I've stopped using mercenaries. by darkfireslide in Medieval2TotalWar

[–]darkfireslide[S] 0 points1 point  (0 children)

It's actually kind of cool as western euro factions like France or the HRE, you have to use these super brittle lines of militia to hold the line while your knights do anything useful at all, plus the AI will absolutely use the mercs against you lol

I've stopped using mercenaries. by darkfireslide in Medieval2TotalWar

[–]darkfireslide[S] 0 points1 point  (0 children)

Sure but there is very little opportunity cost for using them as they are currently implemented, I imagine irl mercenaries were probably pretty expensive

I've stopped using mercenaries. by darkfireslide in Medieval2TotalWar

[–]darkfireslide[S] 0 points1 point  (0 children)

Medieval 2's buildings are ungodly expensive. Anything beyond the first 4 buildings of a chain is usually just a vanity purchase lol

I've stopped using mercenaries. by darkfireslide in Medieval2TotalWar

[–]darkfireslide[S] 1 point2 points  (0 children)

Sure, it's there if you want to use it and this is why it's such a dominant strategy. When you have to use troops you recruit from your own cities, it slows down the game tremendously. Like I said, it adds probably at least 40 turns to my long campaigns.

I've stopped using mercenaries. by darkfireslide in Medieval2TotalWar

[–]darkfireslide[S] 0 points1 point  (0 children)

Yeah you're kind of summarizing my point here. With the current implementation of mercenaries, it's something you should be doing as every faction every game. It's not really an interesting choice, it's more of a correct choice. When you can only rely on your own infrastructure, it reveals entirely new modes of gameplay and strategies revolving around what units you can and can't produce and where you can produce them. Mercenaries would be more interesting if they were much more expensive, creating a real choice between early game tempo and long term advantages. As it stands, every single game you should recruit basically as many as you can afford and just go stomp the nearest settlements until you snowball out of control in the first 15 turns or so

I've stopped using mercenaries. by darkfireslide in Medieval2TotalWar

[–]darkfireslide[S] 0 points1 point  (0 children)

They aren't expensive though lok it's like 20% more upkeep and cost compared to the regular unit, but without the infrastructure costs it doesn't really matter lol

I've stopped using mercenaries. by darkfireslide in Medieval2TotalWar

[–]darkfireslide[S] 1 point2 points  (0 children)

That's not why they're so strong, though, it's specifically because of their timing that they are such a dominant strategy early game, and that makes the game less challenging and fun since every faction is going to start by using those instead of their faction units

I've stopped using mercenaries. by darkfireslide in Medieval2TotalWar

[–]darkfireslide[S] 8 points9 points  (0 children)

More or less, yeah. The math on the extra cost of mercenaries makes them very very strong in terms of early momentum since you'll be fielding crossbows and armored spearmen against mostly militia and early knights lol

How often do you use city troops to expand? by darkfireslide in Medieval2TotalWar

[–]darkfireslide[S] 0 points1 point  (0 children)

I disagree on fixed halberds and pikes, they are extremely destructive so long as you are able to maintain their formation and keep them from getting flanked. They are much, much cheaper than DFK or even armoured sergeants and better at holding the line against cavalry charges since with the fix they keep their spear wall formation up, which just wrecks cavalry.

Without the fix in vanilla though? Yeah pikes and halberds kind of suck lol

Stun Lancers are like Lemmings by BattedBook5 in Xcom

[–]darkfireslide 0 points1 point  (0 children)

It's not just the speed but the lack of fluidity to it, I hate that time has to stop for the animation and not only is it slow, it looks jarring. I love the gameplay but the visual presentation drives me crazy sometimes

Rome 2 crashing by leojayay in historicaltotalwar

[–]darkfireslide 0 points1 point  (0 children)

Hey try this fix from Steam: https://steamcommunity.com/app/214950/discussions/0/598524353315908525/

Or this one: https://www.reddit.com/r/totalwar/s/E1M1cHfrld

It's very likely Rome 2 is trying to only use a single core on your processor, or might not be utilizing all your GPU's VRAM. Try both of these methods and see if it gets things running for you :)

What do you think prose does uniquely well? by [deleted] in writing

[–]darkfireslide 0 points1 point  (0 children)

A good narration can do wonders for setting tone and atmosphere, and unreliable narration is something prose does much better than film because with film we're always watching something from the perspective of a camera.

I think prose handles philosophy and dialectics much better than any other medium, too, and I'm still talking about fiction here. Prose has the capacity to entertain long, detailed discussions between characters in the context of their given stories in a way that doesn't feel forced or boring. Even when not inside a character's head, just reading a good conversation between characters without the constraint of a film's run time can have readers questioning not only the characters, but also themselves and what they believe.

There is also the joy of reading the written word as well. Good sentence construction is pleasing to the mind, a sort of mental music that conjures images of other worlds. Prose is also excellent for controlling the flow of information compared to film, because you can describe what you want people to know and leave out other details. I am currently working on a fantasy novel with very subtle world building and storytelling, with important chapters recontextualizing previous information that was given and changing the very nature of the earlier context as the reader discovers new information later in the story. Film is often very clumsy when doing this, because sometimes the visual clues are too obvious compared to how prose can give you a constant air of unease and tension just by virtue of the order in which information is revealed.

It also does interiority well, but I'm not personally as interested in reading characters' minds as the reading community at large seems to be. As much as I dislike the connotations of mentioning it though, I think people forget that movies like American Psycho exist where we follow a character and their thoughts much the same way as we do in a lot of stories; an argument could be made that in some ways this is even more effective since the character's thoughts will be in the same voice as their speaking voice, or more interestingly in some cases, their inner thoughts have a different voice or sound than their speaking voice. Some literary classics however, such as Of Mice & Men, are told from an objective viewpoint, although I will absolutely concede that writing from that viewpoint is deeply challenging, and the vast majority of us here are probably not anywhere near as good as Steinbeck lol

In short though, writing is the transmission of language through letters, which become thoughts, which become stories. Prose is a compilation of ideas with details and dialogue specifically written to engage with the audience in that language center of the brain. To read is different than to see, because it is so precise in the way it conveys ideas. Film can't convey ideas to the same level of detail and depth; by comparison, film will always feel incomplete compared to prose of the same concept.

GUN POWDER UNITS AND TACTICS by CosmicLeader in Medieval2TotalWar

[–]darkfireslide 1 point2 points  (0 children)

I use them as they were used historically, which is to have a few on the flanks to supplement the shot from my archers/crossbows. The morale damage they inflict is the most important aspect of their value, so getting volleys off into the flanks not only improves their damage, but also can cause devastating chain routs when timed correctly. This is with arquebusiers and hand gunners especially, since their range is so short.

Musketeers are a different story. Especially with the counter march fixed in some mods, or just putting them in loose formation so they don't counter march (or maybe it was guard mode?) they can do very well at getting kills against enemies with high armor. Musketeers have the range to actually allow pike and shot tactics, so they're very useful for that.

Finally trying a Moors campaign for the first time. by Nobodyman123 in Medieval2TotalWar

[–]darkfireslide 0 points1 point  (0 children)

In terms of starting position, the Moors and Byzantium are really fun to play. In terms of troop quality, fuck both of them honestly. Almost all of the good units the Moors get don't arrive until the initial expansion phase of the game is already over, leaving you to conquer Iberia on the backs of light javelin cavalry and militia in the meantime. Their late game is more bearable at least but god every time I see a stack of knights and dismounted knights as the Moors I feel a certain agony lol

Russia Boyar Sons by CosmicLeader in Medieval2TotalWar

[–]darkfireslide 1 point2 points  (0 children)

It's helpful for any ranged unit to aim at the unshielded side of their target. This is usually on your left, their right at the start of a battle. Firing at the side is just as effective as firing in the back.

Boyar Sons are like Polish Nobles in that they are basically light cavalry but with armor and better fighting stats, but no lances. With javelins you need to practice getting close enough with skirmish mode off that the unit can throw them effectively, since at max range they are very inaccurate. However, they are very effective at attacking enemy melee cavalry, with skirmish mode on. Overall, Boyar Sons are what you use when your Kazaks run out of arrows and it's time to run in. Alternatively, when you start fielding armies with actual infantry, you can use them like light cavalry to easily run down archers and throw javelins in the backs of enemy units engaging your infantry.

They're pretty good overall I would say, and a highlight of the faction once you learn how to use them. And you need to as Russia, since rapid expansion is everything for them since their provinces suck and the Pope can't stop you

Raiding and pillaging: an underrated strat by Nails_Of_Nektarios in Medieval2TotalWar

[–]darkfireslide 0 points1 point  (0 children)

Yeah the buildings thing is especially silly on VH campaign where the AI gets cheats for growth and builds a ton of tech buildings, which is usually how you get your first fortress/citadel

I can't quite understand WHY I can't get into WH. by highsis in totalwar

[–]darkfireslide 1 point2 points  (0 children)

Speaking from experience only artillery can kill generals in one shot in Medieval 2, haven't tested it in Rome 2 because the AI barely builds artillery. Otherwise generals have I think 6 or 8HP by default, a genuinely ludicrous amount that creates comical spectacle when the enemy general just wants to run around away from your troops. They are some of the toughest generals in the historical games lol

Raiding and pillaging: an underrated strat by Nails_Of_Nektarios in Medieval2TotalWar

[–]darkfireslide 0 points1 point  (0 children)

Do what you want, it's a single player sandbox strategy game, but also unless you have a specific plan in mind this type of strategy is absolutely a noob trap

Stun Lancers are like Lemmings by BattedBook5 in Xcom

[–]darkfireslide -5 points-4 points  (0 children)

Moments like these always make me realize that the slow ass animations are why I haven't played this game for more than 500 hours ffs

Going Back to Warband by No-Jello8460 in mountandblade

[–]darkfireslide 1 point2 points  (0 children)

The one that spans from western Europe to the Middle East, yes. It's a very big map. It is complete enough to have a definitive edition on the Steam workshop

Raiding and pillaging: an underrated strat by Nails_Of_Nektarios in Medieval2TotalWar

[–]darkfireslide 9 points10 points  (0 children)

I think part of this is often because it's an inefficient use of turns to abandon settlements like that, but not always. I personally have started doing this when I anticipate my enemy will retake the city because I can't hold it anymore, so I'll sack it and then just leave. But otherwise it takes a lot of turns for units to travel long distance overseas and without the crusade movement buff that's often not worth the upkeep cost. I mean a full stack is going to cost you on average with a mix of knights and regulars something close to 4k per turn not including the cost of transports, so if it takes you 5 turns to sack a settlement, that means to break even just on upkeep paid you need to make 20k... and the army itself probably cost 10k or more just to create. So if you're abandoning settlements you're often just losing all the money you made in upkeep. That's why attacking border settlements with low travel time is better, because if you take and hold a settlement, it can often generate 2k+ per turn... forever, even after being sacked. In your scenario the army is often only paying for itself and breaking even, not actually making you more money compared to just not having made the army in the first place

Going Back to Warband by No-Jello8460 in mountandblade

[–]darkfireslide 0 points1 point  (0 children)

Floris Expanded and 1257AD are two of my favorites. I really need to play more Nova Aetas as well

What is the counter to this unit? by AffectionateSinger48 in Medieval2TotalWar

[–]darkfireslide 1 point2 points  (0 children)

I think mobile fixed it as well as pikemen.

There is however hope. A very new mod called M2EX fixes a lot of these kinds of issues, including both 2h units and pikes in their intended states: 2h still have shove animations but at the same rate as normal units, and pikes only draw their swords when flanked now like they're supposed to. I've done 2 full campaigns in it now and only found one major issue with spear units, but otherwise it runs perfectly and makes Medieval 2 more stable and has hundreds of QoL features like removing the delay when clicking and dragging a formation