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I wish i could play it like that, but i can't. I put the high settings just for the screen grabs. It's too slow with those settings. I have to play it with shader 1 to achieve maximum fluidity. That, as you know, means no shadows and no bloom.Your game looks fantastic.
The Timurids are too powerful. Their units have maximum experience and they have those bastardly Elephants. Not one of my units can stand in their way. Plus they have either arquebusiers or small cannons on top of them. :mellow:Haven't dealt with the Timurids yet, atlhough those Mongolians keep taking some settlements and hassle the Turks. Eventually they'll run into the Timurids.
We are pleased to announce, after much speculation and guess work on the part of the community, the arrival of the new expansion pack for Medieval II: Total War. Kingdoms will feature four new campaigns of the epic proportions fans have come to expect in Total War games. Britannia, The Crusades, The Teutonic Wars and The Americas finish off a thrilling line up of scenarios for even the most discerning of Total War players.
A host of new features accompanies the expansion. Some 23 playable factions join the melee, including Native American and European factions. In total more than 150 new units grace the battlefield, including the deadly Greek Flamethrower.
Kingdoms also features the ability to control multiple armies, including reinforcement armies, while new historical characters and events appear, such as the rise of titanic figures like William Wallace. With many new mission types, six new multiplayer scenarios and 20 new custom battle maps, Kingdoms is a fantastic addition to Med II that will satisfy any fan of the game.
Key Features:
· Four new, epic campaigns – The Americas, Britannia, The Crusades, and The Teutonic Wars.
· 23 playable factions including Aztec and Native Americans.
· Over 150 new units, including the devastating Greek Firethrower
· Control multiple armies in battle – command reinforcement armies.
· New hero characters with powerful new battlefield abilities
· A huge array of historical characters and events.
· Build permanent forts to garrison troops or seize control of key strategic points
· New technology trees influenced by Religion and Prestige
· New Mission types
· 6 New Multiplayer scenarios and 20 new Custom Battle maps
· Compatible with the new Hotseat multiplayer mode
LONDON & SAN FRANCISCO (March 30th, 2007) – SEGA® Europe Ltd. and SEGA® of America, Inc. today announced Medieval II: Total War™ Kingdoms, the expansion pack for one of 2006’s biggest PC strategy games, Medieval II: Total Warä. Due for release on PC in Autumn 2007, Kingdoms will offer an unprecedented amount of new content that gives gamers over 75 hours of epic new gameplay.
Medieval II: Total War™ Kingdoms will feature 4 brand new campaigns, including an opportunity to more fully explore The New World that was unlocked toward the end of Medieval II. In the Americas campaign, players will be able to retrace the steps of Hernán Cortés in 1519, as he seeks to explore and conquer The New World. Players can earn the support of Spain and explore the mystery and riches of the New World, or take control of the Aztec or Native American factions and call on the Gods and the bravery of vast armies to see off this new threat.
Three other campaigns will offer more detailed “magnifying glass” campaigns within Great Britain, Northern Europe and the Holy Land, with many more regions than were originally shown in Medieval II. Featuring 13 new playable factions and over 150 new units, Kingdoms will allow players to control thousands of men on a single battlefield and lead them into conflict with new hero characters such as Richard The Lionheart and Saladin, each armed with new, powerful battlefield abilities. In addition, players will use moated forts to garrison vast armies or seize control of key strategic points and explore new technology trees, governed by religion and prestige.
Players can experience a bloody clash between pagans and Christians in the Northern European Teutonic Wars, or take control of one of 5 factions in the Britannia campaign when England faces war on 4 fronts as once conquered lands rise up against them. Kingdoms will also include a new expanded Crusades campaign, where players renew their fight for control of the Holy Lands, with new factions, devastating new units (such as the terrifying Greek Flame Thrower), legendary heroes and powerful holy relics.
"With Medieval II: Total War we offered unrivalled scope of warfare, both on and off the field of battle, as you conquered the known world” commented George Fidler, Studio Director, The Creative Assembly Australia, “Now with 'Kingdoms' we're looking to offer unrivalled richness and detail with four completely new campaigns, each offering its own unique features, challenges and flavour of Total War.”
Kingdoms will also include six new multiplayer scenarios, and 20 new Custom Battle battle maps. Each of the campaigns is also fully compatible with a brand new Hotseat multiplayer mode, making this an essential addition to any Total War fans’ collection.
Medieval II: Total War™ Kingdoms will be released for PC in autumn 2007. For more information please go to www.totalwar.com or www.sega-europe.com. For assets please visit www.sega-press.com.
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Trailer:
http://downloads.sega-europe.com/do...ltr_screens/20070330/Kingdoms_Trailer_Low.wmv
Info obtained from Gamestar magazine:
The Addon will contain 4 Campaigns, with new faction(bolded):
* Britain: With England, Wales, Scotland, Norway, Ireland.
* Crusade: Two Alliances vs. Each other: Jerusalem + Antiochia vs Egypt, Byzantines, Turks and all together vs. Mongols
* New World: Azteks, Maya, Apache,Tarasken, Chichimeken, Tlaxkalteken and Spanish Settlers under Cortez
* East Europe: With German Knights, Poland, Lithuania, Denmark, Novgorod
- Moats added around castles
- They also added "Special abilities" for the historical persons in the 4 campaigns: Richard I. can collect fleeing troups, Emperor Manuel of Byzanz can "confuse" enemy units, that they hit themself.
- The campaings have different targets and a different way of playing it. In the Eastern, the religion plays a big role (because of unrest and unit development -> u can only build teutonic knights in a catholic area) in the New world if you play the spanish have only few Units and you have to look for alliances and trading routes.
- More units on a battlefield.
- You can build Forts with water around it.... keep their position and which you also can conquer and use for urself.
- More + Different Mission Targets: A noble man apears and asks for your help in a combat. If you are successfull, your reward will depend to how you won (how many you killed).
- In the Britain Scenario you can make as enemy of England an alliance with renegate(?) english aristocrats. They ask for your help, to conquer a town. If you give them the town after the victory, they will found a new anti-english fraction "Allianz der Barone"!
That's a great touch.BarnDoor said:· New hero characters with powerful new battlefield abilities
Get yourself my BKB Super Mod mate from totalwar.org; its the best mod for the original Medieval and its made by me, so it has to be good. Many new factions, units, provinces, etc. I can give you a link to download if interested.
I'd definitely start with Medieval 1 - though it hasn't the eye candy it is just as good a game and its definitely tougher given the AI. Medieval II though has many more options and is obviously mind-blowing in its graphics.
Barn door did you make this mod? And if so is your name on the total war forums BKB by any chance?