Overview

For a detailed explanation of the changes that were made, please read the guide within the Steam Community, here.

Installation

To install follow the instructions here: Steamcommunity.com

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gild-1.1

gild-1.1

Full Version 1 comment

Minor update: - Forlorn Hope are now armour piercing - Dis. Imperial Knights have morale 9

gild-1.0

gild-1.0

Full Version

This is the first full release of the mod, release notes to follow.

Comments  (0 - 10 of 19)
Guest
Guest

can you help me i did the installement tutorial and all i get is 'medieval 2 suffered a fatal error and will now exit'
u have help for this ?

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pjcoia Creator
pjcoia

Steam or not?

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Wakain
Wakain

Excellent mod that fixes the most glaring balance issues of the game. Foot knights with 2-handed weapons are genuinely frightening now, as they should be, and late game city units can be very effective now as long as they're in formation and supported.

I did notice that dismounted imperial knights still have a defence skill of only 3, which makes one of the more interesting units in the game (armor, shield, ap) as useless as they were in vanilla. I think that by the logic you outlined they should have a skill of 5, being knightly class?

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pjcoia Creator
pjcoia

Thanks for your feedback, I'm glad you like it. On the topic of the Dismounted Imperial Knights, they are more effective than vanilla against sword-armed peers due to the reduction in sword melee defence. Also, CA had a "scheme" for swords, axes and maces as best I could see. For equivalent level, swords have defence 5, axes 4 and maces 3. From a HEMA point of view, this makes sense, the better balanced the weapon the easier to parry with: swords are long and nicely balanced, maces are short and awfully balanced.

In game, mace units slowly win out over heavily armoured opponents. They don't do much on the charge, and take their time but they do seem to get there in the end - definitely a unit to use in sieges or on the flanks. Geographically, the HRE are near to Milan and Venice who get high armour, less skilled late knights (MAA) and these appear to be a counter to them. So they'll struggle against Chivalric (they are a lot cheaper too) but can handle other armoured knights. I found them about on par with DFKs, whereas in vanilla they'd have no chance.

I wrote a guide that covered my analysis of the weapon types here (for vanilla): Steamcommunity.com

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tonijyrk
tonijyrk

Your mod does not have the "why everyone hates you" diplomacy fix from 2009.

Details found here:
T-a-w.blogspot.com

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pjcoia Creator
pjcoia

Its an interesting one that one. I read the author's analysis and he makes a fair point. However, when I look at later games, there's an expansion penalty and the philosophy is that everyone views a faction taking a settlement negatively as it threatens the world order. So in the end I decided that not gaining reputation for "occupying" is not necessarily a bad thing to ensure the AI threatens you. Even the author admits that his fix will make the game easier as the AI will like you more - it is easy enough with the "bug" so I'd not want it easier personally.

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Durrandel
Durrandel

Nice fix you got here is this for vanilla grand campaign or kingdoms?

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pjcoia Creator
pjcoia

Just vanilla grand campaign. Kingdoms units use the new scheme and it would be difficult and time consuming to try to balance them to a vanilla scheme so I left them. The kingdoms stats are quite inconsistent to be honest, and don't provide a sensible feel.

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naughtyragequit
naughtyragequit

Hey can you add a mega upload link :P

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pjcoia Creator
pjcoia

Does that still exist? Are you having troubles downloading from Moddb?

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naughtyragequit
naughtyragequit

yes i can't download that

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Medieval II: Total War: Kingdoms
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