Campaign map is adjusted somewhat, and in addition to vanilla factions, you get: Antioch from Crusades campaign Ireland from Britannia campaign Jerusalem from Crusades campaign Kiev from Teutonic campaign Lithuania from Teutonic campaign Mongols from Teutonic campaign they're in vanilla as unplayable horde Norway from Britannia and Teutonic campaign Wales from Britannia campaign For reasons I don't understand, Portugal is no longer a playable faction.
Kingdoms Features The mod brings in extra units from Kingdoms campaign, like Mangonel, which is the only pre-gunpowder artillery unit worth using in battles. Forts are now permanent stone buildings, and cost a lot more money. Hanseatic League and potential Lithuania conversion events from Teutonic campaign are in the game.
Merchants are actually worth something. Game balance Medieval 2 is very easy for experienced player, so the mod does a few things to make it more difficult. There are a lot fewer rebel settlements, and they tend to have a lot bigger garrison, so you can't just grab enormous areas of land without any opposition during your first few turns.
Time scale is set to 2 turns per year. All buildings build a lot more slowly. Units provided by buildings are a lot different - high tier building no longer allow recruitment of low tier units, possibly to help AI or to clean up the UI.
Castles are massively nerfed because base castle buildings no longer provide any recruitment options, and you actually need to build stables and barracks which also build really slowly. On the other hand, a lot of castle units get free upkeep as long as they're castle garrison. Pope is as bitchy as ever, and due to a lot fewer rebels, he's going to be excommunicating people left and right a lot more than in vanilla.
I never liked that part of the game, and I wished they toned it down. AI gets a lot of free money on hard and very hard. On any difficulty levels, if it goes into severe enough debt, it gets a lot of money to get it out of debt.
And then there's garrison script. Garrison script Unlike later Total War games, Medieval 2 settlements have no automatic garrison, and AI often leaves them with minimal defences. That allows player to really easily destroy all factions. As AI isn't really fixable, to counter that, a lot of mods add garrison script which spawn a lot of troops when garrison is besieged.
I'm not convinced this is a great idea - I hated it when I didn't know where garrisons are going to happen and how big. Once I generated a list of which faction would spawn what kind of units where, it was actually decent.
So here's the script. Once it triggers for a settlement there's 10 turn timer before it can trigger again. Only AI gets free troops. Some factions have script for settlements that don't belong to them at start of campaign. Some are also free in forts, I think these are castle units. Generally all militia units including cavalry militia and castle infantry are upkeep free while garrisoned.
Castle cavalry, siege units, and boats are not free. Unfortunately I had a lot of crashes in game menu. Fortunately once in game, crashes were not too common. I'd still manually save before and after every battle, but it was rarely necessary. Sadly vanilla crashes are not unheard of either. If you want to give Medieval 2 another go, and want just a bit more variety, highly recommended. Posted by taw at Labels: medieval 2 total war , total war , video games.
Add to: Email This BlogThis! Post a Comment. Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. So I've heard that the Retrofit mod is supposed to improve the gameplay yet keep the vanilla experience.
What exactly does Retofit mod improve? The features listed on the mod page are kinda vague. Showing 1 - 15 of 17 comments. I can find no other discernable improvements. I don't have a Kingdoms and MTW2 feature list handy to see what changed, but it wasn't anything major. Last edited by easytarget ; 7 Jan, pm. How do I install it? Download it at Total War Center, then just follow the instructions.
I did download it and all. But with that update that merged Kingdoms and Vanillia it can not install for me. Originally posted by Saint Kelly :. There's not much more to it, my guess is you aren't attempting to run it correctly, that's why I posted the example of the command string you need to use in order to run the mod on a steam instance of the game.
How about telling us what it does when you try to run it? Mostly due to me trying to write up a page of writing for a RP and managing a chat room.
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