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emo
yo tmb lo tengo actualizado y sin problemas
no tengo zone alarm
actualización XP cor ...
Categoría: Ayuda Técnica
emo
leer la ultima parte CAMPAÑA MULTIJUGADOR


We can confirm that Empire: Total War's release date has been moved to March 2009. Here is the full reason and we wanted our official forums to be the first to know!

"The extra development time will allow us to finalise and polish Empire, making it the most accomplished and epic of the Total War series." said Kieran Brigden, Studio Communications Manager at The Creative Assembly. "There is a great deal of anticipation around Empire Total War and we want to ensure that it is the benchmark for strategy games upon its release."

Significantly the additional time will also allow us to implement the underlying technology for a much desired feature (thanks to your feedback!); a multiplayer campaign mode. An opportunity to participate in the 1 versus 1 multiplayer campaign mode beta will be made available to all Empire Total War buyers post release.


l
El Empire retrasado ...
Categoría: Discusión general
emo
Alaehispanorum escribió:
Mi gozo en un pozo .....en fin que sea para bien el retraso .. :-( cry:


siendo la segunda vez que lo retrasan.........
esperemos que no haya una tercera
El Empire retrasado ...
Categoría: Discusión general
emo
area de control de la flota


arbol de tecnologias



y si quereis mas .....
http://www.devoticustodes.net/forum/sho ... 2#post8522
video en eurogamer ( ...
Categoría: Discusión general
emo video en eurogamer ( ...
Categoría: Discusión general
emo
3rd December, 2008
Minimum System Specs!
By popular demand, here are the minimum specs for Empire: Total War:

2.4Ghz single core processor
256MB Gfx card (DX9 compaitble)
1GB RAM (For XP, 2GB if using Vista)

http://www.sega.co.uk/empire/gameinfo/news.php?n=2740

joer ya no tengo excusa para cambiarme el pc
Minimum System Specs ...
Categoría: Discusión general
emo
WP: Who has the honor to speak with us? State your name, rank, and occupation!

Kieran Brigden, studio communications manager for Creative Assembly.

WP: Empire Total War marks the first time that the Total War series has had really intricate naval battles. Why have them now?

KB: Well, it's a combination of factors. One, we've wanted to do it for a while but the technology was ready now. Two, it's the period that's right for it. When you add naval battles to the game, you have to do it when it's interesting, enjoyable, and fun. The 18th century was the absolute height of cool naval warfare. You had this global arms race across the world's oceans, bigger and bigger ships, more and more cannons, specialized naval abilities for long-range ships and short-range boarding crews. It was a really cool and interesting period in which to add the naval combat to make it a very real and integral feature for Empire. From that perspective, it was the choice of the period.

WP: What kind of challenge was it keeping the same general control set for naval battles and land battles when the modeling of the battles is incredibly different?

KB: That's a very good question. Basically, in terms of the user interface and the way it works, we know that naval battles are new to even our most established, hardcore fans because we've never done it before. So to give them an entirely different interface and another way of doing things would be kind of like throwing them into the deep end all over again. It also means that the game is that much more accessible by keeping it common. It means you have to work on the mechanics and the input layer very, very in-depth. You look at it and go, "How can we represent this in the same kind of fashion - the drag and drop of units, the boxing select, the cards of units, the clicking of their flags and stuff like that - how do we then add the layer of naval gameplay, which is boarding actions, using anchors, different shot types, positioning sail and wind, and you kind of add those layers into the game.

One of the things that really helps us do that is we have a very complex and very realistic physics model beneath the surface of the game, which doesn't require the player to have a whole ton of new options but does mean things behave the way they should. That physics and weather model is common across the land battles and the naval element, so the way you handle that in terms of the UI in the game is also similar and common. When you add those kinds of factors together, plus a bit of our rather intelligent design as magic, you get that cool thing across the two.

WP: What about learning how ship battles really work? Did you watch a lot of movies, read a lot of books? What kind of research went into making sure you were doing it right?

KB: Good question, very good question. To give you an example, our guys have read a lot. We've got historians on staff, we've got people who know a great deal about naval warfare and naval battles. That's just stage one, the books, ok? We've got people who go out to real war reenactments, much like we're doing today, this afternoon, going out and firing cannons on these ships and stuff.

Thirdly, and to give you an idea of accuracy and how important it is for us to be accurate, we actually went to the National Maritime Museum in Greenwich in the United Kingdom, which keeps the schematics for how these massive 18th century wooden vessels were built. These are the blueprints, the plans, OK? We took scans of those plans and built in polygons what they built in wood, literally from the ground up. So we took their blueprints and built on them in beams and curves what they did with wood, right? And then we filled those beams and curves with true physics - imagine like, air pockets or balloons, right? - so that means the boat sits on the water correctly, it's the right size and scale, it's the right type of material, it's the right movement. That kind of emergent kind of complexity comes from getting all those factors individually right. Then you've got a boat that sits on the ocean, bobs up and down, it's the right size, the right shape, its physics behave realistically and you are true to life, and that is certainly how far we've gone in terms of making sure this is accurate and dead-on.

WP: Having an intricate physics model, you're modeling fire, you're modeling a lot of things. What kind of hardware is this going to take?

KB: In terms of hardware, the first thing, whenever we create a Total War game, we've got a lot of fans who've been with us since Shogun, and they're not exactly the kind of people who have Deep Blue, Cray-style PCs that are able to run everything at super full-spec amazing. So we make everything scalable. There are a lot of options in the game, much like many PC games - turn this off, turn this on - so you can get a good experience no matter what.

Second, we work with a lot of hardware partners to make sure that whatever combination of things you've got - this graphics card, that CPU - you get a decent experience out of the game.

And finally, like I say, we're always working, and it's a matter of professionalism, in order to make sure that it has as low overhead as possible for what it's doing. Of course, it's very true to say and honest and open to say that the better your PC, the better your experience. There's no way you can get around that, but at the same time, we make sure that it's a scalable thing so it's not asking for the world just to get the game to execute.

It's not a case where - because there are some people who will only play the campaign map. The graphically intense naval battles and land battles, some people will just skip all of that. They'll auto-resolve everything, and they'll only ever play the campaign so they need the experience too, just like the people who are absolutely hardcore and want everything on to play these massive-scale land battles.

WP: About the ships, you said that there are 12 factions in the game, so I'm assuming there are 12 navies that are playable. Do each of the navies have their own unique, do they share the same ships? And what about pirates and other non-playable factions? Do they have their own unique ships, or is it all shared?

KB: There are a number of ships which are common across certain regional powers, so for example, as you'd expect, European powers shared a number of different ship types. They had a standard ship of the line, which they built in certain Ratings - you have Sixth, Fifth, Fourth, Third, Second and First. The ships scaled based on their hull size, their crew and their guns, and that was true. It's historically accurate. Those ships are mirrored across different European powers.

However, you also have very, very different and very specific ship types based on the certain factions that you play. So you may find, for example, playing as an Eastern faction, you have a very distinct ship design based on different tactics, and I'm thinking here, for example, of ships like xebecs, which are unique to Eastern factions. They're very low in the water, very quick, they look like today's Olympic sailing yachts, and their job is to board, and their job is to get their crews on board very, very quickly. From that perspective, there are individual ships.

Then you add the layer of research on the top. You won't automatically have access to every ship that's available to your faction in the game; you've got to research those things in the technology tree. So when you get to the cooler, excellent long-range ships like we saw today in the rocket ship or, for example, the steam ship, those things are only available if you get right to the end of your naval tech tree. So they won't be common across all factions. You won't see every faction using all those things. Only if you've invested in your navy and done the research will you get those abilities.

WP: Whether fighting with the navy or fighting with land troops, how does ensuring that your troops survive help you progress in the game? What kind of veteran status do they have?

KB: Obviously, as your troops fight, as they win more and more battles, they become more and more competent and gain chevrons, so you'll see there's a little flag beneath their nation flag which tells you the unit's rank. The more battles he wins, the more experience he has, the better he gets. Now that depends on you as a general. If you're very foolhardy and just throw your guys into melee, they'll just get munched up by the enemy war machine, you're not going to see many of them the next day.

However, if you're very, very prudent and you know how to move your forces around a map, maximize your fields of fire and then finally close in for the kill when the enemy's been sufficiently weakened, you'll probably see a lot of those troops begin to fight the next day. That means, of course, that you'll begin to get really better in status armies marching across the map. The additional thing to mention here is that with the tech tree, you can research new drills and new formations, etc., for your troops, new abilities, and those are automatically rolled out across your entire army. So imagine you're researching a new firing drill, for example, and you've got guys fighting for you for 25 years, they'll automatically get access to that, along with being veterans, so they'll become very, very hardy opponents for any opposition you find.

WP: You've changed how the AI works for Total War. Can you explain that a little bit?

KB: Yeah. That's a massive overhaul. We scrapped the AI system and wrote it again from the start. We used to use what was called a state-based AI approach, which is very much like a chess game. It does A, then B, then C. Now we're using a system of goal-oriented action planning, or GOAP, which basically means that the AI is constantly looking at the status of forces on the battlefield, which of course, is resources, and it's got a list of jobs. Like, imagine you've got a list of post-its on your desk, and this is the number one thing I've got to do today, and this is the second. It moves those things around based on what's happening. So let's say its general is safely at the back of its army, right? And you're fighting very well and suddenly you outflank him. You come right around from the back, and there's a real chance that its general is in danger. The post-it note that says "Protected the general" goes from seventh to first, and then it looks at its resources and goes, "I've got artillery crews, I've got cavalry, I've got infantry. How do I achieve that objective now?" So what that means is you get a lot more dynamic backward and forward gameplay with the AI reacting to the things you're doing in real time, rather than going "I've got to do A, then I've got to do B," and if you interrupt it anywhere in that cycle, it doesn't get to the next step. Now, it's constantly looking at what its priorities should be to achieve its objectives and basing its movements and its actions around that exact thing.

WP: So it's more like fighting a real human.

KB: Really. Yeah, yeah. Much, much more so. In some cases, more difficult. Fighting dumb people is easier than fighting the AI, from some perspectives.

WP: Is there anything about the game that we haven't talked about that you wanted to add?

KB: Obviously we mentioned a little bit about The Road to Independence today, which is a brand new, standalone campaign mode, separate to the grand campaign. It's narrative-driven, story-driven, which we hope will bring new people into the game and also satisfy our older fans with the new experience. In addition, I think I'd like to mention that it's the biggest campaign we've ever done. You're covering three massive theatres, we've got the most detailed and largest map we've ever had, and finally, but we're now giving away the farm, we're adding multiplayer modes and doing a lot there, which our established fans have asked us for, for quite a while. So hopefully it'll certainly our most ambitious, hopefully it'll be our most successful title to date.

Empire: Total War has already been secretly in development at The Creative Assembly's Horsham studio for over a year and is priming its forces for a release in Feb. 2009.
http://www.worthplaying.com/article.php?sid=57916
y otra entrevista a ...
Categoría: Discusión general
emo
Empire: Total War Exclusive Preview: The Road to Independence, Multiplayer, and Hands-on Naval Combat

By Jon Miller, GameSpotPosted Dec 1, 2008 5:58 pm PT

We explore every facet of the largest Total War game to date.

In Empire: Total War, your fledgling nation will do battle by land, by sea, and, if you don't want to get your hands dirty, by diplomacy. We've closely followed the progress of this upcoming strategy game over the last few months, and we recently sat down with developer Creative Assembly for new details on the Road to Independence single-player story mode, as well as multiplayer. But first we got our hands on the game's naval combat--the first true real-time naval combat included in a Total War game--and lived to tell you about it.
Creative Assembly's main focus for naval combat, just as with traditional land-based combat, is keeping the action accessible. The Total War series has made a name for itself by featuring massive battlefields teeming with thousands of individual soldiers, but at the same time ensuring that each unit group is easy to control. Though it is possible for large-scale naval battles to include entire armadas of warships for multiple factions, the battle we fought featured the British versus the French, with each faction assigned two frigates and two sloops respectively. On an even playing field such as this, Creative Assembly wanted to ensure that sound use of tactics and the ability to harness the wind would decide a winner.

"The wind plays a huge role in naval battles so it pays to sail with it, rather than attempt to maneuver against it," says Mark Sutherns, associate producer. "Always consider range and effectiveness when selecting shot types to maximize their impact. Always be mindful to keep your own ships out of each other's cone of fire. I've seen many an 'own goal' take place because of a stray cannonball crashing through the deck of a fellow ship! Finally, try and take out the enemy's admiral early to give the fleet a big hit in morale."

A simple heads-up display tells you the direction and strength of the wind as well as the weather. Across the bottom of the screen, you see the unit types available, and as in past Total War games, you can simply click on a unit's icon to select it, and then click on a location to move to it. In addition, you can turn you ship on the fly if you would like to avoid, say, a row of guns bearing down on you. A cone-of-fire icon displays your firing range and radius on both sides of the ship. As for your own firing options, you can choose a standard shot meant to damage the hull; a chain shot aimed to take out the ship's mast, rendering it immobile; and a grapeshot fired across the deck in order to take out the enemy crew. To do maximum damage, you want to maneuver your ship across the bow or stern of your enemy, avoiding his broadside guns while bringing your own guns to bear. It's your responsibility to load the guns on both sides of your ship, and there is definitely a thrill in unleashing an entire broadside barrage upon your foes. In a particularly heated battle will multiple ships to control, you can assign your guns to fire at will.

Of course, this is all a lot easier said than done, and a sophisticated computer AI will punish you for tactical errors. If you do manage to incapacitate a ship, it may be best to attempt to board and capture it, rather than sink it to the depths of the ocean. The Ottomans were well trained in hand-to-hand combat and are adept at boarding, as is a contingent of British marines. Captured ships are immediately added to your fleet, and you steal any enemy technology on board. Many battles will be won or lost by research and technology.

"A personal favorite is the Rocket Ship," says Sutherns. "This late technology launches a fiery projectile that, if not contained, can burn out of control on the wooden decks. If the fire reaches the powder keg below deck, it can also trigger a powerful explosion. It is advisable to keep well clear of the flames however, as a strong wind will happily carry the destruction over to a passing vessel."
Thankfully the French were not armed with such wicked weaponry, but they were victorious nonetheless. Though we were defeated, the point-and-click commands were simple and easy to use, and just as in past Total War games, they allowed us to focus more on tactics, however flawed they may be.

Another new addition to the Total War series is a narrative-driven single-player campaign called The Road to Independence. In it, players will wage war in three different episodes as the Americans, growing from a group of defiant colonies to world power.

"This is a great starting point for newcomers to the series, as it gradually introduces the Total War experience across three compelling chapters," says Sutherns. "The Road to Independence sees you taking charge of the foundation of Jamestown as the British, all the way through to acting as Washington and removing the evil tyranny of Britain from the United States. It's a mission-based campaign set within a strong narrative structure that gives a brand-new experience to our established players and new initiates alike."

In the first episode, you play the part of British colonial settlers and establish Jamestown. Hostile tribes of natives are constant threats, as are the lack of resources. The second episode sees you take charge of the British forces in the French Indian War as you attempt to drive the French from the continent. The final episode introduces the American faction as the new country declares independence and breaks free from the rule of the British. New players can use this mode as it introduces tactics, diplomacy, and research, while veterans of the Total War series will appreciate the inclusion of an engaging narrative to follow.

It does remain to be seen, however, if such a campaign will be included in the multiplayer modes of Empire: Total War. Long have fans craved an online multiplayer campaign in addition to historical battle scenarios and siege games. While Creative Assembly has yet to announce such a mode (if one even exists), the studio has made it clear that it listens to its fans.

"A multiplayer campaign is something that we have considered for each of our Total War games, Empire: Total War included and this would certainly be something that we'd love to introduce so we'll see," says Sutherns cryptically.

We do know that Empire will include multiplayer naval battles, and that Creative Assembly is utilizing Valve's Steamworks for seamless matchmaking and downloading of new content.

Not that Empire will be short on content. This is the largest Total War to date, with a campaign map that encompasses most of the globe, focusing on North American, European, and Indian theaters of war. Creative Assembly utilized NASA satellite data to create what is says is not only the largest map, but the most detailed.

"From the outset, you will notice that we have moved many of the resources outside of the city walls and onto the map," says Sutherns. "Farms, ports, villages, mills and universities all have their place and can all fall victim to a rampaging army if you don't leave your city walls to defend them."
City management, diplomacy, and subterfuge will continue to play their respective roles in Empire. Micromanagers will be able to set tax rates by region and by class. If you play as the American faction, for example, you may wish to raise the taxes on the lower classes in the industrious north, while raising the taxes of the rich plantation owners of the agricultural south. Gentlemen can be placed in universities to further your faction's research or steal research from other factions, says Sutherns. And if an opposing general insults you? Engage in a one-on-one duel of pistols, an excellent way of dispatching important enemy leaders without engaging in all-out war.

From what we played, Empire: Total War looks to be as ambitious as its predecessors, and fans of real-time strategy and empire-building genres will have their hands full when it's released next February. Until then, prepare your bayonet.

http://www.gamespot.com/pc/strategy/...opslot;thumb;2
Empire: Total War Ex ...
Categoría: Discusión general
emo
UK, December 1, 2008 - Since the turn of the millennium the Total War series has dominated the landscape of strategy gaming with its bold, brilliant depiction of battlefield combat, serving up scintillating siege warfare and sprawling turn-based campaign maps. Yet despite its impressive array of features, there's always been something missing - naval warfare. Indeed, there's not so much as a whiff of giant galleons sailing the seas in either Rome or Medieval, so after an almost nine-year wait that's all about to change. With Empire: Total War, The Creative Assembly's latest strategy epic, set between 1700 and 1800 there's tremendous scope for war to spread across the water, something we experienced first-hand when we visited the developer
First off, let's get the numbers out of the way. Empire's sea battles are impressive skirmishes with up to 20 ships fighting on each side, with numerous factions engaging simultaneously. While this number may sound modest compared to Total War's land battles, which typically involve thousands of troops, the slower, more considered pace of the naval conflicts – and the impressive attention to detail – more than compensates for the lack of numbers.

Controlling your fleet couldn't be easier with individual ships selected by clicking on the corresponding icons at the bottom of the screen, after which orders are issued using the simple, intuitive command interface. Successfully navigating your fleet is anything but easy though, as you have to factor in wind speed and direction when moving your ships into position. Add the task of lining up each vessel's cannons to accurately fire off a volley and there's a stiff challenge in store for any fleet leader.

Indeed, navigation certainly took some getting used to and our first attempts at bombarding the enemy resulted in farcical, wayward shots plopping harmlessly into the sea while the remainder of our fleet meandered across the waves in the opposite direction. Although our skills as a wannabe Napoleon were partly to blame for the poor show, it's also due to Total War's tireless pursuit of battlefield realism, which means pretty much everything – from the height of each ship's mast and the size of their hull – affects the manoeuvrability of your fleet. The good news is that it gets considerably easier with practice and within an hour we were ordering our ships around with precision and speed.
Each battle begins with a strategic set-up phase, during which time you and your opponent place your vessels in preparation for the forthcoming conflict – a bit like playing Battleships, only with more ships and more freedom. Once the hostilities begin it's down to you as a tactical genius to outwit and out-manoeuvre the enemy. You see, most ships are fitted with cannons along each side of their hull, meaning you have to present the largest face of your ship as a target in order to fire. True, some of the larger craft also possess forward-mounted weapons, but these are more of a rarity out on the high seas. In addition there are three shot types to choose from and each is useful for a different purpose: chain shot is a medium-ranged round ideal for bringing down the masts of an enemy vessel, rendering it a sitting duck for the remainder of the battle; cannonballs are effective at knocking holes in a ship's hull; and lastly there's the grapeshot, which is perfect for taking out an enemy's crew. Each shot, down to every resulting splinter and shard, is given its own physical property too, with explosions created on the fly to create the most authentic battles we've seen in a Total War game yet.
To fully appreciate the visual splendour of these naval battles it's best to zoom right down into the action. Up close every last detail is clear to see, from the crystal clear waters on which your ships bob up and down to the foam that forms on the crest of each wave. The level of detail on each ship is equally impressive, with hulking galleons crawling with crew and soldiers – the bigger ships carry over 200 individuals, all kitted out with the correct gear. Move the camera in close and you can see cannon crews hurriedly reloading below deck between barrages, while up top men rush about their business with military precision. The battlefield is further brought to life by dynamic weather effects and skirmishes that begin in searing sunlight often end in a torrential downpours, with swirling winds making accurate navigation and cannon-fire almost impossible.
The presentation is all the more impressive during a battle, with metal shot pummelling the hulls of ships, sending wood splinters and injured crew in every direction. This level of visible damage makes it easy to track how much damage a particular vessel has taken, plus there are three damage meters – one for the mast and one each for the sides of the hull – that enable you to keep tabs at a glance. Sails are harder to target of the two, though if successfully destroyed even the most powerful vessel is rendered virtually impotent, unable to move or turn. Likewise, if a hull is fully breached the ship begins to take on water until it completely sinks. Having said that, you don't need to sink an enemy vessel in order to defeat it – take out an enemy's sails and you're able to close in, using grappling hooks to send your men onboard to engage the remaining enemy forces in hand-to-hand combat. It's impressive stuff and with such a wide range of tactics on offer, from attacking from afar to getting in close and slicing the throats of your enemies, there's plenty to get stuck into.

With two months remaining before Empire's release the new 3D naval battles are showing ample promise. Having resisted the temptation to simply recreate land battles at sea, The Creative Assembly has done an admirable job in forging a new kind of gameplay experience. Although they're initially confusing, naval battles slowly morph into tense, highly tactical slugfests. The impressive number and variety of ships also adds a great deal of substance, with vessels ranging from small, single mast sloops to hulking 120-gun admiral ships. Our only concern is the need to micromanage your ships' cannons – you must manually order each side of every vessel's hull to reload after firing, unless you order them to fire at will. While this worked well during the smaller battles we played it remains to be seen how manageable this mechanic will prove during some of the larger and more intense sea-based confrontations.
While naval battles may be Empire's most highly anticipated new addition, it's certainly not the only feature to be getting excited about. The campaign map will be the largest in the series' history, spanning from India to the America, while land battles are set to bring new tactical elements to the Total War table thanks to the prominence of muskets and cannons in the 18-19th centuries. And despite some niggles which require attention before release, Empire's naval battles are showing enough promise to suggest that they could add yet another layer to the already unrivalled strategic depth of the Total War franchise. It may have been nine years in the making but Total War's first attempt at sea-based combat looks as though it'll have been more than worth the wait.
http://uk.pc.ign.com/articles/934/934366p1.html
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Categoría: Discusión general
emo
The main thing about being an 18th Century admiral is that it's a bloody complicated job. We mean this literally: it's bloody, and it's complicated. Life is hard enough when you're ordering troops about on dry land, but at least the basic principles are fairly obvious. You get your blokies and horsey-men (those are the technical terms) into a good spot, then you shoot the enemies with your boom stick, or twok 'em with something heavy and sharp. When you're out on the water, you've got to contend with a choppy and unpredictable sea. Your movement is largely governed by the wind. And on top of that, you've got to deal with the fact that most of your cannons fire from the side of your ship. From the side! How mental is that?

Okay, so that last paragraph is a gross oversimplification of the truth. In fact, it's not even remotely accurate - and it's a lousy piece of journalism to boot. For starters, manoeuvring your "blokies" on land is obviously a lot more complicated than we just implied - consider the fact that the performance of a regiment of musketeers will vary wildly depending on their formation, and who they're fighting against. Still, the fact remains that naval combat is a complex business. Budding captains will swiftly learn that there are lots of things they must keep track of. And since this is the first time that sea battles have appeared in a Total War game, the challenges will be fresh for everyone - even veterans of the series.
If you think naval warfare sounds like a difficult proposition from a gamer's point of view, spare a thought for Creative Assembly, the guys who actually had to design and code a system to support these battles. No-one would question the developer's skill, nor their enthusiasm for taking on such a task - but it's still a lofty goal. And yet we're happy to report that they seem to have nailed the job - on the basis of what we've played so far, at any rate.

We were lucky enough to be among the first group of hacks allowed to try our hand at boat-based multiplayer skirmishing. The setup for our battle was a two-on-two rumble-en-bateau, with each nation taking control of three ships. We were given charge of three Ships of the Line - heavy duty war vessels, bristling with cannons. Two of these ships were listed as being third class, the other was top-of-the-range first class - the heaviest-hitter of the trio. In the final game you'll see up to 20 boats for every nation joining the rumble, but three vessels was more than enough responsibility for an initial test run.

As with standard land-based combat in previous Total Wars, you'll begin by arranging your forces in a brief deployment phase. The playing field (well, the sea) is divided up into set zones for each participant, and within this space you're free to place and swivel your ships as you see fit. Ideally you'd want to do this quite carefully, but since we were fairly certain that the fight was about to turn into a massive free-for-all (it did), we just plonked our vessels down and got ready for a scrap.
The first thing you'll learn in Empire's naval battles is that positioning is absolutely key. Since you'll be launching your attacks from either side of your vessels, it's really important to keep your enemy in the right place. This is easier said than done, since large ships tend to take a while to turn around. As you might expect, you can guide your tubs about by simply clicking where you want them to go, but you can also get them to turn about via icons on the left side of the screen, or by repositioning a basic hull outline that appears when you hold down the right mouse button. It takes time to get into a given spot, so you have to keep an eye on both where you opponents are now, and where you might be in a few moments time.

This need for careful timing is equally applicable for the firing of your cannons. While you can happily leave you forces on an automatic-attack setting, you'll often want to take charge for yourself. Another set of icons to the left of the screen will allow you to switch between ammunition types, while two large buttons will give you manual control of the guns on either side of your selected ships. Clicking once will ready the cannons and summon a white targeting arc from the side of your boats; a second click will open fire. Since it takes a fair while to reload between shots, it's a real necessity to make every shot count: the two skirmishes we played were packed with tense moments where we waited for our rivals to sail into the exact position that we'd receive the most damage.

The focus on precision means that a well-timed attack is extremely satisfying - particularly since there's a massive impact depending on your choice of ammunition and where you hit. Standard cannonballs have the longest range and are good at putting holes into hulls, while grapeshot will wipe out your opponent's crew, provided you can get close enough to use it. Meanwhile the middle-range chain-shot is excellent for taking down masts, crippling your enemy's ability to move. Ships will be affected differently depending on where they are hit - so while you might think it makes more sense to hit your rival's flank, firing down the length of a boat is more likely to take down sails and kill off sailors.

This location-based damage means that each of your units has three energy bars - for the health of its sails and for the left and right halves of its hull. The latter are fairly self-explanatory, but it's equally important to look after your masts - otherwise you'll end up stranded. One nice touch is that you can choose how many sails you're using at any given time. Unfurling everything will let you bomb along at speed but it'll also make you far more vulnerable. However you choose to sail, you'll have to contend with the wind. While Creative Assembly has tweaked the realism a bit here to make things more playable, you'll still find it hard going to head directly against good old Mother Nature.
The end result of all these considerations is that your ships feel like precious, valuable units. We're sure that things will become more natural once we've played a few more battles, but in the skirmishes we tried we loved the way that your tactics are inherently woven into the status of your units. If you've taken damage on one side, you'll have to try and keep all hostile forces in line with your stronger half. Or if you find a ship totally immobilised, as happened to us in our second fight, you'll still be able to affect the battle: we waited until our enemy was about to board us, then we ripped into his crew with a full swathe of grapeshot. This being a Total War game, you can also zoom right into the game models to watch the action from up close. Even when you're taking an embarrassing beating, you'll be able to watch on as tiny little sailors swarm over your boat. Oh, and when ships get plugged full of holes, they'll take on water and sink in accordance with where they've been hit. It looks incredible, particularly when your poor seafarers start jumping overboard in desperation.

The previous Total War games have been absolutely massive affairs and Empire will be no exception, with at least 12 playable factions from the get-go and a veritable banquet of diplomacy, dishonesty and dismemberment, spread across three theatres of war. This was our first hands-on with the game, so there's still a huge amount for us see - but it was nice to see how naval combat will add a completely new flavour to the familiar mix. We're expecting great things from this game, because when it comes to strategy battles of this kind of scale, it's arguable that no-one does it better than Creative Assembly.

Empire: Total War is due for release on PC on February 6 2009.
http://www.videogamer.com/pc/empire_...view-1390.html
y el ultimo video en alta calidad
http://www.videogamer.com...war_campaign_trailer.html
Videogamer Empire: T ...
Categoría: Discusión general
emo
hola hereje
no es por nada pero........ no hay demasiadas regiones? no seria mas factible poner menos y usar la opcion de poner ademas de la ciudad o castillo correspondiente algun o varios fuertes en la misma , y poner menos regiones?


saludos
La_Reconquista: Medi ...
Categoría: Tierra de Mods
emo


The EB team is pleased to announce the last major release for EBI. EB 1.2 introduces a new client-ruler mechanic, fixing the unfortunate bugs that were associated with the last version. Also included is the Punic Voicemod, the language of the Phoenician inhabitants of Carthage.

We hope you enjoy this final release for EBI and that it will keep you busy while we work on bringing you EBII for M2:TW - Kingdoms.

fuente
http://www.twcenter.net/forums/showthread.php?t=207235


He unido este mensaje al hilo de Europa Barbarorum. Aunque ya estaba la información en el post de Thormes, me parecía mal volver a borrar uno de sertorio (parecería que tengo manía persecutoria :mrgreen: ).
CeltiberoRamiroI
Europa Barbarorum
Categoría: Rome Total War
emo
(HG)Hereje escribió:
No no, es que resulta que la gente del foro nos decian cosas y cada uno queria que saliera una cosa distinta y que si discusiones que si poblemas, sugerencias..hasta que al final borre todo y lo dejo para cuando saquemos previews y algun que otro tema para comentar el avance. Pero no, no lo hemos acabado, estamos aun poniendo regiones en el mapa. Tenemos unas 100 puestas, cuando acabemos sacaremos el 1º preview con las facciones y sus escudos, mapa de campaña y algo de diseño. ;)



joer menos mal ,con las ganas q tengo de probar un buen mod sobre la reconquista , animo
MOD DE LA RECONQUIST ...
Categoría: Tierra de Mods
emo
ya lo habeis terminado ?
el foro esta vacio , ni un post
MOD DE LA RECONQUIST ...
Categoría: Tierra de Mods
emo
En vista del interesante debate que se ha generado he pensado que sería mejor desarrollarlo en un hilo propio




Square Formation
A defensive posture for musket-armed infantry units, creating an impassable wall of steel to fend off cavalry attacks.

As the name suggests, this is four two- or three-rank lines of infantry arranged as a hollow square, with everyone facing outwards. It is a version of the obsolete pike “hedgehog”, making any cavalry charge a suicidal exercise. Bayonets are fixed to muskets when appropriate and possible.

Forming a square requires good order in the ranks. The outer companies of an infantry unit in line have to “fold back” to form the sides and back of the square, without losing cohesion in the process. The unit colours take up station in the centre, a final rallying point should the square be broken. It is also possible to form larger squares with more than one unit.

The square is, of course, a tempting target for enemy artillery. Whether it is better to form square in the face of cavalry and risk an artillery barrage, or stay in line to mitigate artillery fire and risk a cavalry charge can be a tactical conundrum!

Theoreticians argued infantry could defeat a cavalry charge by firepower alone. Brigadier General Richard Kane (later Military Governor of Gibraltar) remarked, “If a body of Foot have but Resolution and keep their Order, there is no Body of Horse dare venture within their Fire…” but for him that fire was to be delivered from a square, not a line. He was arguing for discipline as the key to success.

La formación en cuad ...
Categoría: Discusión general
emo
Creative Assembly's come up with an episodic Empire: Total War campaign to placate gamers who demand structure and direction:

Alongside the open ‘Grand Campaign’ game mode now sits the groundbreaking ‘Road to Independence’, a brand new episodic campaign which will gradually introduce newcomers to the series to the incredible size of the Total War experience, as well as giving Total War veterans a new way to experience the game. The ‘Road to Independence’ mode is broken down into 3 episodes. Each of these episodes tells a part of American History, while introducing gameplay mechanics through a strong narrative structure.

Episode 1: The Founding of Jamestown

The first episode tells the story of the establishment of Jamestown by the British Colonial settlers. The main objective of this chapter is to develop Jamestown, a fragile settlement, to a self-sufficient colony. While doing this the player must protect the colony from the constant threat of hostile Native American tribes.

Episode 2: The French Indian War

The second episode is set during the French Indian War, when the French and the British were fighting for control of North America. Playing as the British Colonial settlers, under the leadership of George Washington, the player will be introduced to diplomacy, offensive tactics, and siege battles, in order to eventually drive the French out of North America.

Episode 3: The American Revolution

The third and final episode of the ‘Road to Independence’ introduces the Americans as a playable faction, and the player is in charge of the new North American army whose purpose is to force the tyrannical British from the country. Introducing the player to the research section of the game, as well as the diplomatic maneuvers required to drive the British away from American soil will put the player to the ultimate test and will prepare them to take on the ‘Grand Campaign’
fuente
http://ve3d.ign.com/articles/news/43006 ... dependence
Empire: Total War - ...
Categoría: Discusión general
emo
When Empire: Total War ships in early February, it will include a new type of mode for the series--the Road to Independence, a story-driven campaign centered entirely around the American Revolutionary War.

At a recent event, I got the chance to speak with developer Creative Assembly's communications manager Kieran Brigden. We went over the new mode, and of course talked about the game in general. The interview also covers how Creative Assembly approaches these projects--and where the studio might go in the future.

Shack: Can you explain what the Road to Independence campaign entails?

Kieran Brigden: Road to Independence is a story-driven campaign that sits alongside the grand campaign. It's another campaign for you to play in the box. It's separated into three chapters, so if you imagine it like, the first timeline, kind of comprises of the foundation of Jamestown by the British, the defense of those new colonies, surviving the winters, and defending your people essentially.

We haven't made it accessible by "dumbing it down." We've made it accessible by removing a lot of the micromanagement.

You then go into a second phase, which is the battle to remove other European powers from the sphere. So you've got George Washington fighting on behalf of the British as a Virginia colonist, not as a Brit but as a Virginia colonist, and you've got to get the French and everything else alongside the Brits out of North America. And then finally you move into the last phase of the campaign, which of course is Washington and the revolutionaries kicking the Brits out of North America and establishing the thirteen colonies as an independent nation.

Now what that means in real terms for players: it's a focused, goal-driven campaign. So you've got a number of resources, there are certain options available to you, and you always know what your next move is and why. So you're not going to go, I need to achieve this objective, maybe I'll attack this, defend that, make this treaty or whatever. The point is, that decision is made for me by the timeline in which I'm playing.

So it's a nice introduction for people who haven't yet played Total War games. It's also a really cool way of playing through a very interesting story. So in that respect, we hope it'll offer something new for both parties.

Shack: Is this an attempt to appeal to North American audiences with a game that otherwise would mainly be about Napoleonic, European power? I mean, we're not all exactly history majors over here.

Kieran Brigden: A lot of people are sort of saying, "You're doing it to break into America," and that kind of thing. Yeah, it works, in that it's something familiar to Americans
But it's also the first Total War game that features America as we know it. So it makes thematic sense to have it in there. Additionally, it's something that we think is a very, very interesting story to tell that fits with the narrative of the period. The period is one of colonization, revolution, independence, and nothing really tells that story as well as the American people's road to independence, starting out as literally a colony, no taxation without representation.

Hopefully it will appeal to Americans, but we know a large number of our fans in Europe are really keen to play the story-driven campaign. They're not like, "Oh, it's only for Americans." It's a story, it's a campaign based in history which they want to play through.

Shack: And the European powers were involved as well.

Kieran Brigden: Exactly, they were involved militarily. So it's one of those things that we think will appeal to a lot of people.

Shack: How much do you guys think of appealing to a wider audience as the series goes on? I know with Rome you made some adjustments to speed up gameplay. How much do you guys struggle with that? Because I know I'm sure you're all fans of historical realism in some sense, but you also have to make concessions for gameplay.

Kieran Brigden: The thing is, we make games, right? We don't do history simulators. So the fundamental thing is, is it fun to play? We never throw history out the window--we are always aware of what the historical constraints and flares are, things that are cool about that period, and the kind of mechanics that introduces.

But at the end of the day, blah blah blah, etc, it's a game. It has to be fun to play. A good example of something that we took out, that we would have otherwise instituted--tacking on ships. When you sail diagonally to the wind. That's true, you do it, it makes your ship faster and so on, but it was a pain in the ass to play. So we were like, you know what, we're not going to do that.

So what I mean from the design perspective--you're saying, as we get bigger and bigger, are we torn between the fact that we have this sort of established, hardcore historical fan base, and at the same time we have this business pressure to make numbers, and so on and so forth?

But I would like to say, on record, that we never "sell out." We never just go, "Oh, we're going to churn out another one, and we're going to make it so broad-brush that it's for everyone, and nevermind our real fans." We've got people that still write to us or email us that have been with us since Shogun, and they're always a key factor in what we do.
Total War is kind of a gameplay mechanic, a concept, you know? The interface we use, the turn-based strategy, the real-time battles. We apply that with modifications and extensions to whatever period we want to do and evolve it every time, so it gets that one step better. And certainly one thing that's really cool about Empire--it's more the subject matter and the achievements we were able to make graphically and gameplay terms that entice new people.

And that's the way it should be--it should be a case of other people looking at that and saying, "Hey, that's pretty cool, I'm gonna pick that up and try that." This is the most accessible Total War game to date. We haven't made it accessible by "dumbing it down." We've made it accessible by removing a lot of the micromanagement.
Shack: Can you share an example of where the micromanagement has been reduced?

Kieran Brigden: So you don't individually tax different provinces anymore, you don't have to recruit armies in different cities and then annually get then manually get them all to march to a destination and join them up. You can just go to your general, and go, "I want this, this and this," and then they're built all around him and they automatically come to him.

History is infinite.

It's little things like that that make a very big difference to new players. So they kind of pick it up and go, "Alright, I expect it to be like this. Oh, it is." And that's how you broaden your scope and appeal to a new audience, and you remain, I guess you'd say, artistically sincere.

Shack: Speaking of Shogun, the way soldiers will duel in the middle of battles is right out of that game, isn't it?

Kieran Brigden: Yeah, yeah. There's a lot of things that we progress through, and then look back to, and go, "You know, we could do that really well." And then we look back and go, "That was a cool feature, and you know what, it works for this time period." We never forget our back catalog.

The guys--we have a really, really good retention rate at Creative Assembly. It's a company at which people really, really like to work. Certainly I'm privileged to work alongside some bloody good coders, some great writers, designers, artists, sound engineers and the lot, who have been there from the very beginning. So they've got, I guess you'd call it a "corporate memory." We've got a corporate memory that goes back all the way to our first titles. We're not a studio that just kind of empties the staff out every five years and then kind of pumps out a title.

We take real pride in evolving the series and taking in stuff that we used to do, that we can now polish up and make it even cooler, and dueling is a great example of that. And in the future you will hopefully see the exact same thing in future Total War titles. And that's something that I think we should be proud of.

Shack: In terms of system requirements and scalability, what should users expect from Empire? What was this demonstration running on?

Kieran Brigden: At the moment it's too early to give specs, definitive specs, because we're pre-beta. First thing and biggest thing, it's not a DirectX 10 only game. It's compatible in DirectX 9, so you don't only have to have a DirectX 10 card.

Second, we again talk about the fan base and where we come from--we've got people that have been with us for a very long time, and they may not have the latest high-end system, so we do a lot of work in terms of the way we code the games, and make sure it works with any combination of hardware you've got. We want you to be able to get a decent level of performance out of whatever kind of kit you have--within reason, obviously playing it on a 386 might be a bit difficult.

We also add a huge amount of scalability to the game, so there's a ton of options, just like with any PC title--turn this on, turn this off. If you want beautiful naval battles and an ugly-ass campaign map, you can do that, not a problem. So we make sure it's scalable from a user's perspective. And we're continually working with all our hardware partners to make sure we run as best we can on everything.

It's a challenge for our programmers, who are professionals in their field. We don't do "bloatware." The guys don't go, "Oh let's just do this, it's cool." And then it just runs crap, or you need Deep Blue to run this game. It's a matter of professional pride, that they try and make these things scalable and work with a number of different PCs. The de facto answer at the end of the day is that the better your PC, the better your performance, as with all PC games. But in real terms, we want to make sure it's playable across a number of different machines.

Shack: One of my favorite things about Total War games is going back to them five years down the line and turning everything up, playing battles with a million guys--

Kieran Brigden: Isn't that cool though? [laughs] You talked about the PR rig, what we're playing on at the moment. So the PR rig's not massive, it's not a massive, huge $20,000 gaming PC or anything. But I fired up Rome on that the other day, and I set everything to maximum, and when I auto-resolved my turn, it did the AI in like a second. And I was like, what the hell?! [laughs]
It's cool that you can go back to our games. We want to make sure that they're scalable upwards. If you've got an average PC now, you can play our game and enjoy our game. Three years from now if you look at your stack of CDs and DVDs, and you go, "Hey Empire, maybe I'll give that another go--oh my god." That's the kind of thing we want to go for.

Shack: How do you guys ultimately make the decision to go with one historical period over another? Can you share any that you considered this time around, but rejected in favor of Empire?

Kieran Brigden: Total War games need to feature several key things. It needs to be a period of competition. There need to be a number of different nations or factions which could rise to prominence. You can't have a bipolar or a unipolar world. It's no fun. You've got to be able to just take a nation, and even if it's not your task, know that you stand a chance of creating a superpower.

The second thing is, there has to be a period of change. It has to be a time in which technologies progress, the world changes, allowing you to incorporate new functions, new techniques, to really give a sense of progress to the player. You're not just doing the same thing for 10, 20, 30, 40 years. And those mechanics are absolutely integral to what we choose for a Total War game.

But finally, it's what's fun. It's an era that's fun. The reason the 18th century is so cool as an era is that--most people go, we're in the 18th century, and they go, "What? That was like Darwin, right?" And you're like like, "No, we're in the age of the tall ship. Pointy hats, guys, corner hats, muskets. It's the American Revolution, it's all these different things." And suddenly they fall in love with the romance of the period. And certainly for me, beyond other Total War games, the reason Empire works as a time period and the reason it was the right choice as a theme, is that it's romantic. There's a real sense of that Master and Commander, other side of the world thing.

Shack: I've read almost every book in that series. It's great stuff.

Kieran Brigden: Exactly. Stick your guys on the ship, you sail yourself to the edge of the known world. Suddenly there's a French fleet off the coast of South America, your guys are bracing eachother along to the colonies to try and desperately resupply something that you just built there.

You get a real sense of the kind of adventure and expansion. And the map physically changes as you progress--we've now taken buildings outside of cities, so you build on the region, rather than just having one city, you now have a farm, or a mine, or something like that.

Shack: That's a little bit like Civilization, in a way.

Kieran Brigden: A little like that, yeah, where you can see the growth in the region, and its profitability and its relative wealth based on its industrialization. And the physical world will change around you over time, it's not just a case of a capital city getting slightly larger. It's a case of the world actually changing, other mills springing up, farms getting larger, cannon foundaries appearing.

And you start to find shipping lanes, trade routes becoming really busy. And there's that element of, I wonder where they're going--you see a massive Dutch fleet kind of sail off into the horizon, you think to yourself, "Where's that going? Is that headed for me? Is that headed to establish a new colony out somewhere in the Indies or whatever?" That sense of exploration and excitement is absolutely key to this period, and that's one of the reasons we chose it.

Shack: So you guys have now covered a lot of the more popular historical periods. Do you feel limited as far as where you go next? Or do you feel like you still have a lot of options?

Kieran Brigden: History is infinite. Just because it's a known quantity doesn't mean it's a finite resource. Imagine it like this--you take 100 years, and you do it in six month season terms. What if you took a year and you did it in days? What if you took a hundred years, or a thousand years, and you did it in centuries? There's a million ways to approach this.

And if you look at something like Shogun for example, you're concentrating on families, on abilities, feudal daimyos waging for the Shogunate. And then you go up to something like Rome, major families competing for power and establishing SPQR. And then you go on to something like Empire, where you've got known, established nations competing with one another.

Shack: It's sort of reflected in the map size between games, the zooming out or zooming in on specific territories.

Kieran Brigden: Exactly, exactly. You can look at history in any way. You can look at it as prominent families, you can look at it as nation states--a huge variety of topics begin to come into play. So in terms of where we go next and what we do, timeline wise, some people are like, "You've got to do the 20th century, you've got to get into the 1900s, you've got to do this, this and this." And that's possibly true, right?
But we constantly review our options, and like I said, we look at what's fun. What's cool? Where can we add value? Where can we do more? And where can we basically meet all the criteria for a Total War game? Where do you feel like as a player that you've got a damn good shot at taking on the world against all these other powers? And where do you see a difference between in your armies and in your cities as you play? Those things have to be met. And for me, the 18th century is something I wanted to do for ages, because I think it's absolutely cool.

Shack: Creative Assembly already has a console division. Would you consider bringing the franchise to consoles in the future?

Kieran Brigden: It's an interesting idea, it's an interesting concept. We'd need to work out a way the way in which to approach it and the best way to do it. It's certainly not something we've written off, I'll say that.

Like you said, we have a very active console team, we're still producing console titles. If we decide to do Total War on console, then of course.. you will know about it.




http://www.shacknews.com/featuredarticl ... 044&page=2
nueva entrevista a k ...
Categoría: Discusión general
emo
no es por nada pero creo que son demasiadas facciones , los turnos seran muy largos
La_Reconquista: Medi ...
Categoría: Tierra de Mods
emo Heidi Klum nos enseñ ...
Categoría: La Taberna del Celta
emo
John Paul Jones?
Trivial de preguntas ...
Categoría: La Taberna del Celta
emo
[youtube:1l3bvyn2][/youtube:1l3bvyn2]
La Crisis actual exp ...
Categoría: La Taberna del Celta
emo
navegando he encontrado esto , espero que os sea de utilidad:
Hello everyone. I'm glad to tell you that a tool has been recently released.

The aim of this tool is to make mapping easier. You can create a entire map with just the tool : new settlements, map from scratch, changing heights, moving characters etc.


For now the tool is in French, and this is just a open beta (v 0.2.1), so not everything can be done with it, but be patient this is just a question of time

A english translation will come if we have enough asks.


Links

Download the tool (In French - Original Version)
More informations on the french board
Download English version

Tutorial for Geomod : Adding a new settlement. By Nakharar

This tool has been codded by Octavius. Translated from french by gigantus.



-----How To Use It (french version)------

- 1 Download the tool
- 2 Extract it in your Medieval II Total War folder
- 3 Launch Geomod.exe
- 4 Select the map you want to mod (Medieval II Total War folder = vanilla map, teutonic folder = teutonic map)
- 5 Use the tool

Ps : I recommand you to make sav of your previews maps in case you did errors . I also warn you that Geomod is today not perfect and might have some bugs.




------How To Use It (english version)------

General:
I have taken the translated GeoMod upload provided by Octavius and have made the following changes\additions:

1. Replaced all files in the M2TW_files folder with the English versions
2. Extracted and converted icons from GeoMod and BinEditor for use with the installer
3. Put everything into this installer

Note:
Have a look in the M2TW_files folder to see which files the program needs. Explore the folder with the program to your heart's content.

Installation:
- The installer will automatically detect your installation of M2TW and then install the program into the M2TW\tools subfolder.
- Shortcuts for GeoMod and BinEditor will be put on the desktop[/quote]

"I came across a bug:" (gigantus)
GeoMod would freeze at 18% loading.

Reason: some of the M2TW files were read-only
Solution: remove read-only attribute

Might need a subroutine to check that.


fuente
http://www.twcenter.net/forums/showthread.php?t=201955
Geomod Tool for Mapp ...
Categoría: Tierra de Mods
emo
France
France has had fifty years of military and administrative excellence under Louis XIV, the Sun King and his servants. They achieved this in spite of a backdrop of strife and rebellion sparked by France’s involvement in the Thirty Years War. Louis and his able ministers, Cardinals Richelieu and Mazarin, were able to steer France away from the feudal struggles that hampered growth, and they created a centralised government where the King’s power is absolute.

In 1700, France is the pre-eminent power in Western Europe, with an unrivalled army, vast colonies and a King who is respected and feared by all, both at home and abroad. Few nations pose any real threat to his well-equipped armies and heavily fortified borders.

The French Bourbon dynasty is strong, even though Louis XIV is aging. There are sons and relations aplenty, with legitimate claims to many titles. To the south, the lack of a Hapsburg heir in Spain – and the feeble-mindedness of Charles II – means that a Bourbon could one day rule in Madrid. A course of action that brings this about has much to recommend it. Of course, not all offshoots of the Hapsburg line are weak as their Spanish cousins. The Austrian Habsburgs, and other European nations, may not be entirely willing to see a Frenchman or French nominee as King of Spain. No matter.

France is surrounded by possibilities, and beyond Europe there are other continents to conquer and colonise: New France in North America, and the riches of India. The untrustworthy British may have to be swept aside or crushed, but what is wrong with that?

Sweden
Sweden dominates Scandinavia and the Baltic, a Northern European empire that is the legacy of the incomparable warrior-king, Gustavus II Adolphus. Even though he died in battle at Luetzen in 1632, the army that he created helped Sweden profit from the seemingly endless religious struggles of the Thirty Years War. The nation emerged from that conflict immeasurably stronger in military terms, and able to invade its Baltic neighbours at will. This military power did, however, cost money and Swedish lives. Neither of these commodities is available in abundance, and the prudent stewardship has been necessary too. Charles XI, however, has left an impressive arsenal in place for his son, should he wish to take up the sword; and Charles XII has an obsessive interest in soldiering.

As the new century dawns, Sweden is a strong, aggressive state, surrounded by jealous rivals from whom she has taken territory in the last hundred years. To the east, the Russians would like unhindered access to the Baltic, and therefore Western Europe beyond. To the south, Poland-Lithuania wants its lost lands back. To the west, the other Scandinavian nations want independence or an end to Swedish domination of the Baltic.

In all these potential threats, however, lurk opportunities for those bold enough to seize the chance. Individually, Sweden’s rivals are not quite as threatening as they might appear: Russia is huge, that much is true, but incredibly backwards. There is no reason why the Baltic, as a Swedish “Mare Nostrum”, cannot become the basis of a new Northern, Protestant empire. Sweden’s armies are the equal of any in Europe, and her navy is not without resources and skill. With a home empire secured, who is to say that an overseas empire cannot be taken and held too?
facciones ETW
Categoría: Discusión general
emo
FELICITATSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
[youtube:17nisit4][/youtube:17nisit4]
Para Regne.
Categoría: La Taberna del Celta
emo
Dominion of the Sword is a highly ambitious mod, originally dubbed the 'super-mod'. Maximising the basic focus of vanilla, Dominion of the Sword takes M2TW-Kingdoms to groundbreaking depths and inspiring new heights.

One year in private forum development, the first preview is finally here. The Preview exists in downloadable format only!!!
You will need Windows Office (Open Office does not seem to be compatible with the current format, we are looking into a solution for this now). You will need PowerPoint viewer
http://www.microsoft.com/downloads/deta ... laylang=en

The Preview-Download is a multi-media experience, featuring a faction-by-faction presentation, an introduction to the revolutionary Tech Tree and a look at a series of advanced scripting -all bringing the Middle Ages to life for the first time! Experience for yourself the mod that everyone is talking about… but no one had dreamed possible


DOWNLOAD: http://www.megaupload.com/?d=M2NBE9Q5
OR filefront mirror
http://files.filefront.com/DOMINION+OF+ ... einfo.html
The preview is approx 320MB, 200 pages, and a running time of 90 mins

Dominion of the Swor ...
Categoría: Medieval 2 Total War
214 Mensajes

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