8, 2021 @ 9:11am 
Originally posted by Inardesco:
The main problem there is with scripts like that is that it can effectively neuter the AI. DaC has the Khand script in which Khand, as both player and AI, have the Blue Wizards arrive with the message; join us or die.

If AI Khand decides to join they will be allied to both Gondor and Dol Amroth while being put at war with Mordor. More often than not, they still break their alliance with Gondor/Dol Amroth and go to war with them.

Having a script that runs every turn to see whether good is allied to good and evil allied with evil slows the end turn down immensely.
Yeah, that's a really unfortunate side-effect of the old engine.. though the increased turn time is definitely worth it for me since it gives good returns, though having the game installed on an (older) harddrive can really ramp up the turn waiting times.

Putting/installing the game on an SSD (a good one) helps a great deal with this issue however. And optimizing the game text files helps as well, such as removing unnecessary lines or too many spaces/"paragraphs" (such as I am doing right now, I am making a "Finalized" MOS submod that I am going to publicize that improves almost all text in the game and makes other, more minor, changes).

It also incorporates the "creature fix", the Hobbit unit submod, golden instead of silver Elven armour, makes certain units recruitable (again), all kinds of stuff to make it WAY easier for newer players to play the MOS whole package.
Last edited by GanjaCommando; Mar 8, 2021 @ 9:11am
Inardesco Mar 8, 2021 @ 12:23pm 
I never played MOS because of the scriptheavyness. But once that submod of yours is out I'll gladly give it a gom
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Date Posted: Mar 6, 2021 @ 3:39am
Posts: 9