Medieval 2 Total War Units
16.09.2019 admin
How to Gunpowder - Medieval Total War 2. Gunpowder is a hard unit to use for some people. When used properly gunpowder can be a truly deadly force, able to crush the most heavily armoured troops easily and cause mass routs, but when it’s used poorly gunpowder can be very useless, especially with all the bugs in game related to gunpowder.
Medieval 2 is a Total War game for those who love armoured knights, and the complex combination of politics and religion that gave Medieval Europe its unique flavor. But what if you’ve seen all it has to offer? Then you should check out our list of mods. Whether you’re enhancing your base game, taking the fight somewhere new, or leaving Europe entirely and heading to Middle Earth, we’ve got the mods for you.
DarthMod
Yes, it’s that man again. Modder Darth Vader has released a series of mods for the Total War games aimed at improving the in game AI and battles, each one is always one of the best mods available for the game. This one includes new formations and battle tweaks, making battles far more tactical. The Medieval edition of DarthMod is especially focused on improving castle battles, improving AI, and tweaking wall health for more satisfying sieges.
The Third Age: Total War
The biggest and best Middle Earth mod for Total War, the Third Age transforms Medieval into the Lord of the Rings strategy game you’ve always wanted. The new Middle Earth campaign map is populated by all the classic factions: Gondor, Rohan, Silvan Elves, High Elves, Dwarves, Dale, Eriador, Arnor, Isengard, Orcs of the Misty Mountains, Orcs of the Gundabad, Mordor, Harad and Rhun. It’s the best LOTR game I’ve ever played.
Lands to Conquer
Lands to Conquer does a little bit of everything, tweaking gameplay, improving AI, adding new units. Best of all it also offers three new regional campaigns based on historic conflicts. There’s a Hundred Years War campaign, another depicting the Spanish/Moor conflict and a third based around the wars between Italian city states.
Renaissance: Total War
Renaissance does exactly what you’d expect. It brings Medieval forwards in time to the Renaissance era. The mod starts in 1493, the ‘late’ period by Medieval’s standards, so you’ll be relying on halberds and muskets instead of bows and spears. The mod also makes the Timurids and Mongols fully playable, plus it even integrates DarthMod’s AI improvements.
Broken Crescent
Broken Crescent shifts Medieval’s focus to the middle east between 1174 and 1400 AD, depicting the conflict between Christian, Muslim, Hindu and Pagan factions at that time. It adds a whopping 250 new units, created from scratch. If you were ever a fan of Medieval’s crusades, then this is the mod for you.
Stainless Steel
Stainless Steel is one of the most comprehensive and professionally produced mods Total War has ever seen. It changes every single aspect of Medieval, expanding the map, changing the factions, adding new units, tweaking AI and battles. The list of changes is enormous, but all in keeping with the spirit of the original game. It’s the perfect mod for those who want just want an expanded and tweaked version of the European warfare Medieval is so famous for.
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This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Medieval II: Total War for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
Command Shell Codes[edit]
Use 'logon <password> to enable with an administrator password.
add_money <opt:faction_type> <amount> : adds an amount of money to a faction's coffers, can be negative, default is player faction
add_population <settlement_name> <amount> : adds an amount of population to a settlement, can be negative
move_character <name> <x>,<y> : moves named character to position on campaign map
auto_win <attacker/defender> : the attacker or defender wins the next autoresolved battle
create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon> : creates one or more units of the specified type
toggle_fow : toggles the fog of war on or off
toggle_restrictcam : toggles camera restrictions on or off
save_battle_replay : saves battle replay in file replays/<name>.rpy
save_battle_replay <name> : saves replay
give_ancillary <charactername> <ancillary name> : gives the character an ancillary
remove_ancillary <charactername> <opt:ancillary name> : removes ancillary from the character an ancillary (default = all)
give_trait <charactername> <trait name> <opt:level> : gives the character a trait at level (default = level 1)
remove_trait <charactername> <opt:trait name> : removes a specified trait from the character (default = all)
disable_vnvs : toggles whether to disable game applying traits and attributes
process_cq <settlement> : Completes all (possible) construction pending in queue
character_reset : resets the character back to it's start of turn settings
show_cursorstat : shows the cursor position and region id
toggle_terrain <opt:region/tiletype/climate/choke/landing/frontier/features/frontier_defend> : toggles the terrain to display various data sets, no param resets to normal
bestbuy : sells units cheaper
oliphaunt : the biggest around
jericho : and the walls came a-tumblin' down
write_ui_cache : writes out the ui texture cache to disk
give_trait_points <charactername> <trait name> <points> : gives the character points for trait
list_traits : lists all the available traits
list_ancillaries : lists all the available ancillaries
mp <charactername> <amount> : gives the character movement points
list_characters <opt:faction_type> : lists all the characters in the world or those belonging to a faction
show_landings <opt:cursor/region_id> : shows the landing positions available to the ai from a given region, default hides them
filter_coastlines : applies filter to world map coastlines
Medieval 2 Total War Mods Steam
toggle_coastlines : toggles strategy map coastline display
set_building_health <settlement_name> <building_chain> <final health percent> : sets health of a building of the specified type (eg core_building) in a settlement, so that the final health percentage is as specified; for building chains see export_descr_building.txt
ai_turn_speed <multiplier> : sets the maximum speed of turn processing during the ai round maximum supported speed is 255x
amdb_min : sets aerial map overlay depth bias for min zoom
amdb_max : sets aerial map overlay depth bias for max zoom
amdb_offset : sets aerial map overlay offset towards camera
zoom : zooms to specified aerial map zoom (only valid during a view of the strategy map)
set_ranking_interval : sets the denominator of the faction ranking graph interval which is calculated as (number_of_turns / denominator). If set to 0, then the denominator will be set to number_of_turns, giving an interval of 1
regenerate_radar : Does what it says on the tin
adjust_sea_bed : adjusts whole sea bed to specified height
reload_shaders : reloads all vertex shaders
reload_textures : reloads all textures
toggle_game_update : unknown
toggle_perfect_spy : toggles everyone's spying ability to perfect and infinite range, and off again
reset_display : Forces a display_close(); display_open() display reset cycle
process_rq <settlement> : Completes all (possible) recruitment pending in queue
force_diplomacy <accept/decline/off> : Forces the negotiator to accept or decline a proposition
diplomatic_stance <faction_a> <faction_b> <allied/neutral/war> : Set the diplomatic stance between the two factions (factions must be different)
invulnerable_general <character_name> : makes that named general invulnerable in battle
test_ancillary_localisation : adds all ancillary to the character info display
perf_times : Toggle display of simple performance times of game update vs display
burn_piggies_burn <on/off> : ignite all the piggy winks
test_message <event_message_name all> : Test the event message specified in descr_event_enums.txt
test_movie <mission_type> <movie_name> <result> : test_movie
reload_movie_db : Reloads movie db
show_terrain_lines <duration> : display defensive terrain features
message_collation_set : Set the message collation on or off (sets all factions)
show_all_messages : Show all messages to all factions (on/off)
clear_messages : Clear all the current stacked messages
upgrade_settlement <settlement name> : upgrade settlement level
toggle_wireframe : Toggle wireframe rendering
reapply_rigid_model_influence : unkown
toggle_flowing_water : toggles display of campaign map flowing water
Medieval 2 Total War Units Swiss
nw_stats : toggles display of network stats.
toggle_pr: toggles pr mode.
list_units <character/settlement name> : lists all of the units in an army, with details.
army units (total strength: %i) : unknown
victory <faction> <short> : show victory message for faction for short or long campaign.
trigger_advice <thread_name> [<advice_index>] : - triggers an advice thread
damage_wall <settlement> <gate> <breach> : Damage wall of settlement. Forces 40% damage to a random gatehouse and a nearby straight section. Destroys gatehouse if 'gate' parameter present; breaches wall if 'breach' present
test_victory_scroll <faction victor> <short campaign (true/false)> : Opens up the victory scroll declaring that the given faction is the victor
date <year> : changes the campaign date to the given year
season <season> : changes the campaign season to the given season
force_battle_victory <opt:capture_percent> : forces the local player's alliance to win the battle, completely destroying the enemy alliance or optionally capturing a percentage of the enemy alliance
force_battle_defeat <opt:capture_percent> : forces the local player's alliance to lose the battle, completely destroying the local alliance or optionally capturing a percentage of the local alliance
output_unit_positions <filename> : output the positions of all units in the battle to the specified file
Format: - alliance_index, army_index, unit_index, formation_origin_x, formation_origin_y, rotation_in_degrees, unit_width_in_metres, unit_width_in_men
zoom_to_unit : zoom the camera to a unit of a specific id
show_battle_marker <x> <y> <t> <h> : display a marker at (x, y) for t seconds of height h
show_battle_line <x1> <y1> <x2> <y2> <t> : display a line from (x1, y1) to (x2, y2) for t seconds
show_battle_circle <x> <y> <r> <t> : display a circle at (x, y) of r radius for t seconds
kill_faction <faction_type> : removes the faction from the game
diplomacy_mission <ai_faction> <target_faction> <mission_type> <opt:mission_target> : creates a diplomacy mission
event <start_year[:end_year]> <category[:type]> [<x,y> <scale>] : creates an event
kill_character <character_name> : kills a character with the given name
control <faction_type> : switches player control to specified faction; old faction may not act correctly as ai faction
create_building <settlement_name> <building_level_id> : creates a building of the specified type in a settlement; for building level id's see export_descr_building.txt
capture_settlement <settlement name> : evicts any resident characters and armies and gives the settlement to the local player
disable_ai [opt: tac sub dip name priest]: disables all (default) or part of the ai for all factions
halt_ai <opt:factiontypename> : halts the turn sequence just before the start of the specified faction's turn, or the current faction if no faction given
run_ai [opt:x]: re-starts an ai turn sequence after disableai or haltai has been triggered; (use x to also re-enable all parts of the ai which have been individually disabled)
surrender_regions <opt: horde> <opt:faction_type> : gives all this faction's regions to the slaves. 'horde' surrenders regions for all factions that can be hordes
toggle_chat_log : shows or hides the multiplayer chat window
bounds : toggle display of bounding objects
lights : <merge> <used> <auto>
set_option <opt_name> <opt_value> : Set new value for specified option (use 1 and 0 for boolean options)
capabilities <settlement_name> : list details of the recruitment capabilities of a settlement
recruitment_pool <settlement_name> : list details of the current recruitment pool of a settlement
diplomacy_costs <receiving_faction> <proposing_faction> <opt:target_faction> <opt:settlement_name> <opt:payment_amount> <opt:payment_years> : displays a list of raw and perceived diplomacy items costs from the perspective of the receiving faction.
create_mission <sent_faction> <mission_id> : Attempt to create and add a mission to the specified faction
toggle_HUD_mode: switches between full and minimal HUD during a battle.
print_shortcuts: prints all the keyboard shortcuts for the current handler to documentation/current_handler_shortcuts.txt
logon <password> : enables console with an admin password
logoff: logs out administrator to disable console
clear_password <faction_label> : clears the current password for a specified faction
set_password <faction_label> <password> <password> : sets a new password for a specified faction
set_email <faction_label> <address> : sets a new email address for a specified faction
Submitted by Paranoidx2
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