Medieval II: TW v1.2 contains the following changes:
Units do not clump together when told to complete a 180 degree turn.
Janissary Musketeers now fire consistently.
Enemy AI army formations in bridge battles now allow their own artillery to fire.
Enemy cannons do not fire at unbreakable walls.
Grouped archers out of ammo will attack enemy units in melee combat when ordered to do so.
AI does not deploy outside of enemy gates.
When defending an enemy settlement with multiple exits, taking your army out of the side/back door does not make it easier to defeat the enemy.
Improved Siege AI.
Cavalry can now charge a spearman army.
General's bodyguard unit now marches correctly outside castles.
AI now effectively assaults 2nd tier of a Fortress.
Sallying AI army now reacts properly to being assaulted from 2 sides
Attacking Siege AI concentrates on taking the settlement rather than chasing down units outside the settlement.
Generals are now more effective at chasing down routing units.
Enemy AI reacts to being bombarded with Trebuchets while inside a settlement.
Siege AI now more difficult to defeat if player places missile units outside the walls.
AI controls it units more effectively in a Citadel
AI artillery more decisive in its positioning
Remaining AI army now advances to use siege equipment
AI Cavalry can now flank a Spear Wall
AI now responds to missiles when sieging settlements
AI now crosses bridges to attack
AI responds more quickly to gates that have been opened by Spies (while sieging).
Units do not break formation when chasing routers
Enemy AI effectively attacks when player's units in a settlement square
Enemy AI now utilises spare rams
Improved enemy AI response to stakes
Shortened Siege attack timers
Enemy AI will no-longer send out General's bodyguard on a suicide mission while defending
Improved responses to monetary offers
Bribery attempts do not always fail after an unsuccessful first attempt
Diplomatic 'Just Rejected' response no-longer to 'Not Interested' response to counter-offer, no matter how generous
Aztecs now appear in the correct year (for diplomacy actions)
Generals in a Crusade do not get inquisition
Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'
Soft-locks in MP Lobby no-longer occur
Host random hangs fixed
Resolved issue with client CTD when host ends game that client is joining
Auto-resolve Siege battle hangs fixed
Siege tower catching fire no-longer causes random hangs
Random hangs after loading Campaign save game
Battering Rams no-longer stuck in gates
Ship movement area fixed
Ram crew no-longer stuck between rams
Northern European Castle terrain fixed to allow docking of towers
Improved use of ladders
Southern European Fortress wall fixed to allow docking of towers
Improved the way units use Way-points
Siege of Setenil slow-down tweaked
Units no-longer become stuck on canyon walls on 'Canyon' map
Units do not ascend/descend invisible ladders
Units do not get stuck on Siege towers
Cavalry pathfinding improved when sallying out from a Fortress
Bridge battle pathfinding improved (units do not constantly reform)
Citadel and Fortress paths fixed so that units can avoid assaulting inner walls
Breach pathfinding tweaked
Enemy spearmen do not charge with raised spears
2H axemen attack tweaked, inc. Attacking Cavalry
Defending units can no-longer enter a siege tower as soon as it docks with the walls
Mouse Cursor position now updates when scrolling with the arrow keys.
Assassination exploit fixed.
Mission "Reinforce Region" now functions correctly
Attacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipment
Fixed two family members (brothers) with the exact same name
Rudder event now triggers at the correct time
When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win.
Assassin mechanics tweaked
Mercenary recruitment tweaked
Diplomatic Information scroll updates correctly.
Online replays now match
Slowdown fixed on Desert Sanctuary
Metallic Resource now support Mines
Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
Units can now withdraw on the Eifel Mountains Battle Map
Construction queue exploits fixed
The carroccio standard can now fit through the gate on a sally out battle.
Southern European > Fortress: routing Enemy AI now leaving the map
Printing press event triggers at the correct time
Ladder docking/undocking tweaked
Faction standings tweaked
Priests no-longer convert to heretics if traveling on a fleet
Upper limit added on how long units stay in loose formation for.
Traits/VnV triggers tweaked
Camera height does not drop under bridge in River Po Custom Battle map.
Camera does not drop below water's surface in Palm Beach, Andalusia and Italian Wars map/scenarios.
Camera does not show the underneath of a bridge when General is killed on the bridge
Drag Deploy functionality tweaked
RTS camera functionality tweaked
Princess character now greyed out upon death on Family tree
Venice battlemap ambient building placement tweaked
Fixed issue with trees disappearing when panning camera
Added paths to doorways in Southern European Large City
Added paths to doorways in Southern European City
Fixed minor lighting issue in Southern European City
Fixed misaligned platforms in Southern European Large Town
Tweaked Crusade Army banner
Fixed texture gaps and unwelded verts on Middle Eastern Huge City buildings.
Fixed incorrect Tower Path in Mesoamerican City
Fixed path through wall in Mesoamerican City Wall
Fixed floating buildings above the battle map in Aztec Gold Scenario
Fixed floating spikes in Mountain Redoubt scenario
Added correct image for Paladin ancillary
Fixed grey reinforcement area that states that 'This army cannot fight in night battles' even though the current battle is not a night battle.
Added correct image for Aztec Rebel - Native Archer
Added correct image for Aztec Spearmen
Fixed floating torches in SE Citadel courtyard
Garrison quarters no-longer change to Town Guard when in Construction queue
Armoury building image in construction queue no-longer changes to an armoury
Fixed issue with Trebuchets sometimes disappearing when zooming in close
Fixed maps have the winter option but don’t have winter texture on the battle map
Night attack selection tick and reinforcements do not disappear if user selects night attack option and then views enemy army details.
Fixed officers not animating while riding
Removed trees in the water in The Battle of Otumba.
Units can no-longer be deployed on inaccessible sections of wall
Fixed deployment issues with Southern European Wooden Castle on either side of the main gate.
Units no-longer deployable in buildings in Mesoamerican City
Ballista collision improved
Southern European Citadel gate collision improved
Middle Eastern Gatehouse collision improved
Issues with units getting pushed into areas that can't be deployed into.
This tool is unsupported by either Creative Assembly or Sega, it is provided as is and there are no guarantees that it is free from bugs.
NOTE: When viewing movies created in Cinematic editor in pro applications. e.g. Premiere, the Alpha channel will always be set at 0. As a result you
must ignore the Alpha channel setting in the application. Unedited movies playback normally in standard Media Player apps such WMP or VLC.
To run the Cinematic Editor you must create a new config file with any filename (e.g. CineEd.cfg) and launch medieval2.exe with the following command line switch:
The Config file must contain the following:
windowed = true
movies = false
tga_width = 800 #tga capture size
fps = 20
tga_front_buffer_capture = true
disabled = true
show = true
width = 800
height = 600
play = true
file = replays/replay.rpy
camera = cameras/cam1.cam #default camera to load
#The file will also need to contain one or both of these options:
capture = true #captures the movie as .tga files using the default camera (required)
avi = true #use this if you want an AVI instead of .tga files
Mission scroll hotkey added
Financial Details hotkey functionality and tooltip added
Reveal/Advance advice hotkey functionality added
Battle Tutorial Dismiss advice functionality added
Magnifying glass added to Disaster Strikes scroll
Princess appears correctly on family tree
Chat Window errors fixed
Family Tragedy scroll triggered correctly
Console text appearance tweaked
Now possible to launch game from autorun launcher
Fine Grain time control added (accessible by holding Shift and clicking + and - on battle UI)
Loading saved game of the same turn no-longer allows user to keep both allies when they declare war
Russian and Czech autosave fixed
Movement_Embark speech now triggered correctly
Allies breaking through gates of citadel now triggers correct speech
Battle ending in draw when timer runs out now triggers correct speech
Campaign Map interface sounds added
End Turn sound now fades out nicely
Win/Lose music is now representative of the Faction
Enemy King killed speech now triggered
Enemy Reinforcements arrive speech now triggered correctly
Player Army Tired Battle Event Speech is now triggered.
Player Army Half Gone Battle Event Speech is now triggered.
Enemy Army Half Gone Battle Event Speech is now triggered.
Player Under Attack Idle Battle Event Speech is now triggered.
Player Winning Combat Battle Event Speech now triggered correctly.
Player Losing Combat Battle Event Speech now triggered correctly.
Leaves Fleet speech now triggered correctly.
Player Tide Of Battle Up Battle Event Speech now triggered correctly.
Player Tide Of Battle Down Battle Event Speech now triggered correctly.
Muslim Enemy General Killed Battle Event Speech now triggered correctly.
Christian Enemy General Killed Battle Event Speech now triggered correctly.
Allied General Captured Battle Event Speech now triggered correctly.
The "spy infiltrated our settlement" audio/speech is now played when "Start battle" is pressed during cutscene
Correct region music plays when loading a saved campaign game.
Added sound trigger for planting archer stakes in ground.
Clicked-on characters on the Campaign Map no-longer stack their audio response if clicked multiple times.
In the Historical battles, Battle of Otumba and the Battle of Hastings the music speeds up when you attack
Other minor audio tweaks also carried out.
Minor grammar/spelling errors fixed
Medieval II: TW Update 2 also contains fixes that were included in Update 1:
Battle AI, Siege AI and Campaign AI are no-longer passive
Close-range AI attacks are more consistent
Cavalry Charge and Cavalry power are more consistent
Merchant trade values no-longer drop after load / save
Elephant Artillery does not cause problems in Campaign Battle
Reduced Inquisitor power
Morale effects tweaked
Increased effectiveness of naval invasions
MP lobby crashes removed
MP in-game soft-locks removed
Added support for international MP
Minor issues with deployment lines / zones have been solved
Tweaks made to Diplomacy mechanic
Sieged Settlements no-longer showing as sieged even if besieging army has been defeated
Gunpowder units do not get stuck re-forming
Siege equipment does not disappear while zooming
Removed Assassin exploit
Tweaks made to unit pathfinding in settlements
*Command line switch added to remove 'reinforcements delayed' message
No-longer possible to open gates with siege towers or embed them in walls
Minor UI changes
Added missing Audio triggers
Controls and Camera tweaks
Added ModTool - Unpacker
*To remove the Reinforcements Delayed message use the following command line switch:
II. MANUAL ADDENDUM
- An additional control option is available for controlling the
camera in battles. Holding down button 4 (not available on all
mouse devices) will allow the player to control their view
directly with the mouse. While doing this, the cursor will
disappear until the player releases button 4.
- After printing the packaged Unit Chart, some minor changes were
made to unit statistics in order to improve game balance. The
correct unit statistics can be found in game.
- Under the heading 'The Battle Control Panel' there is a reference
to clicking the portrait of your commanding General or Captain
which moves your camera to a position behind the General's unit.
This feature has been replaced with a button of your faction's
flag that highlights the position of all troops on the
battlefield,marking your forces in green, enemy forces in red, and
allied forces in blue.
- Under the heading 'Agent Class Characters > Priests / Imams', the
text states that this character type can "perform a heresy trail",
this should read "heresy trial".
- Under the heading 'Faction-Specific Buildings', there is a
reference to a faction specific building list appearing under a
"Factions" heading in the manual, this information is now located
in the in-game building browser.
- Under the heading 'The Battle Control Panel' the reader is
referred to a section named 'How to Use Groups and
Group Formations', this section does not exist and the reader
should instead refer to the 'Groups' section of the manual.
- Units that 'Fire by Rank' by default can be made to use standard
volley firing if the player enables skirmishing for that unit.
- In addition to the instructions in the 'Using Defensive
Fortifications' section of the manual, note that settlement gates
can be captured by the attacking army having more troops on the
wall above the gate than the enemy.
- Multiplayer 'Historical Battles' have been replaced with two
types of 'ready-to-go' battles: 'Scenarios' - battles that players
can deploy their forces as they wish, and 'Quick Start Battle'-
battles where deployment has already been assigned to the forces
of all players.
- 100% Windows® 2000/XP compatible mouse, keyboard and latest
- DirectX® 9.0c
- 128MB Hardware Accelerated video card with Shader 1 support
and the latest drivers. Must be 100% DirectX® 9.0c
compatible*. The Nvidia® GeForce 4 Ti 4400 or the
ATI Radeon® 9600 SE is the recommended minimum video card.
- Monitor must be able to display 1024x768 resolution or
The RECOMMENDED SYSTEM REQUIREMENTS are as follows:
- English version of Microsoft® Windows® XP
- Pentium 4® 2.4GHz (2400MHz) or equivalent
AMD® Athlon 64
- 1GB RAM
- DVD-ROM Drive
- 9GB of uncompressed free hard disk space
- Sound Blaster Audigy or equivalent
- 100% Windows® 2000/XP compatible mouse, keyboard and latest
- DirectX® 9.0c
- 128MB Hardware Accelerated video card with Shader 2 support
and the latest drivers. Must be 100% DirectX® 9.0c
compatible*. The Nvidia® GeForce 7300 or greater, or the
ATI Radeon® X1600 or greater is recommended.
- Monitor capable of displaying 1280x1024 resolution or
* Important Note: Please refer to your hardware
manufacturer for confirmation of 100% DirectX® 9.0c compatibility.
IV. INSTALLATION & SET UP ISSUES
The Medieval II: Total War installer provides the option to install
DirectX® 9.0c on your computer. If you already have this
version or a newer copy of DirectX®, this will be detected and the
update will exit with no changes made to your system's DirectX® files.
You can manually install the latest version of DirectX® by going to
http://www.microsoft.com/windows/directx and downloading the latest
V. VIDEO ISSUES
Onboard / Motherboard Integrated Video Chipsets
If your system features an onboard graphics solution, ensure that it
is configured to access at least 128MB of system memory.
Certain graphics chipsets are configured to use 64MB by default,
for example, the Intel GMA950, which will prevent Medieval II from
running correctly. This setting is typically configured via a
motherboard BIOS setting. Please refer to your hardware manufacturer
or motherboard manual for instructions on configuring this setting.
VI. GAMEPLAY ISSUES
Tutorial Battle Advice
When playing through the tutorial, if you complete the requested
action before the advisor finishes speaking, the advisor will be
interrupted and will move on the next piece of advice. To ensure that
you hear all of what the advisor has to say, listen to the advisor
before performing the required actions.
Please note that you will not be able to hear the advice again once
you interrupt it unless you restart the tutorial.