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    Legio's Avatar EMPRESS OF ALL THINGS
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    Default ES - Newest Medieval II Mod Releases and Information




    The best Publication for Total War and Modding News!


    Eagle Standard CONTENT INDEX
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    Latest MTWII & Kingdoms News
    Latest Empire and Napoleon News
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    Captains Cabin - Modding Interviews



    Medieval II
    Welcome to this month's Medieval 2 section. We're not very large this time, but we still have all thejuicy info you'd like to know! This month the team has presented to you many interesting reviews, including Divide and Conquer and Battleaxe. There is also a special interview with the Call of Warhammer developer! But enough advertising though, let's get straight to the news!

    - Antwerpen


    Index





    Spotlight
    Divide and Conquer fresh material

    Divide and Conquer
    Divide and Conquer Spotlight

    Divide and Conquer 4.0

    A large submod for King Kong's Third age total war






    As many of you know, Divide and Conquer (DaC for short) is a large submod for Third Age Total War (TATW) that aims to change the mod through scripts and scripted events. DaC also offers a lot of factions and units for them, along with new units for the existing factions. Dac is all about giving a different kind of TATW to the player.

    Features


    -29 factions in total


    -Dozens of new units


    -More regions!


    -Thousands of events. All with their own unique descriptions.


    -The player has more influence on middle-earth than ever before


    -Exciting new scripts, such as a corsair invasion script


    -A specially made epic soundtrack


    -Much more....!



    New Units!

    The main add-on with Divide and Conquer is the ever-growing unit list. Every new faction has new units, and the already existing factions get new soldiers to lead into battle. For example, there are brand new units for factions such as Dorwinion or Dol Amroth - and keep in mind that both are totally new factions.


    New Events!

    Divide and Conquer's second main aspect is the expansive event tree. Every campaign is different because of the many events.







    And now here's a preview of some new stuff from DaC, thanks to Eöl for providing this for us:

    new stuff


    Here are some unit cards for new units for Gondor made by Saladin and Squeaks. They are all AOR units and they represent the great diversity of the Kingdom of Gondor.

    Men at arms of Dol Amroth




    Guards of Tarnost





    Nimrodel Sentinels





    Archers of Tirith Aear





    Fisherfolk





    lamedon clansmen





    lamedon hillmen





    Lebennin guardsmen





    Lossarnach axemen





    Pinnath Gelin Hunters





    Here are some events from the Erebor faction. Every faction has its own unique set of events. All credits for the images go to Tokus*Maximus :


    Trade




    Reinforce Military




    Moral Choice




    Easter Egg




    Character




    Diplomatic




    Menace




    Miscellaneous








    for more information on DaC go here: http://www.twcenter.net/forums/showthread.php?t=366495


    and to see some more of those amazing units and events go here: http://www.twcenter.net/forums/showthread.php?t=364802

    by crossjon








    On The Shelves
    Fresh off the presses! The main attraction!

    Interview
    Interview with Yeoman of CoW by AussieGuy

    1. So, tell me a little bit about yourself. What hobbies do you have?

    A. The interests are very various, beginning with esoterics and mysticism, finishing with the colour scheme of the man-made world of Eldar Seim-Henn from WH 40K. From the most interesting hobbies are archery, fencing, psychotechniques, WARHAMMER FB and WARHAMMER 40K!


    2. What made you join TWC - and more importantly - what made you stay?

    A. I was not present on TWC for a long time, but I will return soon.


    3. What made you get into modding?

    A. Desire to create, in particular - desire to create and recreate WARHAMMER.


    4. What gave you the idea to create Call of Warhammer?

    A. The game Warhammer: Mark of Chaos. I assigned of hopes to it too much, but they were not carried out, and I has decided try to combine Total war and Mark of Chaos. And it has turned out Warhammer TW. I will explain, the project has been created 02.17.2007 and has received the name Warhammer TW, in honour of combination of two games, but after BIG time, we have learnt that the project with such name is declared before ours on TWC. Then we have decided to vote and choose the name. Well, so The Call of Warhammer has appeared. But in general our mod was the first.


    5. Who helped you create the mod?

    A. All began on my lonely enthusiasm, but my movement to purpose probably has drawn attention of SHREDDER, which was already wide known mod-builder by that moment with huge mental furniture and wisdom. The teamwork has begun, as for example, SHREDDER eliminated my mad ideas, and I generated them. The set of the fine people which majority are specified in a command of mod has joined later. It would be desirable to note two more people, this mod would remain only with a tactical part and rudimentary campaign without them. Isilendil - the great person, managed to replace me and to take all heavy burden on a project management on his shoulders. I do not know, that would be without him. Hick - ingenious scripter and coder, which has changed campaign, has deduced it on improbable, highest level among others mods. I would list whole command, but I understand that it is impossible, as though I did not want it. However, names of these people can be found easily on this page


    6. Can you tell us a little bit about the mod and the history of its development?


    A. Mod’s history? I guess, I will only say that there were periods of speedy development, and I can be proud that our project has discovered many possibilities for M2TW. On the opposite, there were moments, when I lost my heart, when there appeared insurmountable obstacles and ‘walls’, when the limit of the possibilities for the engine M2TW was clearly seen. But dawn always followed, and we rushed to work, amazing the others with our project. I should also mention the time when I had serious problems in the real world, with my health as well as with the finance. I still feel ashamed before those, who relied on me, and whose hopes I haven’t lived up for, when I disappeared in the worst moment of the mod development.


    7. What features have been added in the 1.4 patch?

    A..Changes of the 1.4 patch
    Scripts:

    • Second wave of script battles (occurred after 30 turn)
    • New script for grimgor invasion (60th turn, 13 stacks of orc attack the southern provinces of the Empire)
    • New script for chaos invasion (since 60th turn, 3 waves of invansion – avant-guard, Khrom and Archaon with his gerolds)
    • Greenskin alliance. Orks and goblins can be unite. Chance of this event of 1 %. Also if the goblin leader dies there is an additional chance of this event. The probability of event depends on authority of the leader - with low authority the chances groth
    • script for resurrection of empire provinces – now is one of empire provinces was captured by an enemy, and if player releases a capital of captured provinces, an question appears: ”Would you like to revive the province?” If yes the province resurrectes and player gets a large number of money, if no player has rebellion, the army deserts, rebel stacks spawn and etc
    • scripts for unique personages and troops and mercenary generals
    • a larger variety of troops in the spawn armies


    Stratmap and campaign:

    • In all settlements buildings are added. I.e. cities became more developed. Most vanila icons and building arts changed
    • Add two regions – the blood citadel and ruined towers with unique buildings and bonuses
    • Enlarged tree for al faction. Agents are added in the stat of campaign
    • increases the role of beastmen
    • Stone forts for empire, kislev and dwarves
    • Mountains changed near Talabheim
    • Some chaos campaign improvement
    • Gobiliny can employ spies. Orks can employ them if they unite with night goblins or crash them.
    • New playable fraction - Border Princes. Units are taken from Rusichi. Suitable units are taken only. This state with chance in 1 % can enter in light alliance.
    • The feature of vampires
    • New mercenary generals
    • Deleted the cannon towers
    • The bodyguards for all faction changed – some generals have mounted bodyguards, some generals – foot troops (for example – empire provinces leader and heir and coming of age general have knights of different orders as generals other generals have greatswords as bodigurads)
    • Now you all chapters of knights are available in all settlements but you can construct only one chapter in each settlement
    • New system of unique generals and troops – each faction has some unique troops (tank, chekists, mage), what can appear during the campaign, and their obligatory appearance on 60th turn deleted, you can’t recruit them only renew. and if a general of troops dies, you can’t renew these troops


    Traits and ancillaries

    • New traits for all factions and improvements of old traits
    • New ancillaries


    Texts.

    • New texts for historic events and new descriptions of units
    • New text for traits, ancillaries etc.
    • The editing of texts


    Balance

    • Editing and improvement of balance of units
    • Ogrs, bigguns, blackorks, bloodletters and plaguebearers by their attack throw enemies in air
    • Editing of campaing balanc


    Animation

    • New animations for bloodletters, plaguebearers, giants, trolls, assasins and many other units


    Special effects:

    • Partly fixed a smoke, and also made new shells for empire rockets and catapults of skulls and others.
    • New sound effects
    • New abilities for generals
      - Waargh (forced) - Badruk (orcks);
      - BashEmLadz (forced weaker) - Kratcuf (orcks);
      - Stunts of skarsnik (immobilizing) - Skarsnik (goblins);
      - Hindrances of Gokrs(enemy become weaker) - Tutes (goblins);
      - The wind of death (fatigue for enemy, forces for his troopls) - Manfred (Sylvany);
      - The dance of wanhell (enforcing and и temporary forces) - Ishtvan, Marcus(Sylvany).
      - and some others based on kingdoms effects.


    Fixing of bugs and craches

    Movies

    • Event movies
    • Logo movie
    • Faction movie


    Stratmodels:

    • Stratmodels for goblin shamans and agents of high elves
    • Stratmodels for HE mage, daemon-prince, tzeentch mages etc
    • New stratmodels – HE mage and priest
    • New stratmodels for some mercenary generals
    • Merchants of empire drawn in appropriate colors


    New units:

    The Empire

    • Steam tank
    • Karrobur greatswords
    • Nuln engineers with multibarrelled handgun
    • Nuln engineers with handgun of Todmeister
    • Nuln pikemen
    • Knights of golden lion
    • Encarmine knights
    • Knights of blazing sun
    • Sons of Manann
    • Raven knights
    • Red guard


    Chaos

    • A demon-prince - unique group for Khorne followers with chance of arrival of 1 %
    • Nurgl general
    • Tzeentch mage on disks
    • Flamers of Tzeentch
    • Chaos troop of Krell
    • Bonds of Norska
    • Huscrals of Norska
    • Wheelers of Norska


    Greenskin

    • Trolls. unique troop for orcks
    • Orkcs and gobbling shaman with totem
    • Giants


    Kislev

    • Ice mage
    • Noble militia of Kislev


    Vampire Counts

    • Hell hound and vampire wolfs
    • Dark knights
    • Black Grail knights
    • Wraiths


    High Elves

    • Tiranok chariot
    • Mage


    Dark Elves

    • Dark raiders
    • Assasins
    • Witches


    Dwarves

    • Elders
    • Great-bearded


    Mercenary

    • Cursed company of Kruger
    • 4 units of Grudgebearers of Morgan Bernhard
    • and some others units


    Retexturing and improvements of old models:

    • Empire
    • High elves
    • Kislev
    • Chaos
    • Dark Elves


    2d Art.

    • Banners and unique buildings
    • New icons and infocards of units and buildings and improvement of old
    • New loadscreens
    • Sprites for units


    Some screens
    Empire http://empiretw.ru/board/index.php?s=&...st&p=146617
    Kislev http://empiretw.ru/board/index.php?s=&...st&p=116469
    High Elves http://empiretw.ru/board/index.php?s=&...st&p=481438
    http://empiretw.ru/board/index.php?s=&...st&p=471933


    8. Do you have any future plans for this mod or any new ones in the future?

    A. Of course! The mod will develop, the work is boiling over the Wood Elves, Bretonnia; new animation is developed to change the battles in M2TW for the better – we are close to partially implement it in 1.4.2, and in 1.5 it will be completely implemented; the new extended map is ready; there is a chance for the change of architecture of buildings on the tactical map. There surely will be changes in graphics for the mod. The main is that the project won’t stay only with M2TW, maybe the team will support me when I start bringing the mod on Shogun 2 TW, taking into account the chance that new Total War will be MORE mod-maker friendly than ETW. As for the plans for the projects not for the Warhammer universe… let them stay in my head.


    9. Do you have any advice to help new and upcoming modders?

    A. No problem.
    A.) Set a clear and exact goal and move towards its fulfilling.
    B.) Patience and will! When the euphoria and inspiration are over, you will need something to push you on your way to the goal.
    C.) Believe in yourself and your abilities, it is the main, as you can learn everything, maybe not to the professional level, but still.


    10. Any closing comments?

    A. I want to thank all of those who are interested in our project, who support us and wishes us success. THANK YOU GUYS!
    PS Special ‘thanks’ to those who are by our side, who tolerate us, sitting in front of the PC monitor!

    by AussieGuy







    Showroom
    Other announcements strut their stuff.

    BattleAxe by Dewy BattleAxe has been dubbed a “true” total war experience. That statement is correct,especially considering that all factions are at war. This lack of diplomacy leads to a fun campaign best described by its chaotic nature. BattleAxe features twelve campaigns ranging from grand campaigns to smaller campaigns - such as the Baltic featuring twenty eight playable factions. Strangely there are no ships in the mod, land bridges take their place. Land bridges are actually quite a fun feature of the game, creating choke points useful for defenders. The AI can use them, too!. BattleAxe includes all the typical things you except from M2TW mods (Kingdoms to be more specific), such as new regions, new units, and a better AI (Lusted’s AI). Now, because a picture is worth a thousand words I’ll leave you with two pictures of the campaigns and factions.

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    by Dewy




    -- The Medieval II News Team

    Return to ES Main Index



  2. #2

    Default Re: ES - Newest Medieval II Mod Releases and Information

    Total War Patches (PC). If you're a modder and want to host your files on SI, ... There has been a new patch released for Medieval 2: Total War which brings the game up to version

  3. #3
    Emperor of The Great Unknown's Avatar Primicerius
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    Default Re: ES - Newest Medieval II Mod Releases and Information

    Quote Originally Posted by Sadar8585 View Post
    Total War Patches (PC). If you're a modder and want to host your files on SI, ... There has been a new patch released for Medieval 2: Total War which brings the game up to version
    Wait what!? Where did you find this information, I don't see anything on sega's website.
    Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
    cant read?

  4. #4
    Nazgűl Killer's Avatar ✡At Your Service✡
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    Default Re: ES - Newest Medieval II Mod Releases and Information

    Quote Originally Posted by Emperor of The Great Unknown View Post
    Wait what!? Where did you find this information, I don't see anything on sega's website.
    He was simply copy-pasting something he found off the web. I've just copy pasted that into a search and found something from Strategy Informer talking about the 1.1 patch.
    Nazgul Killer's M2TW Guide
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  5. #5

    Default Re: ES - Newest Medieval II Mod Releases and Information

    Nice, good to read but the interview could be larger. Some questions, and answers don't really compare. And meaby it would be good to add links by the articles. So non experienced members can go quik to the next part of it.

    Also again over the interview, meaby its the easiest way to just copy and past the changes but it would be better iv you make an small conclusion of the biggest changes etc.


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