Medieval 2 Battle Report & Strat Thread (Super pic hvy)

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Vympel
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Post by Vympel »

There should be boiling oil because the ducts for pouring it out are obviously there on the gates.

For me, the most annoying bugs are the two-handed weapon units being ineffective against cavalry, and the broken cavalry. It's inexplicable to me how they managed to miss the fact that cavalry act like total retards when pursuing units. Why they spread out over hundreds of metres and slow to a trot, letting the unit escape over the red line, is beyond me.

There's also the issue of cavalry charges generally- a particualrly egregious issue is that a charge will be broken simply if the unit being charged starts moving. Your cavalry will switch to swords (to go to pursuit mode) and the charge will be fucking ruined :roll:
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Post by atg »

I haven't actually had a problem with charging cavalry. I tend to make sure that they have clear, unbroken ground ahead of them (ie no rocks, trees, etc) and I find the charge works fine. I've also found that sending the order to charge when they are too far, or too close to the target unit will cause a failed charge, there's a "sweet spot" so to speak.
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Post by InnocentBystander »

The worst bug is the siege bug where the AI won't go away.
I was defending a far flug Turkish fortress I captured, 2 units of miltia spears, 2 units of dismounted feudal knights and 2 units of cavalry. They had a half stack, a ram, ladder set and a tower. By sheer luck, the ram burned down, and by further luck their infantry was comprised of 2 or three crap militia troops, and 4 or so units of archers. Needed to say, they usually routed before they made it up the ladders. However after some pretty pitiful wall fighting they were left with one 1/3rd strength unit of archers which had stopped routing, and a shitload of horse archers and various other light cavalries. The archers wouldn't move, the ram was out, and there was NOTHING more the AI could do. So... I turned off the screen and went to bed. Woke up, went to class, got back. The game is unchanged.

Exited the game, resulting in a close defeat where only 300 of my men died.(how'd they take the city with 500 men still alive?)

Very annoying. It makes sieges, which should honestly be fun, very much the opposite. And you know what, the thing where you sally out, the AI moves in closer, and then the wall towers kills them all, that too is totally lame. If 10,000 mongols attack Antioch, they should damn well acutally try and take it! If they want to just hang around, out of gun range, fine... thats cool; just don't make it so damn easy to pull lame tricks to save a city (because I always will :twisted: )
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Post by Vympel »

atg wrote:I haven't actually had a problem with charging cavalry. I tend to make sure that they have clear, unbroken ground ahead of them (ie no rocks, trees, etc) and I find the charge works fine.
You don't think it's stupid that your cavalry are too moronic to charge if there's a tree in the way? What, were the riders emotionally scarred by a tree and/or rock incident early in life, making them incapable of avoiding one?
I've also found that sending the order to charge when they are too far, or too close to the target unit will cause a failed charge, there's a "sweet spot" so to speak.
And if the enemy moves, the lances disappear and the charge is wasted. Cavalry charges are clearly bugged.
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Post by atg »

Vympel wrote:
atg wrote:I haven't actually had a problem with charging cavalry. I tend to make sure that they have clear, unbroken ground ahead of them (ie no rocks, trees, etc) and I find the charge works fine.
You don't think it's stupid that your cavalry are too moronic to charge if there's a tree in the way? What, were the riders emotionally scarred by a tree and/or rock incident early in life, making them incapable of avoiding one?
I wasn't meaning if there was just one or two rocks/trees but if the field your trying to charge on his littered with them then the charge will never gain steam.
And if the enemy moves, the lances disappear and the charge is wasted.
That doesn't always happen for me :? perhaps I'm just not paying close enough attention to my cavalry.
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Post by Vympel »

Byzantine Horse Archers in general- and Vardariotai in particular- fucking own:

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Yup, courtesy of the Council of Nobles = 400 Vardariotai shooting a beseiging Hungarian army to absolute pieces.

I love riding them around and shooting up a General's Bodyguard when they have no archers of their own. I also love shooting up a retreating column, saving me the trouble of having to execute prisoners and damage my reputation :)
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Post by InnocentBystander »

Executing prisoners is a great way to improve a general, or get a new one, if you ask me :twisted:
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Post by Brother-Captain Gaius »

InnocentBystander wrote:Executing prisoners is a great way to improve a general, or get a new one, if you ask me :twisted:
Some of us prefer Chivalry. :P

Though I always end up getting massive Dread anyway. Must be the assassins. :?
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Post by Companion Cube »

Brother-Captain Gaius wrote:
InnocentBystander wrote:Executing prisoners is a great way to improve a general, or get a new one, if you ask me :twisted:
Some of us prefer Chivalry. :P

Though I always end up getting massive Dread anyway. Must be the assassins. :?
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Post by Vympel »

Venice attacked Durazzo several turns into my new game (I've changed the timescale to proper .5 year per turn, btw)- a tiny little town I had just taken, with a crusader army (half stack) bound for Jerusalem. No provocation. Utterly crushed them (thanks, Byzantine Cavalry + Skythion + General's Bodygard + Slav Mercenaries + Town Militia) and executed the significant load of prisoners. My reputation with the Papal States, Venice and the Holy Roman Empire hit abysmal.

Was it me destroying a Crusader Army, or executing the lot of them for daring to attack the Roman Empire? Or both?
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Post by The Yosemite Bear »

nah it was that forrest of impaled folks that pisses everyone off. Just ask Vlad Dracul
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Post by Jadeite »

I just got the game. I'm on my first campaign as England. The Black Death just ended, and I control the British isles, Pamplona in Spain, Bruges and Antwerp, and all of France but Toulouse and whatever the province bordering it on the east is. I did control Toulouse, but the Sicilians (who control that last French province) took it from me and exterminated the entire population. They were excommunicated for it, and I'm going to wage a genocidal war against them in retaliation, and exterminate every territory of theirs that I capture.
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Post by PeZook »

And so it came to pass, that on the year of our Lord 1125, Poland rose to it's well-deserved status as the Great Kingdom of the East.

Assaulted from all sides by determined enemies, king Vaclav The Tyrant (yes, that's his title. Nice guy, eh?) wisely chose to forego diplomacy and commanded his uncle, Boleslaw The Mauler, south. His task was to muster an army and break the back of the Hungarian nation, which commited themselves to total destruction of the Polish people, as their emissaries stated openly. This move was risky, as Hungarians still possesed sizeable armies, as well as two mighty fortresses which would have to be seized. King Vaclav, on the other hand, could spare little resources from his continuing campaign against the Danes.

Arriving at the southern Polish border, sir Boleslaw faced two threats: Venetians and Hungarians, both present at two different sides. The Pope held Venice at bay, though, and they would not dare anger him, therefore Boleslaw has decided that the risk was indeed acceptable. He decided that Hungary must be struck with all might, and defeated quickly, so as not to give the venetian Doge any incentive to strike.

Mustering a militia army, equipped at great expense with mighty siege engines from the finest workshops in Krakow, sir Boleslaw took Budapest with a clever stroke, choosing a time the main Hungarian force was away. By treachery and subterfuge, the city fell, it's gates opened from the inside, and was sacked by Polish armsmen. Order was soon restored, though, and the goods gained from it would prove invaluable for the Polish struggle.

Sir Boleslaw then marched against an enemy fortress in the Caucassus, and took it by directly assaulting it's walls, after a long and bitter battle on the way. The fortress fell, but sir Boleslaw died soon thereafter. His nephew took over the campaign, however, by marching southward from the town of Iasi, along the banks of the Black Sea, taking the last Hungarian city, leaving the once-mighty nation only with a fortress in Sofia.

The threat was not gone, however. A very large army was spotted marching towards Budapest, with no reinforcements available. It was at the walls of this city that this campaign would either turn into the greatest Polish victory or her most bitter defeat. The city was ravaged with plague just recently, but in it's defence stood two young and energetic nobles, adopted into the royal family. They organized their defences well - cleverly feinting a withdrawal and conceding the walls, they ambushed the enemy in the town square. Finest knights of Hungary met their fates this day, opposed only by militia men, armed with but spears, shields and crossbows. This most unmilitary weapon carried the day, killing many fine knights with bolts to the back. It was not an honourable victory - and to add insult to injury, body of the Hungarian king was discovered on the town square, amongst the corpses of so many noble knights. It was truly a dark day for Hungary.

And yet a victory it was for Poland! With their main force destroyed, the young general marched straight towards Sofia, taking it with a force of militiamen and mercenaries, brushing aside any defences. Sofia fell quickly, though it's defenders, noble knights to a man, fell many of the attacking commoners. It was halberds versus swords, however, crossbows versus lances, and walls versus siege engines. None survived the battle.

On the north, the situation was quite different, but it is a tale for another time...
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Post by Dartzap »

I have to say...playing as the Papal States has to be one of the more amusing things I have done recently. The fact you can control the Inquisition makes it all the better.
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Post by Alferd Packer »

With the editing of the config files, can you play as the Aztecs, or is it like the Senate in Rome?
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Post by Dartzap »

Alferd Packer wrote:With the editing of the config files, can you play as the Aztecs, or is it like the Senate in Rome?
Why would you want to? It's not like they have boats that they can use to cross the pond, heh
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Post by Alferd Packer »

Dartzap wrote:
Alferd Packer wrote:With the editing of the config files, can you play as the Aztecs, or is it like the Senate in Rome?
Why would you want to? It's not like they have boats that they can use to cross the pond, heh
It might be fun to spend 400 years preparing for the arrival of the White Man.
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Post by PeZook »

Dartzap wrote:I have to say...playing as the Papal States has to be one of the more amusing things I have done recently. The fact you can control the Inquisition makes it all the better.
I was wondering...can you give stupid, annoying missions to other powers? :P
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Post by Fire Fly »

Dartzap wrote:I have to say...playing as the Papal States has to be one of the more amusing things I have done recently. The fact you can control the Inquisition makes it all the better.
How does one play as the Papal States?
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Post by Lonestar »

Finally won as the HRE. Saved Rome for last. Used 4 Basilisks to expedite the the siege :twisted:
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Post by Dartzap »

Fire Fly wrote:
Dartzap wrote:I have to say...playing as the Papal States has to be one of the more amusing things I have done recently. The fact you can control the Inquisition makes it all the better.
How does one play as the Papal States?
Same way as you unlock all the other factions without playing through whole campaigns :wink:
Last edited by Dartzap on 2006-12-02 09:13am, edited 1 time in total.
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Post by wautd »

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Yappie little dog :lol:
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Post by Vympel »

Summer, 1104. An outnumbered Greek Army led by Emperor John attacks an Egyptian Jihad that is on its way to conquer Constantinople. 1,500 men overcome almost 3,000.

Greek Horse Archers outmaneuver the overwhelmignly infantry based force of the enemy, shooting their many Ghazi Infantry fromations to pieces before they can come to grips with the outnumbered Greek Spearmen.

A single ballista unit pummels the enemy ranks, killing many.

Trebizond Archers thin the ranks of enemy spear militia, hoping to give the cavalry a chance.

350 spearmen charge recklessly into the huge enemy formation, but there are too many. Three General's Bodyguard, all the Horse Archers who are out of ammunition, and two Lancers charge into the rear of the huge enemy army. Rout ensues. Unfortunately, the enemy general escapes, but only with 150 of his men.
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Post by Vympel »

wautd wrote:Image
Yappie little dog :lol:
That's hilarious :)
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Post by GuppyShark »

Creative Assembly on MTW Charges

Regarding the new charge mechanic, there are two charges available to a cavalry unit: a formed charge which allows for most of the unit to charge into a target; and an unformed charge which stops the charge after 10% of the soldiers within that unit have made contact with the target. In RTW this wasn’t as much of an issue because cavalry did not have long lances and as such did not require two significantly different charge abilities. The M2TW charge system allows you to have a very powerful charge if you do everything right and a light charge if you don’t.


The triggers for a formed (powerful) charge include:

* Line up the cavalry parallel to the target
* Utilize a long straight run up toward the target
* Prioritize stationary targets as moving targets may result in a last second turn and reform


The triggers for an unformed (weak) charge include:

* The unit is spread out just before charging
* The charge is issued while too close to the target
* The charge is issued when the unit isn’t facing the target
* The player changes direction just before the charge
* The target moves and turns just before being hit


Currently we have set the balance so that a formed charge is very strong due to the unit’s collision mass on impact and have set the unformed charge to be rather weak due to the 10% stop charge threshold. This ensures that players that love to see mass destruction and men thrown in the air get what they want and those that want a balanced game where cavalry don’t dominate every other unit get what they want. This is certainly something we will look to get your feedback on once you get the update and see the charge in action with the additional tweaks.
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