History VideoGame / MedievalIITotalWar

7th Sep '16 4:37:06 AM StoneBasilisk
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** Does the enemy army have a ton of cavalry? Have your archers plant stakes at your end of the bridge, and watch the mass of horsemen throw themselves upon the wooden spikes in an attempt to reach your battle-line.



** Being able to capture Ireland by just taking Dublin is a gross oversimplification. It took the English some four hundred years to actually establish political control over the entire island.

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** Being able to capture the entirety of Ireland by just taking Dublin is a gross oversimplification. It took the English some four hundred years to actually establish political control over the entire island.



* AscendedExtra: Captains are the commanders when a general or family member is not present and they are vastly weaker. They change depending on what units you have in your army and whether or not the army has been in a city or not. HOWEVER, if you win a major battle with one (and he survives, isn't knocked out of combat, or is a reinforcement unit), then he can be given the honor of a name, a offer to be welcomed into the family, and an immediate bonus to commanding skills due to his amazing victory.

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* AscendedExtra: Captains are the commanders when a general or family member is not present and they are vastly weaker. They change depending on what units you have weaker; occupying whatever the first unit in your army army's lineup is and whether or not the army has been in a city or not.sharing that unit's stats. HOWEVER, if you win a major battle with one (and he survives, isn't knocked out of combat, or is a reinforcement unit), then he can be given the honor of a name, a offer to be welcomed into the family, and an immediate bonus to commanding skills due to his amazing victory.



* AwesomeButImpractical: The settlements of Arguin and Timbuktu are so far away to everyone but the Moors, that you would have to be pretty desperate to have them under your control. It takes nearly ten turns to march an army to Timbuktu from the nearest settlement at Marrakesh, and another six to reach Arguin, and both are completely cut off from the sea until oceanfaring ships are invented in the 15th century. That said, if captured and babied a little, their valuable trade resources of gold, ivory, and slaves may provide thousands of florins each turn without any fear of capture, while adding additional merchants to the area can increase that by thousands more, each.

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* AwesomeButImpractical: The settlements of Arguin and Timbuktu are so far away to everyone but the Moors, that you would have to be pretty desperate to have them under your control. It takes nearly ten turns to march an army to Timbuktu from the nearest settlement at Marrakesh, and another six to reach Arguin, and both are completely cut off from the sea until oceanfaring ships are invented in the 15th century. That said, [[MagikarpPower if captured and babied a little, little]], their valuable trade resources of gold, ivory, and slaves may provide thousands of florins each turn without any fear of capture, while adding additional merchants to the area can increase that by thousands more, each.



** A high-Dread general will almost always be itching for battle, and loves nothing more than to see his enemies crushed.



* BorderPatrol: Watchtowers and forts are very good defensive structures that provide line-of-sight and defenses respectively. Watchtowers are absolutely essential for regions that have a lot of territory as the main settlement can only cover the local area around it, resulting in considerable blindspots elsewhere within its borders.



* DarkIsNotEvil: In the Teutonic campaign, the super-intimidating Teutonic Order can also have Chivalrous generals.
** Ditto followers of the Sun God in the Americas campaign.

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* DarkIsNotEvil: In the Teutonic campaign, the super-intimidating Teutonic Order can also have Chivalrous generals.
**
generals. Ditto followers of the Sun God in the Americas campaign.



** The English longbowmen are pretty much the epitome of this. You'll be hard-pressed ''any'' ranged unit that can consistently cause as much damage at long range short of extreme late-game artillery units like the culverin. Longbowmen can get into shooting matches with multiple artillery units and consistently win. Taken even further in the ''Stainless Steel'' mod, where the longbowmen have range comparable to most artillery units. And in that mod, [[GameBreaker Scotland can use them, too]]. Given the longbowmen's historical successes, this is pretty much TruthInTelevision.

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** The English longbowmen are pretty much the epitome of this. You'll be hard-pressed ''any'' ranged unit that can consistently cause as much damage at long range range, short of extreme late-game artillery units like the culverin. Longbowmen can get into shooting matches with multiple artillery units and consistently win. Taken even further in [[GameMod the ''Stainless Steel'' mod, mod]], where the longbowmen have range comparable to most artillery units. And in that mod, [[GameBreaker Scotland can use them, too]]. Given the longbowmen's historical successes, this is pretty much TruthInTelevision.



** Stakes and pike walls planted by Friendly units will still accidentally kill your cavalry if you try to move through them.

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** Stakes and pike walls planted by Friendly friendly units will still accidentally kill your cavalry if you try to move through them.



* TheDreaded: A character can keep order with a high Dread rating. Dreaded characters lower the morale of entire enemy armies by their mere presence. This is very annoying when fighting the Mongols, who all have high Dread generals. Use Chivalrous generals to balance it up... or use a general of your own with ''even higher'' Dread to make the ''Mongols'' break first. With a general whose Dread is maxed out, it's possible to break an entire enemy army by simply charging them.You don't even have to hit them; simply charge the entire army straight at them, and there's a pretty good chance that the lower-morale units break immediately, starting a chain reaction of routing that sends the entire army fleeing. With your faction leader, if you push the Dread high enough and execute enough prisoners/exterminate enough populations, he'll end up with the moniker ''[[NamesToRunAwayFromReallyFast "The Lord of Terror."]]'

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* TheDreaded: A character can keep order with a high Dread rating. Dreaded characters lower the morale of entire enemy armies by their mere presence. This is very annoying when fighting the Mongols, who all have high Dread generals. Use Chivalrous generals to balance it up... or use a general of your own with ''even higher'' ''[[BeatThemAtTheirOwnGame even higher]]'' [[BeatThemAtTheirOwnGame Dread to make the ''Mongols'' the]] ''[[BeatThemAtTheirOwnGame Mongols]]'' [[BeatThemAtTheirOwnGame break first.first]]. With a general whose Dread is maxed out, it's possible to break an entire enemy army by simply charging them. You don't even have to hit them; simply charge the entire army straight at them, and there's a pretty good chance that the lower-morale units break immediately, starting a chain reaction of routing that sends the entire army fleeing. With your faction leader, if you push the Dread high enough and execute enough prisoners/exterminate enough populations, he'll end up with the moniker ''[[NamesToRunAwayFromReallyFast "The Lord of Terror."]]'



* TemptingFate: The description of the Turks: ''"After all, how likely is it that an even more fierce and formidable race of nomads sweep down from the steppes?"''

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* TemptingFate: The final line in the campaign description of the Turks: ''"After ''[[UsefulNotes/GenghisKhan "After all, how likely is it that an even more fierce and formidable race of nomads sweep down from the steppes?"''steppes?"]]''
4th Sep '16 4:36:12 AM Morgenthaler
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An expansion pack, ''Kingdoms'' introduced four new campaigns in addition to the main European one: The Crusades, the British Isles, the Americas and the wars of TheTeutonicKnights. These all focus on a smaller area than the main campaign, while providing greater detail.

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An expansion pack, ''Kingdoms'' introduced four new campaigns in addition to the main European one: The Crusades, the British Isles, the Americas and the wars of TheTeutonicKnights.UsefulNotes/TheTeutonicKnights. These all focus on a smaller area than the main campaign, while providing greater detail.
3rd Sep '16 11:04:44 AM Morgenthaler
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*** And in the Crusades expansion, the Kingdom of Jerusalem reuses the English voices, despite the kings of Jerusalem being Franks from Lorraine (which at the time was a Frankish part of the HolyRomanEmpire). [[note]] The Principality of Antioch was ruled by the Hauteville family, who were Normans that ruled Sicily, so it makes sense for them to use the French voices [[/note]]

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*** And in the Crusades expansion, the Kingdom of Jerusalem reuses the English voices, despite the kings of Jerusalem being Franks from Lorraine (which at the time was a Frankish part of the HolyRomanEmpire).UsefulNotes/HolyRomanEmpire). [[note]] The Principality of Antioch was ruled by the Hauteville family, who were Normans that ruled Sicily, so it makes sense for them to use the French voices [[/note]]
30th Aug '16 7:37:11 PM dracogeorge
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*** And in the Crusades expansion, the Kingdom of Jerusalem reuses the English voices, despite the kings of Jerusalem being Franks from Lorraine (which at the time was a Frankish part of the HolyRomanEmpire). [[note]] The Principality of Antioch was ruled by the Hauteville family, who were Normans that ruled Sicily, so it makes sense for them to use the French voices [[/note]]
12th Aug '16 12:03:56 PM BeerBaron
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* SpringtimeForHitler: Unlike ''Rome'', where it was possible to change your faction heir (at the cost of some Influence,) you cannot change your faction heir here, presumably for historical accuracy. If the game decides that your faction heir is going to be your greedy, incompetent governor in the middle of nowhere instead of your kickass, loyal general, your only option is to have your faction heir killed as described in UriahGambit below. However, if he survives, there is a good chance that he'll come away with a trait that makes him ever ''harder'' to kill in the future. Good luck with that...
9th Aug '16 12:56:30 PM Morgenthaler
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* AccentTropes: Every region has their own accents with every agent having their own variation. Even evil generals have different accents from noble and neutral ones. They even throw a few non-English words into the dialogue.
** EverythingSoundsSexierInFrench: They throw a few French words into the dialogue.
** Southern Europeans all share one accent. It becomes a little bit jarring when the Byzantine Empire's soldiers (who are mostly Greek) blurt out lines in Spanish.
** The Scandinavian and the Eastern European factions all have the same generic accent that's meant to be vague enough to sound either Norse or Slavic. Similar to the Byzantine example above, Viking admirals have an odd habit of saying "Da", when they should be saying "Ja".


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* GratuitousFrench: They throw a few French words into the dialogue.
9th Aug '16 12:55:32 PM Morgenthaler
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** BritishAccents: Sadly the Britannia expansion made the bizarre decision to give Scottish accents to both the Irish and Scottish factions - and the English accent to the English and Welsh. The Norwegians even got a generic ''Slavic'' accent.



** GermanDialects: The Holy Roman Empire, for one.
9th Aug '16 11:17:15 AM thatmadork
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** Also the case for the Lithuanians in the Teutonic campaign. The Lithuanians are the last pagan peoples left in Europe, and the [[ChurchMilitant Teutonic Order]] is furiously knocking on the door. Accepting the new faith brings modernisation and access to knights and gunpowder, and clinging to the old ways may see them wiped out to the last man... or lead to a resurgence of the pagan way of life.
8th Aug '16 11:11:18 AM thatmadork
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* ''[[http://www.twcenter.net/forums/forumdisplay.php?346-Broken-Crescent Broken Crescent (Latest Vers. 2.3)]]'': This mod shifts focus away from Europe and moves into central Asia, from Egypt and Turkey through Giza and Persia all the way to the far reaches of India, and featuring Muslim, Hindu and Pagan factions with hundreds of new units.

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* ''[[http://www.twcenter.net/forums/forumdisplay.php?346-Broken-Crescent Broken Crescent (Latest Vers. 2.3)]]'': This mod shifts focus away from Europe and moves into central Asia, from Egypt and Turkey through Giza Gaza and Persia all the way to the far reaches of India, and featuring Muslim, Hindu and Pagan factions with hundreds of new units.
8th Aug '16 11:09:13 AM thatmadork
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[[foldercontrol]]

[[folder:Notable Mods for Medieval II: Total War]]

%% I've noticed a lot of game mods have been made for this game - some of them even have their own pages, and thought it might be good to list them. Feel free to add to the list, but make sure to provide a link to the mod in question, and a brief description. Thank you!

* ''VideoGame/HyruleTotalWar'': Mod introducing total war to the world of [[Franchise/TheLegendOfZelda Hyrule]] with a DarkerAndEdgier storyline.
* ''VideoGame/ThirdAgeTotalWar'': Set just before the [[Film/TheLordOfTheRings War of the Ring]], either lead one of the forces of good to march into Mordor and destroy the One Ring, or lead one of the forces of evil to envelop all of Middle Earth in shadow.
* ''[[VideoGame/{{Thera}} Thera: Legacy of the Great Torment]]'': The Great Torment may have ravaged the world of Thera and reduced all the old kingdoms to ruin, [[AfterTheEnd but nobody said that this was the end]]. Choose from one of many colourful factions to have emerged after the destruction and lead them to world conquest in a LowFantasy world.
* ''[[http://www.twcenter.net/forums/forumdisplay.php?314-Stainless-Steel Stainless Steel (Latest Vers. 6.4)]]'': ''Stainless Steel'' greatly expands the scope of the original vanilla campaign, with a longer game and a larger European map. Every existing faction is reworked and re-designed, with new factions such as Aragon, the Kievan Rus and the Knights Templar.
* ''[[http://www.twcenter.net/forums/forumdisplay.php?346-Broken-Crescent Broken Crescent (Latest Vers. 2.3)]]'': This mod shifts focus away from Europe and moves into central Asia, from Egypt and Turkey through Giza and Persia all the way to the far reaches of India, and featuring Muslim, Hindu and Pagan factions with hundreds of new units.
* ''[[http://www.twcenter.net/forums/forumdisplay.php?1793-Rule-Britannia-(RB) Rule Britannia (Latest Vers. 1.7)]]'': A reworked and expanded version of the ''Kingdoms: Britannia'' expansion campaign. Featuring a new Danish faction, added mechanics for religion, papal intervention, army supplies and mercenary hire, and over three hundred new scripted events.
* ''[[http://www.twcenter.net/forums/forumdisplay.php?293-DarthMod-for-M2TW DarthMod for M2TW (Latest Vers. 1.4)]]'': [=DarthMod=] offers enhanced battle realism along with a smarter and more challenging campaign and battle AI.

[[/folder]]
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