Medieval 2 Total War Diplomacy Fix

16.09.2019by admin
Medieval 2 Total War Diplomacy Fix Average ratng: 9,2/10 9935 votes
  1. Medieval 2 Total War Diplomacy Fix Steam

The latest patch for Medieval II: Total War has been released. Major Fixes - Fix crash in Deathtrack MP map with empty Team 3 slot - Fixed Battle AI - armies not engaging enemies at close range. Fixed CTD when client attempts to join game that the host is ending. Install Medieval II: Total War - Kingsdoms Add-On - Full Installation. Apply the official Medieval II: Total War - Kingdoms v1.05 Patch. Replace the original KINGDOMS.EXE file with the one from File Archive #2. Medieval 2: Total War – Medieval 2: Total War – Patch bei Gameswelt.Fix Florins display during diplomacy-Fix Money field looping into negative/positive value when removing / adding money.

I'm thinking of reinstalling Medieval 2: Total War, but I could use some advice.Back in the day I played as England (did alright but reaching Jerusalem for the crusades was an absolute pain), France (did alright), The Holy Roman Empire (swamped by enemies from all directions) and Russia (unbearably long distances). I never could keep the cities from falling into squalor, and keeping each city and castle defended put a MASSIVE strain on my budget.And speaking of budget, I never could make the merchants earn back their cost. Just how do you use them?Any non-combat related hints? For vanilla Merchants, find the few resources on the edges of the map and steal them, level your merchants up, and they'll be bringing in several hundred a turn.I still have the game for mods.

Medieval 2 Total War Diplomacy Fix Steam

Right now I'm downloading Europa Barbarorum 2 which was just released, epic Rome-era mod. I also have right now installed.

Wrath of the Norsemen, set in pre-viking Scandinavia, Das Heilige Romische Reich, focusing on inter-HRE conflicts, Rusichi Total War, focusing on inter-Russian conflicts, Stainless Steel (generic mod), Broken Crescent, focusing on crusades and the Middle East, Baltic Wars, focusing on, well, the Baltic, 1648, the 30 years war mod, Third Age Total War, which is Lord of hte Rings, and Rage of the Dark Gods, which is Warhammer Fantasy. The only way to keep cities from falling into squalor is to upgrade their walls.

Once a city gets over the population breakpoint squalor starts building up at an increased rate, but if you upgrade your walls it drops because everyone has more room again. As for defense, I tended to go with a mobile army (usually stationed in a strategic chokepoint) while cities were defended by enough watch units to fill the free upkeep slots provided by the wall size.Thanks.Say, is there ANY way to make alliances useful? No matter how much I intermarried with an ally, gave them gifts or even territory they STILL turned on me without a moment's notice. And speaking of budget, I never could make the merchants earn back their cost.

Just how do you use them?The only real thing you need to know about Merchants is that Timbuktu is a thing. It along with its neighbor province to the west has probably the highest concentration of valuable resources on the map.Although you may have a hard time actually getting to it unless you play as The Moors or Egypt as it's in the middle of africa(There's a kinda hard to see path that goes south to the edge of the map between the two starting moorish counties. It's kind of hard to find).However, Timbuktu is one of the best places to really kick your economy into gear. It has gold, ivory, and slaves.

Some of the most valuable resources in the game and The Moors rarely bother it. If you were feeling really ambitious, you could send an army down and conquer the city. It's held by a fairly large rebel army, but if you do take the city you can use it to build merchants right there where you need them and build mines on the gold(A valuable prospect). Timbuktu easily becomes one of the most valuable cities in the game if you play your cards right. Okay, really, HOW do you use the merchants? All I can make them do is nest on top of a map resource and generate a pathetic amount of money each turn. What am I missing?Well first you need to keep in mind that the higher skilled your merchant is, the more money it generates out of a resources.Second, you need to actually find a decent resource to sit on.

You're not going to ever make a fortune out of Wool, but if you could find some gold or silver or things like that to sit on. Then you're better off, but keep in mind that most of these resources are located in area where various factions are going to want to stick their merchant on that resource.Third, the best way i've found to actually increase the skill of a merchant is to just keep him on a resource for his whole life. Most of the traits a merchant can get revolve around them being on a resource.Keep in mind that i'm not a master of merchants. It was one aspect of the game i always had a hard time with. My knowledge in this section all is based on my experiences playing around with the resources in Timbuktu which tends to be a safe stomping ground for merchants.edit: I believe there's also something along the lines of resources farther away from your capital being worth more. Well first you need to keep in mind that the higher skilled your merchant is, the more money it generates out of a resources.Second, you need to actually find a decent resource to sit on. You're not going to ever make a fortune out of Wool, but if you could find some gold or silver or things like that to sit on.

Then you're better off, but keep in mind that most of these resources are located in area where various factions are going to want to stick their merchant on that resource.Third, the best way i've found to actually increase the skill of a merchant is to just keep him on a resource for his whole life. Most of the traits a merchant can get revolve around them being on a resource.Keep in mind that i'm not a master of merchants. It was one aspect of the game i always had a hard time with. My knowledge in this section all is based on my experiences playing around with the resources in Timbuktu which tends to be a safe stomping ground for merchants.edit: I believe there's also something along the lines of resources farther away from your capital being worth more.There's also a trick where you can use a General to build a stockade or fort or somesuch around the resource and then put the merchant on it. It'll mean that enemy merchants can't access the resource to try and remove your merchant.I don't remember exactly how the trick worked though, it's been a long time since I've played Medieval 2. I just remember that it did work. I find Medieval II the handy mid-point between graphics and complexity.

Medieval 2 Total War Diplomacy Fix

AI is still pretty terrible, but still. Now I just need to fix the bit where all of my medieval games are lagging ridiculously.I play the original for the AI. The simplified campaign map helps the AI a lot. They also still use the AI routines from the original Shogun, so it isn't nearly as stupid as the M2 AI on the battle map (Still not amazing or anything). I haven't really been challenged by a total war game since M1.

I admit it is a bear to get running on modern machines.Plus, I enjoy my jedi generals.:D. I really like the original (that map looks fantastic!), but it also doesn't like running correctly on my more modern machine.Same problem for me. The original is awesome, and I cant believe what a difference it made when i finally learned how trade routes worked. Not too mention the sheer awesomeness of having boats everywhere there is water so I was able to send troops from one corner of the earth to another in a single turn. You decide to pick a fight with, I dunno, spain lets say, suddenly BLAMMO!

7000 troops are attacking 5 provinces at the same time. By the time the pope gets around to warning you to back off, you are already set to take down all spains castles next turn.

That was always my favorite little loophole in the game. If you finish destroying the nation the pope wants you to leave alone before your time limit is up, he does nothing to you. 'You have two years to stop attacking Spain!' Next year I kill the king of spain and his 7 sons. 'Meh, never mind, I never liked their accents.'

/proceed to move on to france and repeat.Only thing I hated was going for total domination instead of accepting the lesser victory, because I swear the moment I did that, loyalty dropped an average of 120% in half my territories. Magically, even though my army is huge and omnipresent, my buildings are being constantly upgraded, and taxes are low, it doesnt matter, my people hate me and I spend the next 30 years putting down rebellions everywhere. Its like, look, I just want to finish crushing the byzantine empire, you mind letting me do that?

There is a new king of spain? I killed all those guys! Why the ^%$ is Sicily sending assassins after me?! Oh great, now the pope is getting uppity. How many puppet popes do I have to install before you asses will accept god loves me more than you?! I recall that happening when your king is leading attacks overseas. If he doesn't have direct access to the rest of the kingdom (like if you destroyed the port in a province when you captured it), all of your provinces would take advantage of the situation.Hmm, thats possible, its hard to keep track of things like that when im trying to send out any general with more than 2 stars to take command of my multiple forces, (I once attacked every seaside accessible territory for spain france AND england in the same turn, I tend to need a lot of generals, lol) Plus, this is an anecdote from god only knows how long ago.

Its been a long time since I was able to get the game to work. But those trade routes, wow. When I first started playing, I didnt know how those worked, so I was playing games where I would be constantly redlining on cash, even going into debt. The only way i could keep my head fiscally above water was to constantly attack everyone else (and win) Then once I mastered trade routes im suddenly having so much cash flowing in that I have literally 30+ territories churning out troops every turn and am constantly upgrading everything on all my territories and still making money. Every couple turns another several thousand troops get shipped out to the current frontier, my garrisons are always packed full. Only downside is if the computer playing one of the other sea factions like byzantines, decides it wants to pick a fight with me.

Suddenly my income plummets massively, until I manage to obliterate their ships and reestablish my supply lines. Its REALLY annoying when there is like 1 enemy ship left, perfectly placed to interrupt the majority of my area, and for whatever reason i cant seem to pin it down and kill it. So wait, how DO trade routes work?In the original, you need ports and the merchant buildings, and a complete line of boats from one port to another to trade with them. The more territories you reach with your boats, the larger your income gets. Not all areas are created equal, there were a number of very specific areas where trading was HUGE. Egypt for one, there were three territories counting egypt in that vicinity with BIG bucks from trading.

But many areas had HORRIBLE trade post value. When I played a lot I had all the best spots memorized so I knew where to send ships first, but ive forgotten since then.I always made it a point to get boats started building as fast as possible because not only does that grant you all that delicious trade income, it also lets you ship off troops across the map from any territory you own with a port, to any territory you have a ship in range of. So you could, for example, transport troops from egypt to denmark in a single turn so long as they didnt have any ships blocking you.

Thats really helpful later in the game when your core turf with the best troop upgrades is like 30 turns by land away from the front lines. Edit: I believe there's also something along the lines of resources farther away from your capital being worth more.This is an important factor, certainly. An English merchant is never going to make you rich trading in wool or wine (so much for historical accuracy.) - you need to find some slaves, or ivory, or incense or something to monopolise.

Medieval

It takes a while to find and exploit resources like that, but once you do, each merchant will be making (at least) several hundred florins per turn.However, that's not the whole story, because those 'exotic' resources (ivory etc.) also seem to be intrinsically more valuable than the more common western-European stuff (wool). So Egyptian and Turkish merchants have it easier than anyone else, as the top-grade stuff is pretty much on their doorsteps. Which means they get to level up quickly, and by the time your English merchant gets to Timbuktu, having travelled 20 turns to get there and gained virtually no XP en route, he needs to be very lucky to avoid being promptly bought out by the six-star Moorish merchant who's been there all along.

Which means they get to level up quickly, and by the time your English merchant gets to Timbuktu, having travelled 20 turns to get there and gained virtually no XP en route, he needs to be very lucky to avoid being promptly bought out by the six-star Moorish merchant who's been there all along.I know that's just an example, but I rarely have issues with Morrish traders in timbuktu. Occasionally one will sneak down and harass my merchants, but that's about it.It's also a good argument for going through the trouble of capturing Timbuktu, converting it to your religion, dealing with muslim priests(Imans?), dealing with Distance To Capital, and just recruiting all of your merchants for that area from there.Also assassins. Enemy turns: You can hit spacebar during their turns to make them hurry up (this is my preferred option so I know what's going on).

You can also turn off 'show CPU moves' in either options and/or the faction select screen.Merchants: Merchants suck ass in vanilla, but resource values are buffed in the Kingdoms expansions to make them worth it. I almost never touch them in vanilla. They have no upkeep cost, though, which is nice.Merchants II: Here's an exploit I literally found just this morning: Put an army of any size atop a trade resource. Now order multiple merchants to merge with the army.

Now all those merchants are on top of the resource and trading it. This can support up to 20 merchants (that's the max number of agents you can merge with an army) and can be really handy if you have just one very valuable resource.Diplomacy: Yeah, other factions will generally attack you, especially if you have low garrisons or aren't currently at war. Much of the time, they just blockade a port and don't attack. I've heard there was a bug in the diplomacy system.Agents: In general, a higher-tier building will recruit higher-skill agents (such as spies, assassins, diplomats, priests, etc). Similarly, having a guild in a town means recruited agents will have higher skill. They also get skill from succeeding risky missions, so don't be afraid to take a risk once in a while. Spies in particular are easy to level up (spying is easy and isn't as likely to kill the agent), while assassins are very difficult to level (assassination is very hard, and failure often results in death).Taxes: I know it sounds unintuitive, but keep taxes as low as possible unless it's a serious emergency (i.e.

Multiple settlements getting stomped and you need those troops yesterday). The population growth and resulting income will be a huge boost in the long run: Much better than high taxes will give.Use Spies and Watchtowers: They are invaluable, even at low skill. Put watchtowers on the edge of your territories to look into enemy lands and get an 'early warning' for invasions and weak settlements to attack. Use spies to go deep into foreigners' borders and watch their movements. Spies can also infiltrate enemy cities and open their gates for you (more spies means a higher chance, which can go over 100% with as few as three skilled spies), saving you turns in the campaign (no more building rams or letting catapults slow your army down) and saving lives during sieges.

The AI also cheats in the fog of war, so watching them can help 'keep them honest'. Remember that watchtowers can be occupied by enemies and rebels, which means you don't get to use their vision while they're occupied. Use redundant watchtowers to ensure you can always see everything in your territory.Assassins: Once you have some spare cash, recruit a bunch of assassins and go nuts. The reason for this is because it will give your faction leader better stats (like dread, authority, personal security, and command) from traits which he will get. This can make even an effeminate idiot into a strong leader. Those 2-unit rebel stacks you never got around to? Kill their captain a million times.

Enemy captain? Also use them to sabotage enemy troop-buildings to cripple their recruitment. One day, they might even be good enough to kill enemy generals.Prisoners and Dread: when you take prisoners, kill them. This will increase the general's dread stat (meaning enemies have weaker morale and rout more easily), and it also means you don't need to fight those troops again.

I haven't seen the AI pay for ransom very often, so I usually don't do it. Also, routing enemies 'killed' in melee are actually taken as prisoners.Siege: one clever way to defeat garrisons is if the enemy has an army adjacent to the settlement, attack that army. Unless it's under siege or that army withdraws, the garrison will reinforce in battle. That means you can kill a lot of them on the field. You can even destroy the garrison entirely this way, letting you walk right into the city uncontested.Unruly settlements: If you take a big city, sacking or exterminating it will increase public order, give a large amount of money, and boost your dread stat. This can be useful if you can't afford to tie up your troops there. Towns can usually be occupied normally, since they don't have as much squalor and are more affected by garrisons.

You can also set your capital to be closer to those settlements (reducing 'distance to capital' penalties), and convert their population (reducing religious unrest). Unrest can also be a result of enemy spies, but there isn't much you can do about them; just hope the RNG is kind, letting your cities find and kill them.Buildings: You want to maximize growth. You'd think that means farms everywhere, right? Actually, the buildings you want to build first are buildings of happiness (brothels, churches) and public health (town centers), because those tend to be cheaper and give bonuses to both growth and public order, while farms only benefit growth and income. Also, it will help to make your cities able to produce low-tier units when needed to bolster defenses.

Under most circumstances, smiths aren't useful because they only give tiny bonuses to low-tier units (even then, they sometimes take away from Defense Skill as much as they add to armor, leaving you with no net gain in defense).Buildings II: When upgrading a building, remember that the new building's bonuses replace those of the old building. For example, upgrading from Small Church - Church does not increase the public order bonus (both are 5%), but does increase the conversion rate from 1% to 2%. Also, any damaged building completely stops functioning. If your barracks has 1% damage, you can't recruit from it until you get it repaired. Thankfully, repairs can all be done 'instantaneously' and at the same time as you construct other buildings. When a farm says '+1 to farms and farming' or whatever, that means it adds 0.5% to the population growth rate; each +1 corresponds to a +0.5% increase (this is usually not worthwhile until you have the other town-tier happiness buildings like brothels, small churches, and town halls, which each have the same effect or greater).

Taxes: I know it sounds unintuitive, but keep taxes as low as possible unless it's a serious emergency (i.e. Multiple settlements getting stomped and you need those troops yesterday).

The population growth and resulting income will be a huge boost in the long run: Much better than high taxes will give.Keeping your taxes as low as possible is actually not ideal in the long run. If your cities and castles grow too quickly, then you're going to have squalor issues which will stunt your growth off and could even possibly start reducing populations in your cities and castles if you have a real squalor problem.

Typically you want to keep your taxes on normal unless your city stops growing or you're ready to upgrade the city to the next level. A steady growth is what you're looking for, not a fast one.Of course you could vacate the city/castle and let it revolt and then take it back and exterminate the populace if the squalor problem becomes untenable, but that'd be cheap and not nice to your people and generally a last resort kind of thing. Buildings: You want to maximize growth. You'd think that means farms everywhere, right? Actually, the buildings you want to build first are buildings of happiness (brothels, churches) and public health (town centers), because those tend to be cheaper and give bonuses to both growth and public order, while farms only benefit growth and income.

Also, it will help to make your cities able to produce low-tier units when needed to bolster defenses. Under most circumstances, smiths aren't useful because they only give tiny bonuses to low-tier units (even then, they sometimes take away from Defense Skill as much as they add to armor, leaving you with no net gain in defense).I mostly agree with this.Farms should really be the last thing you build in a settlement and even then only if you really need the population boost.

They don't influence public order and have a fairly large boost to population growth compared to the other buildings. They're pretty much the number 1 cause of squalor problems in-game.If you're going to be building brothels and inns, keep in mind that they can cause debilitating traits in your generals if they stay around for too long. Including the Drunk traits which starts nice with Social Drinker(+1 Command, +1 Popularity) and Gets Merry(+1 Popularity), but ends with Paralytic (-5 Command, -5 Authority, -10% Tax Income).Also the womanizer trait tree that begins with Red Blooded(+2 Troop Morale), but ends with sexual Predator(+2 Dread, -3 Popularity). I suppose not a bad trait if you want a particular general to have lots of dread.And the Gambling traits which unlike the other ones are just bad all around:enjoys a Wage- -5% Trade Income, -10% Cost to BribeGambler- -10% Trade Income, -20% Cost to BribeProblem Gambler- -15% Trade Income, -30% Cost to BribeSlave to Luck- -20% Trade Income, -40% Cost to BribeSo i generally don't build brothels and that whole tree of buildings unless I really need to or I make sure the generals in that city don't idle around for too long. It has been a while since the last time I played TWM2, but I think there's a setting for just that right before you start your campaign. It's right there with the options for managing all settlements and time limit for battles. Of course, if you already started your campaign, the best you can do is fast forward their turns by pressing space/clicking.But as I said, it has been some time since I played it, so might be wrong.Ah.

I just finished the English short campaign and am about to start a Scottish one. I've never really had problems with cities growing too fast.

The low tax bonus to order helps, and if it dips too low, I just build happiness buildings and/or boost the garrison.You might not, but there's plenty of posts out there online about people who have had issues with squalor and it's usually tied to overpopulation or a population growing too fast, usually due to farms or constant low taxes or both.Regardless, later on more of your income should be coming from inter-city trade than taxation. Usually late game I get 1:3 ratio of taxes:trade. Of course I also build markets and ports in all of my cities. IS Dread utterly superior to Chivalry? I've always played murderous monster kings (my recent English one went through a conga line of scary nicknames, and his final speech before wiping out the French was. I thought about doing a noble Scottish king, but I noticed the heir starts off with Dread-related traits.Generally speaking it's probably better to decide what family line is going to be dreadworthy and which is going to be chivalrous. The reason why is that most of the traits have a probability of being inherited.

Thus if you have a general with many chivalrous traits, then his sons are more likely to start with some of the lower-tier chivalrous traits. For example, if your general has the Benevolent Ruler trait(+3 Chivalry -3 squalor), then there's a fair chance that his sons will come of age with the Reasonable Ruler trait. It's the first trait in the Kind Ruler line and gives +1 Chivalry and -1 Squalor.With that said.They both have their advantages and disadvantages. Generally speaking, you're going to want your chivalrous generals managing your cities. They'll explode population growth, bonuses to public order, and i believe there might be bonuses to trade and taxes, but that kind of thing is hard to keep track of.

Since i believe just having a general in a city gives a bonus to those things(unless they have negative traits that influence it). However, you have to be careful if you have too Chivalrous of a general, because he'll do too good of a job at growing your population. Unless you train up a replacement for him or keep him moving around your kingdom to manage several cities over his lifetime, you'll have overpopulation issues when he dies.Dread is usually what you want in the generals that you want doing most of the fighting. It reduces the morale of the enemy armies which causes them to rout faster and of course a routing enemy is an easily captured enemy. You also get dread from executing prisoners and looting. Both things you'll probably want to do at least a little bit, but if you do keep both chivalrous and dreadful generals like i do.You'll generally want your dread-generals to do it.

The drawbacks to dread is that several traits that increase dread also have a negative impact on things like public order, unrest, taxes, and other things.Generally speaking, most experienced players that i've talked to use dread over chivalry. The advantages of dread are nice and while they can have traits that inflict harm upon your cities, not all of them do and the ones that do can usually be easily offset.

The bonuses you can get from looting is a nice way to stimulate your economy and obviously that execute prisoners button is really really tempting. Personally, I use mostly dread-generals, but keep a few chivalrous generals to maintain my major population and trade hubs. Diplomacy: Yeah, other factions will generally attack you, especially if you have low garrisons or aren't currently at war. Much of the time, they just blockade a port and don't attack. I've heard there was a bug in the diplomacy system.'

Bug' is putting it kindly. The diplomacy in all TW games barely merits the title of 'system' at all, there are only two categories of other factions: those who've attacked you for no reason, and those who are about to attack you for no reason.(Actually, in Empire, it has improved: there are actually such things as 'reasonably reliable allies' there.). Agents: In general, a higher-tier building will recruit higher-skill agents (such as spies, assassins, diplomats, priests, etc). Similarly, having a guild in a town means recruited agents will have higher skill. They also get skill from succeeding risky missions, so don't be afraid to take a risk once in a while. Spies in particular are easy to level up (spying is easy and isn't as likely to kill the agent), while assassins are very difficult to level (assassination is very hard, and failure often results in death).Of the assassination targets, generally the easiest to practice on are princesses. Enemy assassins are also surprisingly soft targets (I guess it's a dangerous job, after all.), but they're usually hard to spot.

Generals are very hard to assassinate, particularly those who are strong enough to be worth bothering about. Siege: one clever way to defeat garrisons is if the enemy has an army adjacent to the settlement, attack that army. Unless it's under siege or that army withdraws, the garrison will reinforce in battle. That means you can kill a lot of them on the field. You can even destroy the garrison entirely this way, letting you walk right into the city uncontested.Meh, that's bordering on exploitative (as in, exploiting the predictable stupidity of the AI).A similar trick is, when you're besieging a city and a 'relief' enemy army comes close, detach one or two units from your besieging army to engage them.

Your army will appear to reinforce your detachment, but the besieged force will stay in the city (because it's under siege, duh). That way you don't break the siege, and you get to fight the two enemy armies separately, devoting your full force to each of them in turn.

Short answer - because of a really stupid bug in data files. If you want it fixed, and put it in your C:Program FilesSEGAMedieval II Total Wardata directory or similar. For the long version, read on.Reputation and standingFirst, technicalities. The game keeps track of two important numbers - your reputation (also called global standing), which is global, and standing with a particular faction. Both are numbers between -1 (the worst possible) and +1 (the best possible).Good behaviour increases your reputation, and your standing; while bad behaviour decreases it - as expected. There are two kinds of deeds - some actions are unconditionally good or bad - they simply add or subtract from your reputation/standing. If you do 5 good deeds and 4 bad deeds of this kind, it's pretty much the same as just doing 1 good deed.The other kind use what the game calls 'normalization'.

This 'normalization' operation has two parameters - target value, and 'divisor'. It takes your current standing or reputation, and moves it by 1/divisor towards the target.For example if your current standing is 0.6, then 'normalizing towards +1 with divisor 10' will result in standing of 0.6 + (+1 - 0.6)/10, that is 0.64. If your initial standing was -0.8 instead, the result would be -0.8 + (+1 + 0.8)/10, or -0.62. In other words - if your reputation/standing is bad, good deeds improve it a lot, while bad deeds damage it little. And if your reputation/standing is good, good deeds improve it little, but bad deeds damage it a lot.

In our example, the good deed had value of +0.04 for the well-reputed faction, but +0.18 for the ill-reputed one.Normalization to some value with divisor 1 is equivalent to completely changing your reputation/standing - by our equation initial + (target - initial) / 1 = target. Doing both good and bad things of this kind will move your reputation towards neutral values around 0.0, even if one kind of deeds is more frequent than the other. It's all quite sensible in practice.Obviously we want our relations with different factions to be high - factions that hate us will be more likely to start wars against us, disrespect treaties and so on. Even with enemies we would prefer higher standing, in case we want to sign peace treaty someday.What changes reputationMost reputation changes are absolute.First, your reputation normalizes to 0 with divisor of 200 anyway, which is extremely slow - it takes 140 turns to halve your good or bad reputation. Having an ally normalizes your reputation to +1 with divisor of 400, and being at war (except with rebels obviously) normalizes your reputation to -1 with divisor of 800. Said.Hi taw, thanks for your reply:D.

I was checking descrfactionstanding.txt yesterday, tried to figure out more about the factors that are related to global reputation. And I got some more questions (hope I am not bothering you too much.

Medieval 2 Total War Diplomacy Fix

Said.Anonymous: You need to run unpacker first (it's in Medieval II Total Wartoolsunpacker).After you unpacke you must detele Medieval II Total Wardatadescrgeographynew.txt and Medieval II Total Wardatadescrgeographynew.db files or the game will not run.Full path is Medieval II Total Wardatadescrfactionstanding.txt after unpacking.Medieval II Total War directory itself is most likely in something like C:Program Files (x86)SteamsteamappscommonMedieval II Total War if you have Steam version. Said.sorry my bad englishI didnt understand. Do I have to create a text file with the content of the page 'and, this file must have the name 'descrfactionstanding.txt', and do I have to place this file in the data directory? But, my data directory have 4 directories: 'animations', 'cursors', 'fmv', 'sound' and 'world'.

And inside these directories therea are anothers directories. What is the exact path in the data directory that I have to place the 'descrfactionstanding.txt' file? Or do I have just place in the data directory? But, in the data directory there are no anothers files, but the four directories that I have mentioned. Anonymoussaid.I began unpacking the file in the steam version. I selected the unpackall.bat file because the unpacker.exe did nothing except prompt me. After using the unpackall.bat it started this long promp of unpacking all these files.

(I'm assuming this is the right track). Now, when this is finished I need to delete the two files you listed, then I just replace it with the one you provided? Or do I just need to just delete the two files and leave it alone? I'm unsure, because you said that the correct file should be in the unpack? I have not downloaded anything and I am just using the 1.3 steam version. Thanks again. Anonymoussaid.An update.

I've been playing for about 20-30 turns. Went to war with the moors for a few turns on a successful crusade made peace. Currently at war with HRE. Made an alliance with the pope. The three cities I have taken have been through occupy. Should I be seeing anything already or be a little more patient?

I haven't broken anything minus a trade rights with the moors when I did the crusade. All factions are at mixed still. Forgive me if I am asking too much too soon lol I got some information from the TWC, they said to also put in a code into the cfg file to make the unpacked files 'stick' and prevent them from being overwritten. Could that affect anything? Lukassaid.Hi there.:) Sorry for being another in the long line of 'botherers'.

I unpacked all files, copied your fixed.txt file both to Data folder in the installation folder of the game AND to the Data folder in AppData/etc. (since I am running Windows 7). I did not delete those two files you say should be deleted, because as far as I understood, the game is not supposed to run if I won't delete those - and it's running, so I just assumed there's no need to do it. Still, after doing all this, I am not very confident that the fix works for me. I started a new campaign as England. I conquered and occupied 9 rebel settlements (London, Nottingham, York, Caernarvon, Dublin, Rennes, Bruges, Antwerp, Caernarvon) - no treaty cancelling, no trespassing, no sacking/exterminating. I was so much looking forward to this being fix, as I would love a working diplomacy (it's the only thing I really miss in Total War games actually).

Would you please give me any guess as to what it might be caused by, or what to do to ensure it's working? Would be more than much appreciated.:). Said.Lukas: It's hard to 'fix' diplomacy - it needs to balance between AI being fun to play against (=somewhat aggressive), AI being sensible (=very cautious), lack of major exploits etc.They could have reasonably fix this one line fuckup, but probably not do full diplomacy system redesign of an old game.Australian branch didn't survive long past Medieval 2, it got turned into Sega studio after Sega bought CA, I don't really know the details.I've also heard CA doesn't really have full source code and toolset to build either of these games any more from CA devs. Not sure how much they were exaggerating. Said.taw: Reporting back again. I've figured out a likely reason why the game wasn't reading the file. I was browsing through internet forums and found out that supposedly the game is reading from the packed files by default, unless specifically instructed to read from the unpacked files.

So, I followed these steps - I uninstalled the game and deleted all leftover files from both the folders (game folder in normal Program Files/SEGA and the folder in AppData/etc.). I installed the game again (just the original Medieval 2 without expansion) and installed both patches (1.01, 1.02). I also turned off User Account Control before I used the Unpacker so that the unpacked files would end up in the game folder and not in AppData/blablahblah/VirtualStore/etc. I used the Unpacker then.

Seems the files unpacked fine. I deleted both of the geography files that are supposed to cause the game to crash. Then I replaced the faction standing file from the Data folder with your fixed one. Then I followed the instructions to tell the game to read from the unpacked files rather from the packed ones by opening the file from the game folder medieval2.preference.cfg in Notepad and adding a line 'io filefirst = true'.

Then I ran the game. Now, since I've done all those things, the game should be using your file. However, I tried it out (England - occupied definitely more than 6 times, no executing prisoners etc.) - reputation still at mixed (I don't know how to check the actual numerical value of the reputation so I can't really tell if 'mixed' means it stayed at zero or if occupying had some effect, albeit not enough to get me to Reliable. Do you think the game has the problem with your particular file or that it simply still reads all files from the packs instead of reading the unpacked ones? Is there a way to find out?

Said.Lukas: If you're using the mod builder, just open buildconcentratedvanillagui.rb and change line 276 from:loadsettings! Loadsettingsfile('settings/minimal.txt')That should mostly leave bugfixes.

(I thought I added GUI for that, apparently I forgot:-p)The rationale is that the game is usually over long before reaching late game, and I wanted to play with late game units sometimes. People have different taste about game speed. Said.taw: Back to the original issue - I deleted the pack files. Now the original game won't even run.:) So unless there's something in the packs which the unpacker doesn't unpack, it seems the game was still reading from the pack files. Dunno what to do about it. And the reason I am concerned about this is that you told me to simply make the changes to the relevant files if I want to transfer the reputation change to Kingdoms - however, if it'll behave like the vanilla version, I can't do that. I really don't know what to do, I've tried everything I could think of.

I've tried using both a batch file and changing the.cfg file to make the game read from the /Data folder. Said.taw: Yet another update.:D I tried 'modding your mod' using the mod builder - what I did was that downloaded 0.61 of CV (I suppose that's the newest one), which comes with the mod builder. I tried to run start.bat. A black window opened up saying this:C:/Program Files/SEGA/Medieval II Total Warjruby -1.8 buildconcentratedvanillagu.rbCannot locate Java installation, specified by JAVAHOME:C:/Program Files/SEGA/Medieval II Total warpausePress any key to continue.When I press any key to continue, the window closes and nothing happens. Basically, I don't care about whether I can mod my Medieval 2 filet or not.

All I want is the vanilla game with fixed diplomacy (any additional bug fixes are a bonus for me, but not required). If I could run your minimal version of concentrated vanilla, that would be good enough for me - but I can't run the mod builder. Also, if I would eventually be able to run it, is there a way to apply those changes to Kingdoms too WITHOUT having to mod the files themselves?

(as I'm afraid the result will be the same as when I tried to mod the vanilla files). Said.taw: I wonder if I should say what happened - that I played as England for a while and found out that the reputation bug's there AGAIN.:D. I did a clean reinstall, then I downloaded your CV 0.61, unpacked it into M2TW folder, and then.

I'm not sure if I did it right. I searched the subfolders for the something.bat file and something.cfg file, copied them into the main game folder and then I ran the.bat file. Not sure if I did it right.?. 'Cause the.bat and the.cfg file which are required to run the mod aren't located in the.7z archive which contains CV 0.61. Said.Just thought I'll pop in to say I've been having a pretty good time so far.:D The diplomacy with the fix is still far from perfect, but at least it's. Digestable now.:D I was reading on quite a few forums that polearms and other two-handed weapons are 'bugged' (= 'rendered ineffective by slow animation which causes the attacks to be interrupted'), and also that the pikes are 'bugged' (= 'pikes unreasonably soon switch to swords when attacked by cavalry'). Is that true?

I have tested both things by myself, and it doesn't seem to me like that - pikes were alright if the line was wide enough not to get flanked when charged, and two-handers (Norse Axemen) were effective when used as a 'foot cavalry'. Since they have low defense and high attack and charge. Kind of shock troops to cause a lot of casualties suddenly, possibly instantly routing the attacked unit (even Dismounted Knights, when executed properly). Said.taw: Yeah, I tried that, but then I thought 'hey, maybe people just think it's a bug, maybe they weren't meant to be used like that in the game' - they are clearly offensive troops, 2 handers. So I thought maybe they're meant to attack and not to be attacked.

So I charged axemen in the back of engaged Dismounted Chivalric Knights, and they had quite nice effect (strong charge, big morale hit since lot of casualties on impact). I think Billmen can be effective when used similarly, or when cavalry doesn't have the option to charge them (close quarters?). Prontiussaid.hi taw thank you for pointing out this issue in a game I recently became nostalgic for.I wanted to comment here in case others had the issue I had today when trying to get this fix to work.I unpacked, deleted the geography files, inserted the io filefirst = 1 into the config file and replaced the standings file with your version. This caused the game to crash when I tried to launch it. I got your fix to work by only modifying this section of the original standings file to the following:;Trigger 0102cityrazeddecreaseglobal; WhenToTest CitySacked; FactionStanding global -0.05; FactionStanding targetfaction normalise -1.0 10; FactionStanding targetallies normalise -1.0 20; FactionStanding targetenemies normalise 1.0 20; make all other factions hate the rebelsI have no idea why this works for me when using your file did not but I want to add this to the list of things for people to try if they have problems.Thanks again. Anonymoussaid.Hi taw, this is great stuff! However, I have a problem.

Its quite clear that the game isn't reading the file. I've unpacked everything, deleted the two files, stuck it into the data directory, brought in the truefile first thing into the preference.cfg file and nothing.

I even ramped the values up to crazy levels so I could see the effects they'd have quickly to ensure it was working and nothing.The way I tested it was that I changed the occupy settlement bonus to the same as the penalty from the exterminate population. This meant that it would be the same in a positive sense for occupying a settlement as in a negative sense for exterminating one. Then I take the three rebel settlements England can in the first few turns (York, Caernavon and Rennes). No change.Three exterminations=dubiousThree occupies=still mixedI've even changed the bonuses to papal relations from religious buildings, again to see if it was working. I've amped them up to a small church giving a 1.2 boost instead of a 0.02 boost and still, no change from the originalCan you offer any further advice? I'm using the latest Steam edition, got it in the Steam Sale.Thanks taw,Ev.

Said.@Tawthx for your quick reply! What happens is this: i put your file in the data folder, and my game does an inmediate ctd.i followed all the steps in the total war unpacking thread.

I also have done some tweaks myself. Said.okay, i somehow think i got it to work! Not sure, as i need to see change in a few turns. What i did was: make a new txt file, copy all contents of your link in it, and after that i placed it in data.what may have caused the ctd is that i saved your link, and it saved as txt. I think it didnt save correctly, below a little example how it did look like inside the saved txt file:mind the tv program on the right, got 2 monitor's. On the left you see what it looked like, and what i did was just copy all contents in a new txt file, and now it looks exactly like your link. Ofcourse, i'm still not sure if it works, but if you do not hear from me, you can safely assume it works:).

Anonymoussaid.I appreciate the help, but I'm not sure what you mean. The link you provide is a text file, and I don't have C:Program FilesSEGAMedieval II Total Wardata that looks like this will replace.My data folder has folders labeled 1)Animations 2) Cursors 3)FMV 4)Sounds and 5)World.I'm really not trying to be dense, but I can't work out where to copy paste the text. I followed the unpacker link provided, but that didn't give me any idea on what file might need unpacking.Any ideas?

Said.The instructions are pretty much the same for teh steam version. We are talking about unpacking and replacing right?You can unpack like taw's instructions (the game's folder is in your steam folder). I can confirm it works but i'm not a 100% sure. Before i used your file i had weird backstabbing allies and allies who kept going into war with me, back to peace and then war again.After i used your fix i didn't had that anymore but i never went into the game more then 50 turns i think.BTW, the reason you unpack is so you can alter the game but the main reason is that after unpacking, you should install 'Bare Geomod' from gigantus. It is the same game but he fixes more stuff and it gives you a mod folder inside the modules folder of the game, basically what i'm saying; you don't have to modify the basic game anymore, you can (more safely) mod the game in baregeomod. That way you have always the back up of vanilla etc. Anonymoussaid.I don't think it is a bug.

Your reputation should not go up when you have just expanded and took enemy territories. You can justify it with reasons(hey, I occupied it instead of sacking!) but the truth is that occupying does not change your reputation while sacking does -2 to the reputation. Expanding should not be rewarded with your reputation going up.

The reason coding is such a mess could simply be because nobody bothered to 'clean' it since it would take more effort than simply correcting it due to necessity to have it approved and it working as of now; likewise you need many unnecessary spaces and line jumps in the coding that doesn't make sense.The only reasoning that makes it look like a bug is that quirky relationship changes applied twice, but that could just be a bad coding and nothing else. It makes much more sense to have 'occupy' as an option that doesn't drop your reputation but only lowers your relationship with the target faction. Also most mods don't correct this.I first corrected this supposed bug seeming how everyone on reddit dropped thumbdown bumps on pretty much the only guy who said it wasn't a bug, then after playing it with corrected version I'm pretty sure it's intended.