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This would be just an simple replace of the vanilla files when you want to use it but you would have to unpack your main files or better download the bare geomod, as its just vanilla with fixes, and replace the files there. https://www.moddb.com/mods/medieval-ii-animation-packs-for-improving-2-handers/videos/medieval-ii-i-fixed-the-two-handed-bug-kinda1 https://www.twcenter.net/forums/showthread.php?352216-Creating-a-World-Bare-Geomod&p=7203913#post7203913
I tried to find out, like swiss guard in fights on wall or loose formation attack run on the battlefield. about the bonus against armor it looked very nice
I tried at last orient and occident, stainless steel... too many bugs.
then, GoT and Westeros, only CTDs... this problem is mainly the steam version of mt2. I have played GoT 4th age yet without any problems 10 years ago.
then EUB2, 100 hours but with 1x CTD at least per round :(
the final version too.
ok, back to the game.
just tried the pikes from scotland ... once the formation is broken ...holy :/
ok, but I wanted swiss guards... ways better.
I tried with and without spear wall against heavy sword knights (the ones after the dismounted feudal knights). with formation it was was a little bit better...but dont keep their formation like a phalanx. I tried with very large size of units.
so in mtw2 I still prefer schiltron (in english?). the masters are the papal guards. tried against full stack mongol heavy lancers and they can be used for open attacks too.
in crusades the crusaders have very good spears too, and in teutonic the spears of the order are fine, but exhausted fast.
btw
in ToB the 2-handed units are fine. so I wanted to check out some tactics in mtw2.
may be I will try it with the highlanders... 12 attack + armor piercing.
ah, how much bonus is armor piercing? ignores enemy's armor?
Edit: forgot to mention that its best not to have the Medieval2 installation inside the programs x86 folder so move it to C:/ or so, the shorter the pathlength the better, you can also have multiple folders of Medieval 2 and they will all work, for example I have one in my normal steamfolder under C:/Steam/... for normal mods and one under D:/Medieval2 for DAC which changes an Francisca entry in the main files of the game.
Since I discovered a lot of checkers to find bugs last year and also hate ctds I can say the most backlog of mods doesn´t look very nice, there are often typos and such and I know from my own mod how hard it is to find all the problems but 1 ctd per turn is surely to much and sounds more like an setup issue.
I sadly cannot say much about europa barbarum II as I haven´t checked it yet, will probably wait till the next big update before I look at this but the EB 2 discord bug report channel would also look different if they had such breaking issues I guess.
I personally prefer "shield wall" an formation from rome 1 that can be used as it blocks enemies very well just a bit sad that the AI wouldn´t use it but I like when my pavise handgunners suddenly become very sturdy against all kinds of charges.
Amor piercing ignores half of the armor value, very large size of Units is a thing I would not recommend you will only mess up pathfinding and wall deployment for the AI in siege battles.
Here is my export_descr_unit and I think pikes are almost to strong although the other Unit stats have changed as well of course, so just as inspiration for stats editing. Ignore the berserker entries for the Units you would need to use the M2TWEOP tool to use it otherwise it will crash your game. https://drive.google.com/file/d/1geR0b3eAOXO-F7sersw_Rlo263xu9RJU/view?usp=drive_link
but not the papal swiss guards, also not the noble highlander pikes, they have too much attack value to waste them defensive.
especially the papal swiss guards have additional armor piercing
thank you, I will check out your notes about
ok, I mean it also with these: dismounted (english, portugese .... ) knights.
the ones without shield, with a ...warhammer?
are these units 2-handed guys with the bug?
usually I dont use them about the missing shield.
but, with the correct tactic ..like -> Oblique order
https://en.wikipedia.org/wiki/Oblique_order
should work fine.
also, to check on walls.
usually I use there the solid units , dismounted feudal knights, but I ignored armor piercing so many years ;) so I want to try better
I see no Soldier change for the Portuguese Knights so maybe they where not affected by the 2 handed bug or simply their stats where buffed to make up for this. You will probably have to try out yourself and look if there combat performance is satisfying for you.
The usuall tactic for 2 handed Units I learned is to eat the charge of an enemy Unit with an cheap bait Unit ( peasants for example ) and then flank and charge the enemy with the 2 handed Unit, works pretty well.
There was also an anti-cavalry bonus given for most twohanded Units in my export_descr_units file to give them a bit more versatility on the Battlefield ( mount_effect horse +2, camel +2 ).