게시글 본문내용
|
다음검색
![]() //by
|
Originally Posted by Daveybaby
In order to get a good charge going: (1) you need to have a decent sized gap between your cav and your target (2) Stop your cav to let them form up if need be (i.e. if youve had them running around). (3) Target your enemy, but WALK DONT RUN. If you run your charge will lose cohesion (4) Leave em to it. At the correct distance your cav will break into a charge. If youre defending against elite heavy cav or bodyguards with normal (i.e. non-spear etc) infantry then expect to get slaughtered. This is as it should be. Use spearmen and ensure theyre in guard mode, in formation, and NOT MOVING. |
Originally Posted by the Black Prince
I laid siege to a citadel, and ordered some siege equipment to be built. after the first turn, i went to assault the castle, and i was told i could not attack as i had no units capable of attacking buildings. i had 4 siege towers. built a ram, and the next turn went to assault again, and this time i was able to too... |
Originally Posted by Fridgebadger
I think this was due to Citadels having multiple walls - you can use the siege towers and ladders on the outer walls, but you can't move the towers through the gate and afaik, you can't pick up ladders once you've used them to climb the walls. With the ram, however, you could take the outer walls however you want then carry the ram through to knock out the 2nd and 3rd gates. Confused me for ages til I worked out what it was talking about... On another note, other posters have said that once you've taken the outer walls, you can always reach the inner walls from on top of them, negating the need for the siege equipment once the outers have been taken anyway... |
Originally Posted by TinCow
Castle Sieges – These are the most impressive things I have ever seen in a game, visually and tactically. The AI properly defends castles and multi-ring castles can be a major pain to take down. Once the AI loses one ring of wall, it will always retreat to the next ring, making you do it all over again. With the 3 ring citadel, this can make for an extremely costly attack. The only citadel I have managed to take by force so far required a full stack with 3 trebuchet units (6 trebuchets) and even then I barely had enough stones to make all the necessary breaches, forcing me to leave most of the towers intact. The days of the baggage train are back… any army that is going to be assaulting a Castle, Fortress, or Citadel absolutely must be carrying siege engines. Towers and ladders work on cities, but the game will not even let you bother trying to take a fortress without some kind of catapult or cannon. You cannot even begin the assault. Oh, and the sight of trebuchets slinging stones at a fortress is possibly the most graphically impressive part of the game IMO.... ....As far as I can tell, no siege equipment of any kind can get through a gate. I haven't tried a wall breach, but I assume it's the same. Essentially you need trebuchets or long range gunpowder artillery in order to be able to hit the third wall of a citadel. I found 3 units of trebuchets were just barely enough to breach all 3 walls before running out of ammo. 4-5 would be necessary if you wanted more than a single breach in each wall plus disabled towers. Perhaps gunpowder units are more effective, but I have yet to try them. |
Originally Posted by lecnac
That is incorrect. Ladders and rams CAN be carried though gates, even the AI does this! Furthermore Cannons and other ranged siege equipment can pass the gates and / or wall breaches. Even so it is not necessary to break any wall or gate after having taken the first ring since all rings are interconnected and troops can pass from one outlying ring to the next inner ring. |
Originally Posted by Pickled Gecko
You can re-use ladders. You just need to wave your cursor around the bottom of one of the ladders until it turns into a hand cursor; the same one that lets you pick up the ram. For some reason my screengrab doesn't show my cursor, so I've added some arrows to show you where to put your cursor. |
Originally Posted by TB66
Well so far I think only trebuchets can do that. It is pretty simple, you simply click the special ammo button. You start with the normal ammo, you click once and you get your exploding rocks and then you click again and you get your diseased cows. Can point out that the cows uses a seperate ammo then the others. When you have selected the cows your ammo bar turns green. And once that's empty you will still have the other ammo. |
Originally Posted by Roy1991
Green flashing banners mean that your/the enemies troops are affected by the disease from dead cows launched by trebuchets. |
Originally Posted by Basileus
You can retrain all mercs as long as its possible to buy the same kind of merc in the region youre in, oh and there needs to be some available otherwise you cant retrain you will need to wait like when training your normal units. |
Originally Posted by BigTex
To get a man of the hour you need at the minimum a Heroic Victory. Next you also need the generals unit to get around 100-200 kills. Also a trigger in RTW was the captain himself getting at a minimum of 10 kills. Part of the reason why it's hard to get men of the hours when their not mounted. |
Originally Posted by BiGTex
The movement points of a ship is determined by its passengers. If a ship has none then it has it's regular movement points. Artillery having fewer movement points then infantry make the ships move slower. There is 1 way around this though. Before, or after you move the ship, go to the page with the ship unit card. Click select the ship('s) unit card, make sure if there's ships its all the ships. Once the card is highlighted the game ignores the fact that there's passengers on board and your given the ships full movement points. During the movement it also keeps up with the fact that the passengers have moved though. So if you use this method you wont be able to unload in the same turn if you use the maximum possible movement points of the ship. |
Originally Posted by Oaty
From my observation all farms increases farm revenuse by 50 florins no matter what the quality of the farmland and what level farm you are building. So the first 2 levels seem well worth the return you get from it after that, you have to factor in wether you want the extra population or not. |
Originally Posted by Quillan
It does seem to vary depending on the size and resources of the province. Markets in Constantinople pay off very well (two silk, one wine, one grain resource). Also, the educational line of buildings require great markets and merchants quarters to build. |
Originally Posted by Quillan
You can only have a single guild house in a city, and it has to be at least minor city in size. So if all your cities already have guild houses, you won't ever get offered any. So far, I've accepted two merchants guilds, two assassins, one thieves and one explorers guild. I've got master merchant, assassin and thieves guilds, but I'm not accepting any more duplicate guilds in my other cities. I'm going to hold out for different ones. |
Originally Posted by FrauGloer
As HRE, I got a Teutonic guild in Frankfurt in about Turn 15. I accepted, of course, not knowing whether you get a offer again if you refuse the first time around. I would have preferred to build the guild in a castle, though (+exp for knights buildings). |
Guild | Effect |
Alchemist's Guild | Improves gunpowder recruitment |
Assassin's Guild | Improves assassin recruitment and public order |
Hashashin's Guild | Improves assassin recruitment and public order |
Masons' Guild | Reduces construction costs and improves public order |
Merchant's Guild | Improves merchant recruitment and trade income |
Theologian's Guild | Improves priest recruitment |
Thieves' Guild | Improves spy recruitment |
Explorers' Guild | Improves trade and movement |
Swordsmith's Guild | Upgrades melee weapons |
Horse Breeder's Guild | Improves cavalry unit recruitment |
Knights Templar | Recruits Templar Knight units |
Hospitaller Knights | Recruits Hospitaller Knight units |
Teutonic Knights | Recruits Teutonic Knight units |
Knights of Santiago | Recruits Knights of Santiago units |
Woodmen's Guild | Improves missile unit recruitment |
Originally Posted by Quillan
With the assassins guild, the first level gets assassins built in that city the "Trained Killer" trait, +1 to agent's skill. The Master and Headquarters are global effects, they give "Apprentice" and "Journeyman" assassin traits to any assassin trained anywhere in your lands, which are worth +1 and +2 to skill respectively. |
Originally Posted by Maestro
In my latest campaign (H/VH England), having read a lot of anecdotal evidence on the forum about guilds and who got what, when and why, I decided to test some theories. Basically, when your City becomes Level 3, you get offered a guild. This seems to happen every time a city reaches that level. This has been documented before, but I'm pertty suer I know what determines which guild you get - to a great extent. From turn 1, I specialised my cities. this is something veteran totalwar players have always done cause it's the most efficient way of getting high ranked buildings. But I think it's even more important in M2TW cause it determines your guilds, too. In this campaign i've made sure every priest I've trained has been trained in London, and London got offered a Theologians' Guild. I made sure I trained all my swordsmen in Caen and Caen got offered a Swordsmiths' Guild. I made sure I trained all my spies in York, and York got offered a Theives' Guild. I made sure I trained all my archers at Nottingham, and Nottingham got offered a Woodsmans' Guild. I made sure I trained all of my Merchants at Bruges, and Bruges got offered a Merchants' Guild. I made sure that the place next to Bruges (forget the name) trained all my assasins .... well, you get the picture. |
Originally Posted by Rpkmann
:From what i've heard the only major benefit of alliances is if you happen to be at war with an enemy, the two armys will fight together. |
Originally Posted by Quillan
I don't know if it's the same as Protectorates in RTW. In RTW, becoming a Protectorate gave alliance and military access to both parties. The client wasn't supposed to be able to break the agreement (though it did happen in the game), and if the client had over 15K denarii in the treasury then they wound up paying tribute to the patron of the relationship. |
Originally Posted by Hashashiyyin
Just started over with the turks on VH/VH and found that I can get the AI to pay for alliance and trade rights! byzantine gave me 2200, Hungry 800 and Egypt gave me 2800. |
Originally Posted by Quillan
From what I've found over two weeks of solid play, girl children who turn 16 either become Princesses or "noble daughters". She only becomes a princess if her father is the ruler or faction heir, at the time she comes of age. I only had 2 my entire campaign as Byzantium. As Spain, I started with 2, and have gotten 3 more in the 90 turns I've played so far. It's luck mostly, the rulers have to have children early enough in their lives so they're still around when the kids grow up. I had a couple I lost out on because the Emperor died when she was 14. |
Originally Posted by Willknott
Unsuccesful diplomatic attempts usually result in losing charm. Save before attempting to use a princess for diplomatic purposes. Likewise successful diplomatic proposals will increase charm. You can also use the give_trait cheat for princess characters. I'm not sure yet what all the possible princess traits are, but "PrettyWoman" level 1-3 can turn her into a real beauty. Many people don't like to use cheats, but you can at least use this beauty cheat when marrying your heir to a foreign princess (yes, the cheat works on foreign princesses). This way you won't jump through hoops to marry a certain princess who looks good in the picture only to discover after the wedding she's really a wretch which will decrease your likelyhood of producing offspring. |
Originally Posted by Lord Condormanius
Assassins can take a while to build up, but I have two guys now that are killing family members at 72-93%. Start small, rebels (if you get caught there are no diplomatic repercussions), captains, buildings, and make a lot up assassins some of them will die, but some won't. New young priests can also be good targets. |
Originally Posted by Vlad the Impaler
Around timbouktu in Africa are some very good resources; 2 ivory and 1 gold. i play as the Moors and the region isnt mine yet. the merchant that trade gold make 237 / turn and the two other that trade ivory make aroun 120 /turn almost 500 gold/turn only with merchants until now, almost 40 turns, nobody tried to assasinate or buy them. |
Originally Posted by BigTex
Merchants pay for themselves. But not by standing on a resource. Standing on a resource is only useful to get them up a few levels so they can start eliminating the competition. You can get an easy 1-2k florins from buying out a rival merchant alot of times. You've also denyed the computer the income from him and made them lose the 550 investment. |
Originally Posted by Rothe
So far I have found 3 ways to do it: - Monopoly in a region: Just make sure that one resource type in one region is manned by your merchants only. For English, wine works ok, but you have to use two merchants to tackle the 2 wine resources per region. This seems to get you some positive virtues over time. - Travel: By traveling a lot and stopping on some foreign resources for a turn on two, I seem to develop the "Knowledge of customs" chain of virtues. - Acquisitions: Whenever you defeat another factions merchant, you are almost surely going to get more of the finance rating. |
Originally Posted by Freedom Onanist
Pope - Really does help if you can get on his good side. The best way to do this is to consider all the religious buildings and send your priests off to be missionaries. For the English send them to Russia. Preaching in non catholic lands really puts the piety quotients up, which in turn makes your priests eligible for promotion to cardinal and on to pope. |
Originally Posted by Lars573
Building priests is a good way. I've been putting them in the country side (one per porvince) to see if that builds them up. So far I've (as England) got 7 Cardinals in the colledge plus the Pope is mine. But I'm on medium. |
Originally Posted by BobsYourUncle
What's the best/most effective way to use priests to get a favorable college of cardinals? Spam priests and set them off for Muslim/Orthodox lands? Just have the wander around looking for heretics witches? |
Originally Posted by Wonderland
That's exactly right. That's all you can do with them. |
Originally Posted by Nonopust
to build bishops you need a cathedral or a huge cathedral in that city, and even then i dont know if they build bishops everytime |
Originally Posted by Bob the Insane
Yeah that's right, it is basically a Priest with a Bishop trait and a slightly different model... |
Originally Posted by Darkmoor_Dragon
I "cheated" (load/relaod) an Assassin to master +5, with 3 extra entourage and sub rating close to max - took him to kill a low-level Inquistor and the chance to succeed was %12. |
Originally Posted by Biggus Diccus
One hot tip to save loads of money on recruiting of Merchants (or other agents as well) is to check if one of your family members get a discount for recruiting agents. If you are fairly active with spies and assassins it seems that the espionage line trait easily triggers for your faction leader. In addition there is a fairly good chance that the faction leader will aquire the Spymaster retinue. Both of these give a discount on agents recruited, and the discounts stack. My current faction leader has a Spymaster retinue which give 20% discount, and a Master of espionage virtue (lvl 3 espionage I think) which give 30% discount. In the city where he is the governor I can now recruit merchants for 275 dough, that's half the price |
Originally Posted by Zanderpants
I gave them a lump sum of 5,000, an additional 1,000 for trade rights, and built two cathedrals, and occasionally I'll have a priest burnt (once every 8 turns or so) , but they always have low piety. Now I'm all but one cross from the top. Also, I built a major guild of theology, so my priests come out with half full piety. This coupled with my high standing with the Pope, and some timely cardinal deaths, has practically given me control of the college. I've got 5 priests in the college now. This was on Very hard. |
Originally Posted by Dutch_guy
Click on your faction icon, then open the pope Tab. Next to the current Pope's avatar, you'll see a button which is called ''request a crusade''. However, do note that you need to have good relations with the Pope to have a chance to get the requested crusade. |
Originally Posted by TinCow
Whenever you are moving a crusade army, make sure that you do not have movement accelerated (space bar). Then click on your destination and CAREFULLY WATCH the path your army is walking along. The very instant you see any army or settlement along that route, immediately hit backspace. This will stop the army where it is. Then click on your destination again. The game will plot a new path that avoids the obstacle. Rinse, repeat every time you encounter another army or settlement. Using this method, I was able to get an army from Caen all the way to Antioch without losing anyone to desertion and I got to the city before anyone else. I also highly recommend taking a spy along with the Crusade Army to aid in spotting. |
Originally Posted by Basileus
I suggest you don´t add any agents on the crusading army either cause you will lose your extra movement points heh i found that out the hard way. |
Originally Posted by Kobal2fr
When the Crusade is called, I have my heir (and always him - that way, he'll benefit from the huge stat boost a general gets when he successfully leads a crusade, meaning when his dad dies and he rises to power, he'll boost my economy even more) hire 8 mercenary units, join the crusade, buy some more crusade-only mercs around Venice, hop in boats and move towards Antioch by sea, joining with my by-then very experienced navies on the way. A powerfull 10-12 boats fleet is enough to fend off both pirates and the egyptian navy should they come my way. Reaching Antioch, again I'll buy every crusade-only mercs I find there (I have a soft spot for the Big Towed Cross ;) ), assault the city and take it, usually without much resistance. |
Originally Posted by Basileus
You use Imans that have more then 4 or maybe its 5 piety, Imans have an icon at the bottom of the screen when you right click their portrait. You can hire some special Jihad units, Ghazis and some other ones which i cannot spell heh. |
Originally Posted by Subedei
Round 1206 you will get the info, that old Ghengis is summonming his horseys in the steppes & about 10-15 turns later [in my game] he comes knocking on the door round the Caspian Sea, IIRC |
Originally Posted by chunkynut
Stay behind your walls and hope they don't have seige engines, if they only have seige equipment then their foot soldiers are poor, only thing thats worked for me so far without having pretty bad casualties .... and that didn't actually really work as they took my 2 middle eastern regions. |
Originally Posted by lezniefek
The plague indicator is still there. If you take a look at a general, look at their unit portrait on the top left-hand corner of the character scroll. There, it should show a little mouse if the plague is with that unit. |
Originally Posted by TanOrpheus
Sometime towards the end of the campain (turn 180 ish?) Sorry don't know exactly when, you will notice that the minimap in the bottom left of the campain gets an extra 20% of black nothingness added to it. I'm fairly sure there's a message at this time to hint that it's there. When that black area appears you just need to send a boat directly west from Lisbon or directly west from Ireland and you'll find it, eventually. |
Originally Posted by Lalartu
ok the following must be met: -explorer's guild in any city -last level navalyard in any city -an event about craziness of a round world (copernicus thingy) when you get that, you can send your lvl 4 (long range) ships (caracks?) to the west part of the map, which has now become black (but used to be just empty). it'll take a little longer than swimming near cost, so it's gonna be 10+ turns |
Originally Posted by Throumbaris
Open medieval2.preference.cfg and add this: Code:
|
end unlockable
Originally Posted by Lusted
Characters age 1 year every 2 turns, so if you mod it to 2 turns a year, they will age 1 year a year. But the campaign wil last for 900 turns. |
Originally Posted by Thorn Is
In the medieval2.preference.cfg in the video section there is a line that says showbanners = 1 turn this to 0 |
Originally Posted by Whacker
Look for the [game] section in your medieval2.preferences.cfg file and change the following: event_cutscenes = 1 to event_cutscenes = 0 |
Originally Posted by D Wilson
You can set it to hide during the battle by pressing esc, finding the UI options, having minimal UI selected and selecting hide (or slide if you want it to appear when you mouse over that area). I play with the radar hidden, the orders bar on slide so it's out of the way most of the time, and the unit cards in view permanantly. |
Originally Posted by Shoraro
On my keyboard (English) it's the '/@ key, next to the semi-colon |
Originally Posted by Quillan
It's the PrintScrn button, and it goes into the Program Files/Sega/Medieval II Total War/tgas folder, if I remember correctly. They always seem to scale down to 1024x768 in size, and are always .tga files, so I wind up having to fire up PhotoShop to convert it into .jpg format. |
Originally Posted by Lusted
Unit recruitment doesn't affect settlement populations like in RTW |
첫댓글 아마 제작자가 게이머들의 질문에 답하는 형식인것 같은데 이사마를 피하는 방법에는 자신도 잘모르겠고 기도를 열심히 하라는 군요. -.-;;( 패치 나와도 이사마는 약해지지 않을듯) 그리고 5단계이상인 암살자가 레벨 낮은 이사마 잡으면 죽일 확률이 12% 라네요. 신대륙 이벤트는 180턴 정도 지난 상태에서 게이머도시에 explorer guild가 있고 마지막 레벨 의 함선이 생산 가능 그리고 코페르니쿠스 이벤트가 생기면 10턴 정도 걸려서 신대륙 갈수 있답니다. 후계자 지명과 도시보기 옵션 (롬토에 있던) 은 일부러 뺐다고 하네요....
2턴이 게임상 1년이고 장수들은 2턴당 1살씩 먹으므로 실제 4년이 지나야 1살이 먹는듯.... (게임상 장수가 너무 빨리 죽지 않게 하기위해서 인듯 합니다.)
질문! =ㅁ=;; 그럼.. =ㅁ=;; 저 사다리의 공성시 버그는 어찌된답니까 ㅇㅇ?
위의 사다리 사진은 버그를 설명한것이 아니라 외성에서 사용한 사다리를 내성 공격시 다시 사용할수 있다는 것을 설명한 사진입니다. 자신들의 게임을 선전 하기 위한 것이지 버그를 어떻게 고치겠다는 글은 아닌듯 합니다.
유닛 크기는 라지 까지는 롬토랑 비슷한데 huge 에선 롬토가 240 이었는데 150으로 줄었군요. 아무래도 고사양 땜인듯 합니다. 장군이 페스트에 걸렸을 시에는 초상화 에 작은 쥐 그림이 있게 된답니다. 그리고 신부는 신앙심이 최소 5이상 되어야 주교가 될수 있고 이맘은 신앙심이 최소 5이상 되어야 지하드를 시작할 수있다고 하네요.
여기에 다 있는 내용들이네요... ^^;
네 스크롤이 약간 압박이라서 궁금하실것 같은 내용만 요약해 봤어요 ㅋㅋ
제작사가 쓴 내용이 아니라 이 카페처럼 미국 팬싸이트 에서 사람들이 올려놓은 팁을 모아둔것입니다