05/11/2007, 14:00
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| | | Fecha de Ingreso: septiembre-2006
Mensajes: 639
Antigüedad: 18 años, 1 mes Puntos: 25 | |
Re: Mods para Medieval II TW Sí que se puede jugar con algunas facciones de la expansión.
Aquí te pongo los cambios, aunque te lo pongo en inglés porque simplemente copio y pego (si no, me puedo tirar un buen rato, además de que no soy muy bueno con los idiomas): 1. The Campaigns
1.1.2 The Early Era Campaign
- This is the normal "grand campaign" which will start in the year 1080.
- 1.5 years per turn and about 350 turns
1.1.2 NEW The Late Era Campaign
- Time Frame is 1230 - 1530
- 1 year per turn and about 300 turns.
- All factions start out with historical accurate empires (A couple of settlements have to sacrifice the historical accuracy for a better balance)
- Advanced settlements and units available at the game start
- Every faction owns one or two very advanced settlements, which will be your local military powerhouse. Loosing this key settlements can seriously drop the military and econimc power of one faction.
- Playable Mongols
1.1.3 NEW Hotseat Campaign included
1.2 The Campaign Map
- NEW New models for castle, fortresses and citadels
- NEW Different models for faction leaders and generals
- NEW Some new skins for generals
- NEW Unique models for Teutonic castles (also on battlemap)
- NEW wooden walls now have a wooden colour
- NEW Many small map improvements
- Campaign Map completely resized and reworked
- Slight Map Extension to the north and east
- More space between settlements in order to have more field battles
- Many new details like smoother forests, new rivers, mountains, isles, trade routes...
- Slightly changed borders of all regions in order to make them less noticeable
- NEW About 70 New Provinces, well spreaded and historically correct:
(Exeter, Bari, Oporto, Arta, Barcelona, Belgrade, Balearic Isles, Bryansk, Lyon, Athens, Munster, Ancona, Isle of Lesvos, Warsaw, Diyarbakir, Salzburg, Kirov, Melilla, Salamanca, Groningen, Clermont, Thebes, Mecca, Basra, Astrakhan, Tortosa, El-Oued, Sinop, Norrkoeping, Benghazi, ...)
....additional settlements not listed yet...
- Every Region has its own ressources, including new valuable resources in the "outbacks" of the map.
- Some ressources deleted to make others more valuable
1.3 NEW 9 New Playable Factions
- Battle map sounds for all units added
1.3.1 New Self-made factions
Kievan Rus
- 8 unique units with unique descriptions
- All units, banners and models reskinned
- Historical Character Names
- Difficult starting position
more information: http://www.twcenter.net/forums/showthread.php?t=99475
Crown of Aragon
- 5 unique units with unique descriptions
- New historical unit names
- All units, banners and models reskinned
- Historical Character Names
- New Order of Montesa guild
more information: http://www.twcenter.net/forums/showthread.php?t=104053
Order of the Knights Templar (only playable in the Early Era Campaign)
- 7 Unique Units with new cool Descriptions
- All other units have specific Templar Knight Designs
- Historical Characters and new Templar Knights Events
- New Unique Titles which represent the Templar Hirarchy
- Very different and hard campaign
more information: http://www.twcenter.net/forums/showthread.php?t=86534
1.3.2 Factions from Kingdoms
All with very unique unit rosters!
Ireland
Norway
Lithuania
The Teutonic Order (only playable in the Late Era Campaign)
Kingdom of Jerusalem (only playable in the late Era Campaign)
Playable Mongols (only playable in the Late Era Campaign)
- Area of Recruitment
- Kalos' New Mongols skins
- Must be played as a real Mongol horde!
1.4 500 Different Units
- NEW Many units from the Kingdoms Expansion added
- NEW All factions now have a logical and more complete recruitment tree and several reasonable and interesting units are added.
- NEW Many units are only recruitable in specific regions or with specific buildings
- NEW Many "clone" units like town militia and many units that you won't notice are deleted or replaced.
1.5 Kingdoms features
- NEW Boiling Oil from Gatehouses
- NEW Control your reinforcements
1.6 The Campaign AI
Lusted's newest Campaign AI
1.7 The Mercenaries
- Over 15 New mercenaries for the Early and High Medieval Period
1.8 Improved and challenging AI Armies
- Proper Mix of Infantry, Missiles, Cavalry and Artillery.
- AI produces more Elite and Heavy units.
This was done without changing any unit costs
1.9 New Traits, Ancillaries, Titles and RPG elements
- NEW Kingdom Traits for the Teutonic Order
- NEW Many own tweaks and various traits and ancillaries
- Titles for all Cities and Castles and for both Islamic and Catholic/Orthodox factions and with important bonuses in various settlements.
- Army attrition and supply system demands much more tactical decisions and religion is much more important (Byg's Reality traits)
Watch and take care of your general and his army!
- NEW Countless new Traits, Transferable Titles, Ancillaries (Blood, Broads, & Bastards 2.1)
more information here: http://www.twcenter.net/forums/showthread.php?t=102277
- New Patriarch titles for Orthodox Factions available
- Many broken Character Traits and Ancillaries fixed
- New Knights Templar Titles
1.10 Much more interesting Historical and Game Events
- Events for Orders, Inquisitions, Cultur, Battles...
- Events when a princess comes of age or when a monarch dies; many different portraits of beautiful and less beautiful princesses
- Including New Era Events which affect unit & mercenary recruitment
- Events who inform about the fall of any faction's capital cities.
- NEW Some new kingdom events & videos
1.11 Agents and Characters
- Historically accurate Character Names (CNP 3.0)
- Reasonable limits for assassins, spies and priests
- Merchants income increased, movement increased
- Inquisitors less effective
- Spy's chances decreased, movement greatly increased
- Princesses movement increased, more charming
- Diplomats movement increased
- Priests movement increased
- Captains are less likely to rebel
- Assasins slightly improved, movement increased
- Imam's required Piety to call a Jihad raised
- Slightly less Heretics and Rebels
- Little more Witches
1.12 Settlement and Unit Recruitment Changes
- Important medieval Cities like Constantinople, Kiev, Rome and Paris more powerful
- More logical recruitment, for example cities can build more ships & artillery than castles.
- Fortesses/Citadels & Large/Huge Cities have 4-5 recruitment slots
- Castles-Citadels have 1-2 free upkeep
- City growth slightly reduced
- Slightly lowered law bonus in cities
- Slightly increased the distance to capital punishment
- Tax Income slightly decreased
- Unit recruitment depends on barracks and armorers
- Early/Late Generals rarely recruitable in castles/citadels
- Byzantium can build Highways
- Added Missing Units:
Dismounted Gothic Knights
English Armored Sergeants
Dismounted Broken Lances
Hussars for Hungary
Added Mounted Longbowmen for custom battles
- Added Additional Units:
Dismounted Order Knights
Dismounted Armored Clergy
Greek Arquebusiers for Byzantium
Guard Pikemen for Byzantium
Desert Raiders for Moors and Egypt
Scottish Arqeubusiers
- Missing triggers for Swordsmith guilds fixed
- Triggers slightly changed to have more varied guilds
Other Changes
- Historically more accurate Faction Names
- Win Conditions distended to 55 regions
- NEW Date is shown now shown as years and turns
- Conquering the Aztecs is much harder
- More balanced money Script to support AI Factions
2.0 Battles
- NEW Real Combat 1.3b
- NEW Lusted's newest battle AI
- NEW All historical Battles playable (except Hastings)
- NEW 8 New scenario battles for singleplayer
- NEW New scenarios for multiplayer
- 10 new Custom Battle Maps
- More balanced units stats and costs
- Longer Lasting Battles due to slightly higher morale
- More realistic battle map movement
- Artillery crews reduced, morale lowered
- (Great) Bombards, Serpentins can deploy Stakes
- Strenght of Gates slightly increased
- Ballista/Cannon Towers fixed
- More Archers can deploy stakes
- All Longbowmen ranges increased
3.0 Graphics
- NEW "Kingdoms style" menu
- NEW Different interfaces for eastern, northern and arabic cultures
- NEW Kalos' new Mongol textures ("Bringing justice to the horde")
- NEW Mailed Knights' nose guards and coloured helmets deleted
- NEW More dust when armies are marching (Horsearchers' Dust mod)
- NEW Some new Coat of Arms
- Completely new Faction Symbols & Menu Designs by Alletun
- 20 new epic loading screens
- New Symbols for the battle map
- New unique Shield textures for all catholic factions
- New unique Unit Textures for all European Early & High units (Burrek)
- New unique Unit Textures for all Feudal & Mailed Knights (Knights&Knaves)
- New unique unit textures for all Order Knights armor upgrades
- High quality unit textures & banners for Byzantium (DG's One Faction At A Time)
- New unit textures and banners for Hungary (Magyar Mod + own additions and improvements)
- New historical accurate faction banners and banners for special units (Kings Banner 2.0)
- Campaign Map Banners for Scotland, France, Poland historically accurate
- More spectacular Sky variations and little more blood (improved Horsearcher's skymod)
- Improved Captain models (plasticfigurine)
- Improved Musket & Artillery Smoke (Headlock)
!!! Known Menu Bug:
- if you change the factions in the faction selection menu too often you may get a crash to desktop.
- if you switch fro one single player menu option (i.e "Late Era Campaign" back to "custom battles") you will get a crash to desktop.
I'm sorry for this, but I have tried everything to solve this problem, yet without success...
I hope I can fix this soon with the next patch. |