Aleolex
Aleolex
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Yari Samurai - Short And Long Yari - Wall and Square formation tests
Way of the Spear - Yari overhaul: steamcommunity.com/sharedfiles/filedetails/?id=2446270367
Yari Samurai are described as being able to form a defensive wall of spears, but lack the formation to really do so. Let's glance at what they'd look like if they did.
This kind of experiment is inherently flawed. You can't really know how a unit will perform in a battle if you only pit 1 unit vs another, but it does at least form the basis for discussion.
00:10 Control: Yari Ashigaru
1:28 Control: Yari Samurai
2:47 Yari Samurai - Yari wall - No Animation change
4:52 Spear Square - No Animation Change
7:03 Yari Wall - Long Yari - No Animation Change
8:46 Spear Square - Long Yari - No Animation Change
11:20 Yari wall - Ashigaru Animations
12:48 Spear Square - Ashigaru Animations
14:34 Yari Wall - Long Yari - Ashigaru Animations
16:00 Spear Square - Long Yari - Ashigaru Animations
17:35 Yari Wall - Custom Animations - Katana Animations Removed
19:57 Spear Square - Custom Animations - Katana Animations Removed
22:14 Yari Wall - Long Yari - Custom Animations - Katana Animations Removed
24:18 Spear Square - Long Yari - Custom Animations - Katana Animations Removed
26:45 Bonus - Naginata Samurai - Spear Square - Custom Animations - Katana Animations Removed
มุมมอง: 761

วีดีโอ

Way of the Spear - Yari Overhaul
มุมมอง 1082 ปีที่แล้ว
Threw this together on a whim to drum up interest. Game chugs during replays for whatever reason, but is buttery smooth during gameplay. Yari Overhaul - w/Matched combat: steamcommunity.com/sharedfiles/filedetails/?id=2446270367 Yari Overhaul - w/o Matched combat: steamcommunity.com/sharedfiles/filedetails/?id=2446270120
Medieval II: Total War - I Fixed the Two-handed bug! (Kinda)
มุมมอง 16K2 ปีที่แล้ว
Hey viewers, this is my first real video uploaded onto TH-cam, so I'd appreciate any feedback you have. If you do decide to try out the animations, let me know what you think! ModDB Link: www.moddb.com/mods/medieval-ii-animation-packs-for-improving-2-handers/downloads/animation-folders TWCenter link to animations: www.twcenter.net/forums/showthread.php?96522-M2TW-Animations-Released File editin...
Mount & Blade II Bannerlord Vladiv Castle Ranged Bug
มุมมอง 513 ปีที่แล้ว
AI ranged soldiers are running to the top of the right side wall of the castle and being of no use during a battle.
Mount & Blade II Bannerlord - Sargot siege - Soldiers walking off walls
มุมมอง 243 ปีที่แล้ว
Mount & Blade II Bannerlord - Sargot siege - Soldiers walking off walls
Mount & Blade II Bannerlord - Item Experience Bug
มุมมอง 1583 ปีที่แล้ว
XP from donating weapons was nerfed (I mean, fair enough) but the change also caused mass donations to either not display correctly on the item screen, or completely fail to give the proper XP from the amount of items.
Mount & Blade II Bannerlord - Default Circle Formation bug
มุมมอง 2033 ปีที่แล้ว
Demonstrating how circle formation won't change when clicked and dragged.
[Beta 1.6.0] Mount & Blade II Bannerlord - Siege Tower Bug
มุมมอง 2623 ปีที่แล้ว
Soldiers won't climb siege tower.
XCOM 2 Killzone Demo
มุมมอง 464 ปีที่แล้ว
0:00-0:15 is the setup for killzone, sniper has 100% shots on sectoids in cover, and the Darklance, which does 3 damage on a miss. 1:27-2:25 is killzone. There's also some weird gatekeeper behavior, but that's not what this is about.
Mount & Blade 2 Bannerlord, Marunath siege AI bug.
มุมมอง 794 ปีที่แล้ว
Video demonstrating AI bug.

ความคิดเห็น

  • @luctapia
    @luctapia หลายเดือนก่อน

    It would seem there is a range threshold where the probability of calling for the push animation shoots up, and this range is increased for two-handed units, but since the push animation doesn't actually push enemies back, the unit can never get in proper range where it only calls for its optimal attack animation, in that case, it looks like pushing is a half baked game feature LOL

  • @karoladamczak3032
    @karoladamczak3032 4 หลายเดือนก่อน

    It works like a charm! Finally i have a reason to make use infantry other than spears.

  • @shrekas2966
    @shrekas2966 5 หลายเดือนก่อน

    I think its solely a stats issue. Did you compare two-handed units to sword and shield units by modifying their stats to be the same?

    • @Aleolex
      @Aleolex 5 หลายเดือนก่อน

      @@shrekas2966 yep. They lost bad.

    • @shrekas2966
      @shrekas2966 5 หลายเดือนก่อน

      @@Aleolex weird. Somehow, two-handed kick ass in Kingdoms.

    • @Aleolex
      @Aleolex 5 หลายเดือนก่อน

      @@shrekas2966 The increased their stats by quite a lot in Kingdoms.

    • @shrekas2966
      @shrekas2966 5 หลายเดือนก่อน

      @@Aleolex Yep. The thing is, i even tried samogitian axemen vs dismounted ritterbruder and sometimes win on vh

  • @slaviclettuce7937
    @slaviclettuce7937 9 หลายเดือนก่อน

    I wonder if Stainless Steel, Tsardoms and other overhaul mods are using this.

  • @WhateverDaaah
    @WhateverDaaah 9 หลายเดือนก่อน

    Now the game just crashes 😢 How do I rebuild the pack.dat and skeleton.dat?

    • @Aleolex
      @Aleolex 9 หลายเดือนก่อน

      Make sure you downloaded the unpacked animations from the link in the description, otherwise the game can't rebuild them.

  • @smudge7057
    @smudge7057 10 หลายเดือนก่อน

    CA should have fixed the two-handed and pike issues 15 years ago. God I DESPISE videogame developers.

    • @TheAurelianProject
      @TheAurelianProject 9 หลายเดือนก่อน

      Bro do you realize how old this game is?

  • @dusanjovanovic600
    @dusanjovanovic600 ปีที่แล้ว

    Do you think it would be possible to make 2 sepparate push animations named push_oh and push_th , and allow one handed units to keep their original move pool but change it for two handed ones only? Just a tought 😅

    • @Aleolex
      @Aleolex ปีที่แล้ว

      You can totally do that, and I did that at first. It made 2h axe units very strong. I might actually do that again

  • @rodrigomachado5291
    @rodrigomachado5291 ปีที่แล้ว

    Was the glitch fixed in the DLCs? Canons of the Holy Sepulchre is the best infantry ever.

  • @jeice13
    @jeice13 ปีที่แล้ว

    This doesnt seem like a blatant error in the same sense as the pike swordsmen

  • @BeeWaifu
    @BeeWaifu ปีที่แล้ว

    My left ear appreciated this commentary.

  • @stevhao8420
    @stevhao8420 ปีที่แล้ว

    is it not possible to fix the animations instead? Like make the push animation deal the base damage?

  • @Caesar_Himself
    @Caesar_Himself ปีที่แล้ว

    Bravo sir. I had drastically changed the anims on a overhaul mod I made already to address these non-attack nerfs but your scheme is wonderfully straight forward and has got me interested in how I can utilise it as well. Cheers!

  • @Internethetzer
    @Internethetzer ปีที่แล้ว

    Im pretty new to Pike & Shot tactics so heres a dumb question: Are the Pike squares in front of the Arquebus lines set up on purpose so they pin the enemy down while theyre being shot at through the gaps? If yes, how do you deal with enemy Cav in such a situation?

    • @Aleolex
      @Aleolex ปีที่แล้ว

      Yes, it's to allow the arquebusiers to shoot through the gaps. Cavalry can be stopped by the wide wall of pikes, or just keep a couple in reserve or have yari cavalry to intercept them.

  • @mattcat83
    @mattcat83 ปีที่แล้ว

    Some years ago I gave the halberd units the pikemen's behavior and formation, including French voulge . It made halberds viable.

    • @mizfarm6103
      @mizfarm6103 ปีที่แล้ว

      how you did that? please tell me

    • @vojemete
      @vojemete ปีที่แล้ว

      @@mizfarm6103 If halberds are used exclusively as pikes, and if you somehow manage to make them to just use stab animation, they could do a lot of damage. However, I never had luck in ironing it out, game can crash if you mess with those formations in EDU file.

    • @mizfarm6103
      @mizfarm6103 ปีที่แล้ว

      @@vojemete I also tried but had the same crashes when they got into combat

    • @vojemete
      @vojemete ปีที่แล้ว

      @@mizfarm6103 Yep, it isn't easy... Maybe messing with unit models in battle_models.modeldb file could produce useable halberd unit that has only pikemen animation... I might even try to do that.

  • @Vyrtus_
    @Vyrtus_ ปีที่แล้ว

    Awesome! Not only fixes the issues but also speeds up the terribly slow pace of battles. Thanks!

  • @stephenjones9840
    @stephenjones9840 ปีที่แล้ว

    Most of the unit balance issues in this game stem from the fact that shields where bugged at the games launch. The shield stat wasn't being taken into account in melee combat. The whole game was balanced around that bug, they eventually fixed the bug but never rebalanced the base game. Basically units with a shield dominate all other units now. That's why your elite cav like Lancers, gothic knights etc suck compared to chivlrics. Pikes don't suck, it's just that they don't do enough damage against units like DFK to resist their charge. Pikes work perfectly fine against 2 handed units. If you want to rebalance the game you pretty much need to lower the defense of units like DFK etc and up the defense of your 2 handed, pike, non shield cav etc.

  • @boarfaceswinejaw4516
    @boarfaceswinejaw4516 ปีที่แล้ว

    if CA ever were to decide to make a medieval 2 remastered, removing push animatons and the swords from pikemen would elevate the game immediatly.

    • @Velkan1396
      @Velkan1396 4 หลายเดือนก่อน

      I hope they do a bit more to fix their balance issues than take away from the game. For pikemen to end up pulling swords is very realistic, ofc it doesn't make sense when they outrage their enemies, but it's a super cool detail against other pikemen.

    • @nicolaaffatati5355
      @nicolaaffatati5355 2 หลายเดือนก่อน

      You can just remove their swords by set their secondary weapon like an unusued one

    • @Haggis-Giggles4692
      @Haggis-Giggles4692 หลายเดือนก่อน

      More importantly, fix the diplomacy bug and passive AI bug.

    • @fachriyulfiansyah1927
      @fachriyulfiansyah1927 2 วันที่ผ่านมา

      ​@@Velkan1396RTW Pikemen > M2TW "Pikemen"

  • @lucky-lu6tc
    @lucky-lu6tc ปีที่แล้ว

    I deleted all the secondary weapons from the pike units (no more dropping of the pike when enemy is in range) and gave them 3, 5 or 6 attack (ealry, mid, late campaign) to balance them Did the same to halberd units as well but gave them 5, 8 and 10 to balance them, since they have shorter reach and the weapon should have more "oomph" than a pike Also increased the minimum attack time beween animations for them from 25 to 100, since they would just spam the attack otherwise and perma stun lock the enemys in front of them (if i didnt do these balance changes, ealry game pikes could beat dismounted knights when in wide pike formation) After that did the same to all other units who could use the pike formation and balanced them based on how long reaching their weopon is now these units perform as they should do: beat same era units that attack them from the front, but get slaughtered by missile fire and rear attacks im curios how these awesome changes in your video will affect this, probably it will work out even better, since the other units will attack them more efficient from the sides and rear and not only bash them from the front they still should have a hard time since they wont reach the pikeman easily gonna keep you updated

    • @Aleolex
      @Aleolex ปีที่แล้ว

      I'm not the biggest fan of that balance change (removing pike secondary weapons) but if that works for you, then go for it.

    • @lucky-lu6tc
      @lucky-lu6tc ปีที่แล้ว

      @@Aleolex why not? They dont drop their pikes any more when the enemy is literally only in front of them and hold the line way better Without that change you just got worse swordmen after the first charge and contact

    • @Aleolex
      @Aleolex ปีที่แล้ว

      @@lucky-lu6tc Because, and I say this without judgement towards anybody else, I'm able to make them work very well without doing that. I'm not going to say much more than that, because I've gotten into a bunch of heated arguments about it online.

    • @lucky-lu6tc
      @lucky-lu6tc ปีที่แล้ว

      @@Aleolex 🤷🏼‍♂️ If it works for you Thought you could share your method Your Two Hand/Push/Shield Bash fix works perfectly with what i did btw, thanks for that! now surrounded pikes get absolutely massacred, but are still viable for holding the enemy back and slowly grinding them down while range and cav support does the fatal blow :) Like how i love it in Rome 2 DEI Also enemy AI uses them quite good as well in my case and engages with my frontline, absolutely scary when you just have some early game spear militia and no ranged options Dont know why you had problems with that, like what you said in your video

    • @Aleolex
      @Aleolex ปีที่แล้ว

      @@lucky-lu6tc I sure can share! I've made a video about it but wasn't happy with it so it's unlisted. I use pikemen actively and aggressively. the best method for getting pikemen to use their pikes is by right click attacking. They'll sometimes break formation, especially if they're in a huge melee, but at that point you don't really need the pikes there, you can move them to a different part of the battle. The way I've always like to describe them is like a cavalry charge in slow motion from behind your infantry. You really don't want pikes to be the first units charged by infantry, because the infantry on a charge can actually kill pikemen even if they're attacked at the end of the pike, and that includes when they're behind other units. For infantry, attack behind your other units. For cavalry, pikemen are absurdly effective, you can just right-click attack them and they'll go to town. TL;DR: Use pikemen aggressively, not passively.

  • @af_baltimore8315
    @af_baltimore8315 ปีที่แล้ว

    I know this is an older video, just curious. I started a new campaign game last week and I would like to try this. Do I need to start a new game to fix this bug? thanks!

    • @Aleolex
      @Aleolex ปีที่แล้ว

      Not really. This is a direct change to the animations, it shouldn't affect your campaign at all.

    • @af_baltimore8315
      @af_baltimore8315 ปีที่แล้ว

      @@Aleolex Thanks man! wow! just tried it and the battles feel much smoother, and more like those Rome Total war battles I always loved more. Just subbed and if You upload more I'd 100% be a regular viewer! I love learning more about coding from these all games but I never have the time to learn how to mess with them on my own

  • @schmiddy8433
    @schmiddy8433 ปีที่แล้ว

    ok now fix spear_bonus_2 lol probably hard coded but this is a big bummer for me in stainless steel which would be OP with spear_bonus_4 but without any spear bonus the spearmen feel awful against cavalry

    • @Aleolex
      @Aleolex ปีที่แล้ว

      I'm not exactly a fan of stainless steel, It's a little too poorly balanced for me. Spearmen can take a charge, but in melee they always felt useless.

  • @wr0ng569
    @wr0ng569 ปีที่แล้ว

    Question: I did quite a few tests with 2 handers against chivalric knights and while they do beat the crap out of them, they still use the push animation albeit to a lesser extent. Is this supposed to be happening or is it a different animation that's just similar to the push animation but actually does damage? Also what's the difference between the punch and the push animations? Sorry if it's too much of a bother to answer all the questions.

    • @Aleolex
      @Aleolex ปีที่แล้ว

      For the 2h-Sword units, the push and punch look similar but the punch can actually do damage. The push animation is when a soldier uses both hands and pushes the weapon out from their center, and the punch is when it looks like the soldier is hitting the enemy with the pommel of their sword.

    • @wr0ng569
      @wr0ng569 ปีที่แล้ว

      @@Aleolex By that description I was refering to the push then, huh, strange. It could be that my game is just weird though, I don't see any other reason why the push animation would still show but actually deal damage when applying your mod.

    • @Aleolex
      @Aleolex ปีที่แล้ว

      @@wr0ng569 if you downloaded the packs, make sure you put them in the right folder. They all go in the animations folder in data

    • @wr0ng569
      @wr0ng569 ปีที่แล้ว

      @@AleolexAye I did it the correct way, could just be my game being wonky, anyway, sorry for the bother, have a good night/day!

  • @zhalgas0455
    @zhalgas0455 ปีที่แล้ว

    Haven't they already been fixed in kingdoms expansion?

    • @Aleolex
      @Aleolex ปีที่แล้ว

      No, they just raised their stats by quite a bit. The animations still remain.

  • @therightarmofthefreeworld4703
    @therightarmofthefreeworld4703 ปีที่แล้ว

    The two handed bug was fixed many years ago with Retrofit mod, which is essential when playing vanilla. Another great mod for vanilla is Real Combat Mod.

    • @giancarlog89
      @giancarlog89 ปีที่แล้ว

      real combat mod is great indeed

  • @shaheer_ghazi
    @shaheer_ghazi ปีที่แล้ว

    I was hoping someone can answer this question; a long time ago, I attempted modding my Medieval 2 but I messed up somewhere and may have screwed up the running speeds in the game (some units began to run unnaturally slow whilst others would run unnaturally fast on the battlefield). I own the game on steam btw. I have attempted to uninstall and reinstall the game many times but I kept on having the same recurring issue of the unit running speeds being wonky. (There’s a chance I might be tripping though and that in the base game, units do unnaturally run very fast and very slow.) Any of y’all have any tips on how to get a fresh new clean install of M2TW from steam?

    • @dashsocur
      @dashsocur ปีที่แล้ว

      Have you deleted the entire folder after uninstalling? Sometimes config files and save games don't get removed by the uninstall process.

    • @shaheer_ghazi
      @shaheer_ghazi ปีที่แล้ว

      @@dashsocur I have done this. Thank you by the way.

  • @SrVain
    @SrVain ปีที่แล้ว

    Amazing!

  • @tiago1633
    @tiago1633 ปีที่แล้ว

    How a do it in the mobile

    • @Aleolex
      @Aleolex ปีที่แล้ว

      I don't think you can mod the mobile version, sorry.

    • @TheAurelianProject
      @TheAurelianProject 9 หลายเดือนก่อน

      You can’t seriously be asking this question

  • @MrHarding51
    @MrHarding51 ปีที่แล้ว

    I have the mobile version and it seems like the same problem, puts me off playing as some factions

  • @rorschach1985ify
    @rorschach1985ify ปีที่แล้ว

    Honestly I always felt the shields bash was annoying because of how many times it was used and ended up doing nothing so finding out that removing it not only made certain units work better but made the whole game much more enjoyable is a nice thing to find out about. Thank you so much for making this video and helping to keep this game alive.

  • @RocketHarry865
    @RocketHarry865 ปีที่แล้ว

    Two handed units need new faster animations and sword and board units need nerfing. Another thing is to make so that knightly units have smaller numbers

  • @OG3Maliii
    @OG3Maliii ปีที่แล้ว

    Great video! Thank you. Something is wrong with the audio tho. It is fine on my phone but if I connect to my car radio I can barely hear you. It’s not a big deal tbh just thought I’d lyk. When I first clicked it was extremely off putting, thinking this was like a video from 2002 with terrible audio but when I unplugged I heard the magic.

  • @braneburglar6947
    @braneburglar6947 ปีที่แล้ว

    Hi, im not sure but, Putting Heavy billmen on guard mode makes them superior to armoured sergeants.

  • @deefpunftw
    @deefpunftw ปีที่แล้ว

    My game crashes when the Animation packs are not in the animation folder, i have both the filefirst and no_animedb lines written in my cfg file. any tips?

  • @BNOBLE981
    @BNOBLE981 ปีที่แล้ว

    Is this compatible with the Kingdoms Grand Campaign mod?

  • @kevincho1187
    @kevincho1187 2 ปีที่แล้ว

    old vid, but would this work with dlc or other mods? Theres a mod i use that adds kingdoms content to base so I wanna know if this would work with it

    • @Aleolex
      @Aleolex ปีที่แล้ว

      I have a version on moddb that's kingdoms compatible. I forgot to do it originally

  • @azatmingalimov
    @azatmingalimov 2 ปีที่แล้ว

    This is not a fix, this is a major gameplay change. Stainless Steel has custom animation for 2H uints, it turns out. So I am now looking how to import that into the vanilla game.

    • @rorschach1985ify
      @rorschach1985ify ปีที่แล้ว

      Those "custom" are most likely just unused animations that were originally planned to be in the game but were cut or not finished in release. If you look at teasers, previews, and trailers of the game you can see how they looked like.

  • @Vaessen13
    @Vaessen13 2 ปีที่แล้ว

    I just implemented this and ran a trial of Scottish Highland Nobles vs French Armoured Sargents and for the first time playing this game I absolutely destroyed the Armoured Sargents!!! Normally they are a huge pain to dislodge but the Highland Nobles just kept cutting through them. Thank you so much for this fix. After implementing this fix and the Pike fix from "To Nerd is to Human TNH" my Scottish campaign is going to be absolutely epic!!!! Thanks again :) !!!!

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      Glad to help, hope you have fun!

    • @Vaessen13
      @Vaessen13 2 ปีที่แล้ว

      @@Aleolex I actually just spent the afternoon lowering the cost of ships and Denmark's unit costs. So satisfying to balance this out. You MIA boss? Still working on M2TW or are you pausing o sending out YT videos?

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      @@Vaessen13 For a while I was helping out the Third Age Reforged folks with animations, so that took a lot of my time, but my main struggle has just been deciding on a video topic. Like, I have ideas, but they either go nowhere or turn out to be much more work than I anticipated.

    • @Vaessen13
      @Vaessen13 2 ปีที่แล้ว

      @@Aleolex makes sense, and you gotta work and live as well. Looking forward to your next M2TW content video 😀. Take care

    • @vojemete
      @vojemete ปีที่แล้ว

      Pike fix as in "none" as secondary weapon. Scots rule the entire Europe. Now go try for mounted highland archers that shoot onager flaming rocks. ;)

  • @twintailedfox5254
    @twintailedfox5254 2 ปีที่แล้ว

    umm could you make a video about how to set up the config file since i am totally confused by the description you made besides that nice job

  • @leonfdawson
    @leonfdawson 2 ปีที่แล้ว

    Great idea, but I can't get any 'yari wall/spear wall' etc. mods to work. Including this one.

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      What other mods do you have?

  • @threebythestreet
    @threebythestreet 2 ปีที่แล้ว

    Does this work with the Amaricas expansion?

  • @Irgendjemandlol
    @Irgendjemandlol 2 ปีที่แล้ว

    no_animdb = true, game doesnt even read that. Just FYI TATW having this fix since the beginning explains why the combat always felt better ^^

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      (NOTE: I didn't notice this until finishing the video, but I don't have this line in my config and the game still rebuilds the packs, so it may not be necessary)

  • @MuhammadRizkyHerdiansyah-co4sh
    @MuhammadRizkyHerdiansyah-co4sh 2 ปีที่แล้ว

    thks for the mod this really help me :)

  • @aparioss1072
    @aparioss1072 2 ปีที่แล้ว

    How did u make the custom animation (removed switch to katana)?

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      The shogun_man_yari_pike_combat_fragment file has the katana matched combat animations in them, so I just deleted those and replaced them with the normal Yari animations.

  • @aparioss1072
    @aparioss1072 2 ปีที่แล้ว

    the yari ashigaru man animation (shogun_man_yari_pike) includes switching to katana when engaged in 1v1 melee, but also seems to make them do unengaged (formed_attack) much more often. Idk what the skeleton_melee changing from spear to pike does tho

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      They actually have yari wall specific animations that they only do in Yari wall. They do have the Yari sync animations, but all of the vanilla matched combat animations that ashigaru have are katana MC animations

  • @aparioss1072
    @aparioss1072 2 ปีที่แล้ว

    The animation, did you mean the man_animation or the skeleton_melee?

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      Skeleton melee just defines the animation types that get assigned in the unit table, referencing the shogun_man_animation_*** files, where the actual animations are laid out.

  • @Six_slotted
    @Six_slotted 2 ปีที่แล้ว

    how does this change the balance between infantry and cavalry? im interested but worried it might make cavalry underpowered in anything but the charge

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      That's a fair question. Really it doesn't affect the balance between them. The game uses a different animation set against cavalry (labelled "overhead" as opposed to "mid")

  • @LivebythecodeVJLEE
    @LivebythecodeVJLEE 2 ปีที่แล้ว

    this is why i use them purely as flanking units

  • @godhelpme5547
    @godhelpme5547 2 ปีที่แล้ว

    I s2g this is going to be essential if I ever get back into this game and play as Holy Roman Empire, fantastic work.

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      Hey thanks! I uploaded a version that improves halberds, too, so it really helps out the HRE.

  • @spartonblue14
    @spartonblue14 2 ปีที่แล้ว

    Very interesting video!! I wonder why the ashigaru animations made the yari sam perform worse. I'm guessing you made a mod to change these animations-- is it available on the steam workshop? Having the Yari Samurai be able to use Yari wall would make for an interesting campaign. Lastly, is the Yari square ability available to all spear units in vanilla?

    • @dabo5078
      @dabo5078 2 ปีที่แล้ว

      The yard becomes a physics based weapon once you click yari wall, so each time an entity touches the wall a calculation of kill is rolled on armour and melee defense. This also mean a single entity can be “touched” by multiple yari, so your formation is more effective in melee if you double stack units and make it deeper. In vanilla it is only available to yari ashigaru

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      Oh damn, I thought I had answered this comment, sorry about that. So the main difference between the Yari samurai and ashigaru is the length of the spear. The shorter spear that the Samurai have is less effective because they don't attack as early, less ranks are attacking at once, and the enemy soldiers are closer. With the longer spear they are much more effective. I actually did make a mod for it, I don't think youtube lets you put links in the comments but I added it to the description. It's called "Way of the Spear - Yari Overhaul." There's a version with and without matched combat if you want to check it out.

  • @battlez9577
    @battlez9577 2 ปีที่แล้ว

    Great video and thanks for explaining your research and working. What does it mean if after extracting the folder in data, that when I go back to data, as you do at 9:33, that my data folder is just composed of 5 folders and no loose files, so there is no descr_skeleton to replace there?

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      It means that you haven't unpacked your medieval 2 files. That's fine though, I believe the animations folder as it is has the four files that you need to replace. You can just place them in and the game will still use them.

    • @battlez9577
      @battlez9577 2 ปีที่แล้ว

      @@Aleolex thanks for your reply, and yeah theres the 4 files to replace. What do I do with descr_skeleton then tho

    • @Aleolex
      @Aleolex 2 ปีที่แล้ว

      @@battlez9577 It was mostly included in case you wanted it, but as long as the 4 files are there, you can just ignore the descr_skeleton file.

    • @battlez9577
      @battlez9577 2 ปีที่แล้ว

      @@Aleolex ah thank you very much