Total War: MEDIEVAL II - Definitive Edition

Total War: MEDIEVAL II - Definitive Edition

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Unit/Weapon Attributes Explained
By EoNightcore
A simplified version of the export_descr_unit.txt explained guide, designed to just explain unit attributes.
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Introductions
This guide is a simplified version of the export_descr_unit.txt explained guide.

It is designed for people who do not want to have to read through an entire chapter of technical information to get to the information they want; and is also designed as a side-part to my Unit List guides.
Formations
These formations apply to units, and only one formation/special ability can be applied to a unit.

can form wedge
  • +10 unit attack
  • -5 unit defense
This formation arranges the unit into a triangular group designed to penetrate enemy lines. This formation is usually attached to spear and lance-armed cavalry.
can form phalanx
  • -4 to being hit by enemy missile attacks
  • +2 unit morale
This formation causes the unit to lower their pikes. Applying defensive mode off will have the units push their pikes into enemy lines; while applying defensive mode on will have the front line kneel, prevent the unit from pushing forward, and stop any enemy charges into the phalanx's front. Usually used for pikemen.
can form schiltrom
  • -1 to being hit by enemy missile attacks
  • +3 unit morale
This formation arranges the unit into a circular group designed to ward off enemy cavalry charges; usually used for spearmen.
can form shield wall
  • +10 unit defense
This formation arranges the men into a dense block with shields at the ready; this formation is typically not used in Medieval 2.
Units attributes/traits
These attributes and traits apply to units.

can run amok
Instead of routing, this unit may go berserk and ignore orders, running around the battlefield in a panic.
can form cantabrian circle
This unit can utilize the Cantabrian Circle formation, and receives a +3 buff to its missile attack when doing so.
cannot skirmish
This unit is not allowed to use skirmish mode.
command
This unit inspires nearby units in a 75-meter radius, apply a +4 buff to morale.
It does not buff itself, and this attribute does not stack.
druid
This unit begins chanting, applying effects in a 75 meter-radius; a +6 buff to morale is applied to friendly units, and a -5 debuff to morale is applied to enemy units.
It does not buff itself, and this attribute does not stack
fire by rank
This unit rotates the line forward after the first line fires a volley, with the first moving to the back to reload and the second line moving forward to become the first.
free upkeep unit
This unit can be supported for free in a settlement, as long as a free upkeep slot is available, and the unit can either be recruited or retrained at that settlement.
frightens infantry
This unit frightens all infantry units in a 100-meter radius, applying a -4 debuff to morale.
This stacks upwards to -6 morale with 2 units, and -8 morale at 3 units or more.
frightens cavalry
This unit frightens all cavalry units in a 100-meter radius, applying a -4 debuff to morale.
This stacks upwards to -6 morale with 2 units, and -8 morale at 3 units or more.
general unit
This unit is used as a general's bodyguard.
If assigned to be recruitable in the campaign, a general will be assigned to this unit.
The first unit closest to the top of the EDU with this attribute will be assigned to a valid faction's family member.
gunpowder unit
This unit uses a gunpowder weapon, and receives extra experience from buildings with the gun_bonus modifier.
hardy
This unit has improved stamina, thus depleting it slower, and recovering faster.
hide anywhere
This unit can hide anywhere on the battlefield; if no hide attribute is assigned, this unit cannot hide.
hide forest
This unit can hide in forests; if no hide attribute is assigned, this unit cannot hide. Most units have this by default.
hide forest improved
This unit has improved hiding in forests; this also affects their ability to hide in forests on the campaign map. If no hide attribute is assigned, this unit cannot hide.
hide long grass
This unit can hide in the long grass; if no hide attribute is assigned, this unit cannot hide.
is a peasant
This unit's ability to maintain public order is cut in half
knight
This unit receives extra experience from buildings with the heavy_cavalry_bonus modifier
legionary name
This unit is assigned an extra name based off the region they are recruited from, alongside a roman numeral dependent on how many legionary_name units have already been recruited there.
power charge
Decreases the rate at which a unit's charge stat decays, thus allowing for a more powerful charge attack.
sea faring
This unit is allowed to board ships; most units have this by default.
can deploy stakes
This unit can lay stakes before battle.
Interestingly enough, it is inputted twice, perhaps the second stakes refers to a stake model?
very hardy
This unit has even more improved stamina, thus depleting it much slower, and recovering much faster.
Weapon attributes/traits
These attributes/traits affect weapons.

armor-piercing
Pierces armor, halving enemy armor rounded up.
area of effect
Attacks from this weapon affects an entire area
body-piercing
Pierces through enemy units, missiles pass through units and affects multiple targets.
launching
Attacks from this weapon can launch units
light spear
Buffs unit defense against cavalry by +8, but debuffs unit defense against infantry by -4.
If charged by cavalry while unit is bracing, this unit reflects half the cavalry unit's charge modifier.
long pike
This unit's weapon is lengthened. Can only be used for phalanx-capable units.
prec
Unit throws missiles before charging into melee. Fire-at-will is turned off at battle start.
spear
Buffs unit attack against cavalry by +8, but debuffs unit attack against infantry by -4.
If charged by cavalry while unit is bracing, this unit reflects the cavalry unit's full charge modifier.
+x vs cavalry
Unit receives an attack bonus against cavalry units, only even numbers are allowed, upwards to a max of 12.
Requires the spear or light spear attribute to work, and stacks alongside these attributes.
thrown
Unit's missile weapon receives a massive buff against elephant units dependent on elephant unit's hitpoints. The minimum delay to volleys are reduced by 20%. Most throwing units have this by default.
Credits
Guides and Forum threads used for information:

The Complete EDU Guide[www.twcenter.net]by Aradan

A guide to the export_descr_units.txt file[medieval2.heavengames.com]by Mythic Commodore
3 Comments
BroadBread 10 Aug @ 4:14am 
If you just want to push through, because your cav is only light spear and melee, like Hobilars, this might be useful. If its heavy charge cav, do not do it.
If its something like Norse War Clerics, who love melee, then absolutely, yes.

Wedge can also counter heavy cav. Use it for your own lighter, spearwielding cav, to reduce the amount of surface your formation offers to the enemy, thus denying their strength to some degree. In turn, once in melee, your cav will have more stats due to wedge, and do better against theirs, who is out of wedge.

P2
BroadBread 10 Aug @ 4:14am 
@Xander77

Charge into a formation with Wedge. General will stick to the front, bad for Victory.

Then, once pushed in, many Cavalrymen will be side to side with an enemy, and be able to hit them with the Melee Weapon, after the Lance was likely used! Compared to full Front Charge, this enables more melee attacks itself, which is what is being buffed to boot.

Problem there, is that while this is nice for Hand to Hand, Cav rarely does that well even with the buff. If you have a stretched line of charging Cav, you will have more surface to hit an enemy line with said charge, and do the charge damage.

P1

That is my take on it.
Thoughts?
Xander77 7 Apr @ 1:34pm 
Interesting. This is the first discussion of the wedge formation I see that gives that attack increase number. Weird how worthless that formation is even with that increase.