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emo
si , mañana a las 4 de la tarde jejeje
video de batallas te ...
Categoría: Discusión general
emo
Hi guys,

I am pleased to report that our Empire: Total War Land Battle video will be live from 3pm GMT on Thursday 25th September!

Thanks,

Mark O'Connell
(aka SenseiTW)

- the video will feature many elements from the Land battles.
We plan to start releasing the 3D units around the end of October.


el video
[youtube:1sv7cl8d][/youtube:1sv7cl8d]
video de batallas te ...
Categoría: Discusión general
emo
[youtube:e3hh4naz][/youtube:e3hh4naz]



suerte q los inocentes son en diciembre :eek:
nuevo video del Empi ...
Categoría: Discusión general
emo
segunda parte
Q: Does the game deal at all with slavery or has that been excluded?

A: Slavery is a very difficult subject when it comes to computer games in general and entertainment. We as a developer never shied away from representing the worst parts of history and the most contentious parts of history, such as the crusades a very contentious issue. When it comes to slavery there is a mechanic in game that deals with the slavery, it's not something that the player actively profits from, and you are certainly awarded for abolishing it when that occurs. It's one of those things that it's there in that it's given a reference and it's given some accuracy, but it's not there in that... we don't have slave ships, and slave traders, things like that. Because there are certain issues you can't trivialise through entertainment.

A great example of that would be nazi death camps. How many World War II games let you play as a nazi and establish death camps? None. Why? Because it just doesn't work. It's not entertainment. You can do it on film, because then it's a cinematic experience. But to allow the player that option is taking history too far.
Q: Can you expand a little on how trade and diplomacy has changed?

A: The trade aspect of the game works now based on trade theatres and trade routes. You've got your basic things like taxation that raises your money, but you've also got resources now so in say India and the Indies you've got spices which were very, very lucrative when sold into Europe. In North America you've got tobacco and cotton, again very, very lucrative and very, very expensive when sold back in Europe. You have routes to certain countries which generates money every turn, you capture those routes, you hold those routes, you share them with your allies and your neutral partners, and you make a percentage of the profit of those routes.

The same thing happens in trade theatres. Imagine those sea regions, where you know you've got regions of land and you take the capital and that's it, put your ship in a sea region which is essentially a trade theatre and it will generate income for you. Now again, that trade theatre is shared between you and whoever else is there, and you will get a percentage of the trade, if you want more you've got to muscle the others out, and if they start muscling you, you have to protect your trade ship and protect your trade. So that's how naval battles become an important part of the game, because it's not just a thing you do if you want to move your troops around. It's much more than that.

Trade for example can be intercepted by pirates or your enemy. If an enemy fleet parks on one of your trade routes they will take a cut of your trade every turn, removing money that should be coming into your empire. You will need to see them off, and send a fleet in and get rid off the fleet sitting on your trade route, and blocking it basically, and raiding you, taking money off you. So it's a very important and integral part of the game - if you want to make money in this game you have to know how to trade, you have to be able to secure, protect and develop your trade routes and trade theatres. If you don't bother you are missing out on a huge amount of wealth that others are getting.
Q: Or you could just be a pirate and park on others trade routes?

A: (laughs) Yeah, or you can just go ahead and be a pirate and raid all the others... Yeah, you can try that, but you won't make many friends doing that. Don't forget either that in trade theatres if you start harassing people and stuff, there is more than one nation there a lot of the time. So your idea of just raiding others off, might mean you have four enemies all in one. So, you need to be careful, but yeah, you can do that.

Q: And diplomacy...

A: Diplomacy works now on a system where by you are now able to very quickly and at a glance see how all of the nations in the world feel about your faction, and also more importantly how they feel about each other. And it's no more about diplomats, running around the map trying to find someone and talk to them. Now it's a diplomacy screen in the user interface... and within that obviously you've got a lot more options available to you now in terms of the things you can ask for, the things you can request and demand.

We've also got a new aspect to diplomacy in threatening people, which is a way of doing it without declaring war, but kind of putting your military behind it. So short of going "give us this or else..." and kind of giving it that nudge to an enemy player. In that respect it's very different. Equally has been overhauled in that it's much more realistic this time around, and it's much more subtle. Before there may have been situations where you have friends with someone for decades, and they just randomly attack you. And you go "why did that happen?", whereas now you will get a much more long term view of why they started to dislike you. With them going give us this - no, well, help us out fighting this war over here -no, okay, well in that case, why don't you let us trade with these people - no, well, let out military go through your land - no, and then they start building up armies on your borders - ad those two things together and you've probably got a recipe for war.

As a player you get a much more intuitive response from the game, plus also you can see how your actions will affect all these different enemies. Before you'd declare war, and you'd get a list of those who were now your enemies, whereas now you can see how it affects everyone. People who were neutral may now hate your guts, maybe some will start to like you and you might form an alliance.
Q: You mentioned that there is now a story-driven, or mission-driven campaign in your presentation. Is it something that you can chose to do, or not do?

A: Oh yeah, it's entirely up to you. It's an episodic campaign, the road to independence, set during the period of the foundation of Jamestown all the way through to the American war of independence. It's a type of campaign where if you want to play it you can, if don't you don't have to. You don't have to play it to unlock the grand campaign, you can just go straight into that. But if you want to it's a much more focused and story-driven thing, like - this winter we are finding supplies hard to get, help us out by building a farm, or the x tribe over here to the north is raiding our caravans - we need an army to get rid of their camp up here. Imagine it more like a mission based structure with the player being introduced to things more gradually, and having focused objectives. Rather than just being let loose on the whole world and going where do I go now?

Q: Maybe it's something that will help new players to the franchise to get into it?

A: It's two things. We hope that it's something new players will be attracted to, and find easy to pick up. By the time they come to the end of it, they'll be fighting massive battles, using diplomacy and all the rest of it, and so that when they transfer themselves over they will understand. Not just in the sense of what does a button do, but how does the mechanic work. But then also it's a new experience for our established players. We want the people who have played our grand campaigns to have a go, and say "alright then, I'll see if I go do these missions, how quick I can do them, how well I can do them." We think it will offer something to our new players and our old players.
Q: Will there be any mixture of naval and land battles?

A: It's a common question we get. No, at the moment the answer is no. And the reason for that is sort of manifold, when you control an army of up to ten thousand troops, when you control a fleet you control up to about twenty ships, now you imagine, two different mechanics are involved, the user interface is very similar, but you've got air, breeze and in the other you've got line of sight, direction and everything else. Now imagine telling the player who controls 10,000 troops and twenty ships, and then factor in the fact that there might not just be two armies fighting each other, it might be four. You started adding a layer of complexity to the game that is incredibly difficult to deal with for the player. We are looking into ways of doing it, marrying the two.

Q: ...but isn't hard to find a scenario where that would be natural?

A: There are some limited scenarios, port sieges, where you would have a fleet blockading a port, and maybe a land war going on at the same time. That's possible.

Q:... but another thing is how would that end? If you resolve one part you would still have the other...
A: Yeah, there is more to it than people think. People tend to think of it and say "oh yeah, you should do that" and you're like yeah, but think about it as a player, not a game designer, where is your win condition?

But we are looking at ways to make it work. One thing to say is that the two things depend very much on each other, they're not just entirely separate things. Protecting you troops in transit, your land troops, is a job for your navy. Clearing the coast of your enemy so you can reinforce your colony is a job for your navy. But reinforcing your colonies and conquering those provinces is a job for your army. The two have to work together, if you don't keep your coasts clear, and don't protect your transit routes and your trade, your armies can't grow, your armies can't fight and your armies can't move.

You will find yourself having to with naval battles so you can begin a land campaign. You will find yourself having to win naval battles to unlock a port to bring in reinforcements. So they do work together in that respect, they're just not playable together in the one screen. Again we're looking at ways to making it work possibly, but certainly for Empire things will be separate.

Special thanks to members who contributed questions here at Gamereactor and at the Total War Center forums.
nueva entrevista en ...
Categoría: Discusión general
emo
Interview: Empire: Total War
Published 2008-09-19
Text: Bengt Lemne

We were able to ask Kieran Brigden, community manager at The Creative Assembly, a few additional questions on the upcoming epic strategy game Empire: Total War... for more general stuff check out our filmed interview from Leipzig. This is the first part of a very detailed and long interview...

Q: Will the campaign map be divided in any way or will it be one big map?

A: The answer to that question is both. You can skip between theatres, so you can go fast, I wanna go here... straight away change to Europe, America, India. Or you can just scroll around the whole world.

Q: So it works as one big map?

A: Exactly.
Q: This question relates to the option to automatically send your units to a general (straight from production). Won't the AI intercept an attack them so you will still have all these small skirmishes?

A: Can do. Then you're talking about supply lines, basically. It depends entirely on where you are. If you are deep in enemy territory, where you would find it difficult to recruit units anyway, because you wouldn't have any friendly barracks around you were you could create those units and send them to your army. So there is a limit, so you can go ahead and do that, you're quite right, if you've got barracks back there (in your own territory) that could supply you, that's a long transit. They'll come automatically, and they'll get built automatically, but they could get intercepted on route if that's the AI's plan - they'll do it.

But it's much less likely in that whereas before you had to build armies in the cities. It meant that because of the way the game mechanic worked you always had little armies running around the map, and it always ended up with the AI attacking your small supply troops. Now the case is if you're in a certain situation, you've got your flanks unprotected, and you've gone very deep into enemy territory, and your troops are coming in across unprotected region, basically then you very well stand the chance of attack, where then of course in you're in a better position, maybe you're in your own realm or at the very borders of your own realm you could probably protect your own supply lines much better. So yes it can be done, but its a bit less often, because the game mechanic is fixed if you like or improved to stop it from occuring too much. But it is a smart tactic you know, to try and harass any reinforcements that are coming in and weaken the central army at the same time.
Q: How will the AI react. Will some AI be more or less prone to do this?

A: Yeah, it's entirely situational, and faction, and AI and everything else dependant. It's natural and intuitive. If you make a mad dash for an enemy capital region you're gonna find recruitment impossible, and you're going to find a decent supply line in terms of reinforcements impossible - and that is natural, that is exactly what happens in real campaigns. When you try and do a blitz krieg and get right into the enemy you run the real risk of cutting yourself off from any possible help. That's obviously a traditional military tactic on the grand campaign, the pincher move army and get them encircled so they can't be reinforced, it's a tactic true of the era, and it's a tactic true now. It occurs and it's quite natural.

Q: Will the AI also adapt to this? Because sometimes they also used to have small armies running around that you could attack...

A: Yeah, the answer to that is yes, because the AI understands the micro management as well. It's not just for the user. The enemy generals order units too. So the enemy battle AI talks to its campaign AI and says "I want the following units" - and they get them automatically to that general. So the AI does the same thing you do, and they will take advantage of that same recruitment mechanic.
Q: So there could be several different tactics within one faction?

A: Yeah, yeah, yeah. Definitively. The AI will never just behave one way all the time. It's highly situation dependent. It will do what it thinks is best for its long term plan in that situation. So it's impossible to say you know if I own this many provinces, and they own that many and we meet here... will it do this? Well, it might, or you own one unit less of this kind or own this country and not that one and all of a sudden the situation is entirely different. So, the AI is making that judgement based on its own overall strategy, and that is why you got a lot more natural behvaiour coming out of the computer.

Q: Could there be a conflict of interest between a general and the faction AI?

A: The faction AI will always have the ultimate call. Because the general is not the king or the parliament. He may well want something, but the AI will juggle that decision. There might be a general on the far west of the faction, completely safe, who wants to order 10,000 golds worth of units, whereas there is a bitter war being fought on the other side and those generals desperately need men and money. And if that general says I want units then the AI is going to say "no, I need to put this fire out over here first".
Q: And it could also sacrifice a general?

A: It could cause a general to fight to the death for something... if you're taking something of them that earns them a thousand a year in revenue, then they'll probably say to that general "fight to the death as this is a key or important province for us", and if that general is a good general or a very good general he probably will - if he's a coward then he might not. But then that depends on the general.

Q: How much detail has gone into depicting the specific factions, is there specific music, and language on the battlefield?

A: Yes, we've localised the playable factions. Fench tropps speak to eachother in French, regardless of whatever language you're playing the game in. And you get orders shouted out in that language. Music and battlefield music will also be thematically linked to where you are and who you're playing - and the same with the campaign map. So if you're moving around the campaign map, the area you are focusing on and the faction you're playing influence the kind of music you hear. So it's all very responsive, it's very unique depending on where you are, who you are and what you're doing. It's certainly in terms of audio and music another big jump for us. The localisation of the units sounds like a little thing, but its one of those things that you ad to all those other little things, and then suddenly it becomes really cool. Things like the different breeds of horses, the drummers drumming out the orders, the uniforms are unique for that... it might be a unit that's unique to that army and they all look different, drumming out these orders, shouting at eachother in their own language - you feel much more like you're playing that nation rather than just a nation of several that have different flags.
Q: You mentioned the 12 playable factions - will the rest be unlockable?

A: I'd imagine that within about 15 minutes our fanbase will unlock the rest. (laughs) What tends to happen with Total War games is we say "here's your playable factions" it goes out in a box, and then they open it up, stick it in their disc drives, change a few files and go "now they're all playable". We understand that the game will be unlocked. But the experience we design for the player, and the localisation we do is based around the 12 playable factions.

Q: Has the same amount of detail gone in to the non-playable factions then?

A: In terms of their units, and in terms of their conscripts certainly. We have 325 different units in the game across the 50 different factions. That includes Native Americans wielding tomahawks, a whole different animation set, a whole different unit set, loads of different types of them and they do different things - and the same thing with all the European powers. They don't just have standard man, you know who has been re-skinned. They've got different units depending on who they are. But certainly in terms of localisation and audio, stuff like that, we've done as much as we can to make the individual playable nations different from each other.

Q: Speaking of the Native Americans... will they have the same motives as the other factions, will they perform raids, how will it work?

A: They tend to work differently. What's cool about the new AI system is that it understands the abilities of its troops. So it will act depending on the ability of its troops. The native American tribes didn't so well in stand-up fights against established European powers with muskets and artillery. So raiding and stuff like that was very important, and with guerrilla tactics basically. With the AI understanding the capabilities of its troops, if its troops are tomahawk guys and bowmen and stuff, it will seek up close combat, it will seek quick wins... They will still do stand-up fights, if the need comes for it, but it will base its decision on the capabilities of its troops. So in that respect you naturally get the right behaviour.
Q: Will they still strive to expand their territory?

A: It's one of those things... When you've got all the statistics and rules in place, the game makes itself in some respects. So for example when you colonise the new world, there are already Native Americans there, because they are Native Americans... So when we're talking about expanding their empire, what we're actually talking about is defending their homeland. Because they need to fight you off, because you're in their country. And that is not necessarilly expansionism as we would understand it with European powers, but it is in terms of the Native American powers.

You might wipe out one tribe, and so another tribe might try and move into their space or move into yours. It will be an evolving action like that. And although they'll have access to some... well obviously all the powerful navies and so on and so forth were owned by the European powers and a couple of others. You won't find bizarre historical inaccuraties like in the beginning of the game Native Americans building massive galleons and things like this, because it just didn't happen. But as the game preogresses what happens to them is what your enemies and you do. That's the same with Native Americans as it is with any major European power. We're talking about wiping out tribes, but you can wipe out France if you can do it. (laughs) Yeah, we advocate it...
nueva entrevista en ...
Categoría: Discusión general
emo
un clasico,

[youtube:35byj4md][/youtube:35byj4md]

*Editado @Klu*

Ya se vé el vídeo, habías puesto mal el enlace.
Seleccion de videos ...
Categoría: La Taberna del Celta
emo
gil konggggggggggg
[youtube:3megx7j8][/youtube:3megx7j8]
Seleccion de videos ...
Categoría: La Taberna del Celta
emo
nuevo parche
VERSION 3.5 OVERVIEW
=================

-Horde removed, mongols now work like a normal faction.
-Improved starting position for Mongols.
-New historic event.
-Every new settlement in KGCM now added to the plague event.
-Enhanced garrsion script, every 5 turns and no longer works for human (userprobe).
-Map and pathfinding fixes.
-Pikemen rebalanced.
-COA for portugal and Spain fixed.
-Calivermen fix.
-Norway NE Bodyguard armour fix.
-Knights Templar and Knights Hospitaller Norway fix.
-St johns chapter house now buildable for Ireland.
-Grand bombards for Jerusalem and Antioch fixed.


OLDER PATCH FEATURES
================

-New upkeep costs for heavily armoured units.
-Recruitment in the late era improved.
-Pike units work much better.
-Gun powder units fire more frequently.
-Siege weapons added for Norway in the construction tree.
-Scotland and Norway start off at war.
-New regions Wick, Lancaster, and Malta added!
-Orkney settlement removed.
-New World Cuirassers description fixed.
-Desciptions of Pagan temples for Mongols fixed.
-Teutonic intro removed from Norway campaign.
-Mongol starting armies increased.
-Highways added for the Byzantine Empire
-Battlemap fix to bridge near to Jerusalem.
-Battlemap fixed west of Pamplona
-New garrison scripts added at Cork, Dublin, Adana, Palermo, Granada, Leon.
-Settlement Donegal changed to a castle.
-All existing garrison scripts given additional cavalry.
-Rebalanced Antioch and made the campaign harder at the start.
-Crown ancillary added for Antioch.
-Merchant income improved!
-Factions renamed for example England now "Kingdom of England".
-New faction Norway added!
-Mongols can now be playable.
-Mongols religion pagan with ability to build pagan temples.
-A few extra new regions
-Princesses added for KOJ and Antioch.
-Grand Bombards for KOJ, Antioch, Byzantium.
-More artillery + mangonels added for mongols.
-Arguin now reachable by boat!
-Timurids now only spawn around the Holy Land.
-French Feudal knights +1 XP.
-New garrison script for Norway added.
-The capital of the Kingdom of Castile moved from Leon to Toledo (with garrison script).
-Antioch and Cairo defence beefed up.
-Teutonic Order kings purse increased slightly.
-Elephant Mercs recruitable in west africa after gunpowder discovered.
-Sudanese tribesmen textures fixed.
-Halbbruder UG1 armour fixed.
-Cannon foundry recruitment fixed.
-Mongol hordes improved.
-New world cuirassers description fixed.
-Cordoba road fixed!
-Less aggressive Pope hopefully lol.
-Oporto port fixed.


This patch is not save game compatiable with version 3.0. or patch 3.1. Download and install after you have finished your current campaign. You must have version 3.0 installed. This update does not require the previous patch.
http://www.twcenter.net/forums/showthread.php?t=170021
Traducción al españo ...
Categoría: Tierra de Mods
emo
Alaehispanorum escribió:
Hola a todos soy un aficionado a simuladores de tanques ...pero desde hace mucho tiempo no a salido ningun juego digno de llamarse asi, sobre carros ...el ultimo digno de mencion fue M1.Tank platon.

Sabe alquien si va a salir algun nuevo simulador del la WWII o moderno o ya a la venta ...gracias a todos .. :mrgreen: :mrgreen:



mira aqui
http://www.tanksim.com/reviews/steel_beasts_pro.htm
Simuladores de tanqu ...
Categoría: Diógenes digital
emo
Strategy Informer: A lot of people will be interested to know what computer specs they'll need to run ETW in average and full graphical setting?

Creative Assembly: We will be announcing the minimum specs at a later date, once the engine has been fully optimized. I can confirm that Empire: Total War is DX9 compatible and has been designed to run on a variety of machines.

a ver que pc vamos a necesitar , aunq si es compatible DX9 no sera muy exigente no?
Empire: Total War (Ú ...
Categoría: Discusión general
emo
Strategy Informer: How many actual units will ETW be able to represent through its battlefield engine?

Creative Assembly: Empire will feature up to 10,000 units at once in Land Battles. These are handled with approximately 20 unit cards. Naval warfare will feature massive battles of up to 20 ships per side.


no son muchas unidades 10.000 ? :wowowo:
Empire: Total War (Ú ...
Categoría: Discusión general
emo
joder q guapo
European Wars para M ...
Categoría: Medieval 2 Total War
emo
gale pon mas datos sobre la peli
actores etc please
que mola mogollon
Video sobre Waterloo ...
Categoría: La Taberna del Celta
emo
suerte que no salen pollos ni patos que sino te lo borran
Video sobre Waterloo ...
Categoría: La Taberna del Celta
emo
torsino si no te importa hacer otra pregunta te lo agradeceria pq la verdad no se que preguntar
gracias :oops:
Trivial de preguntas ...
Categoría: La Taberna del Celta
emo
http://www.twcenter.net/forums/showthread.php?t=187756

CHANGELOG

Changelog SV 3.0:
- Added Darkage Campaign
- Added High Era Campaign
- Reworked Renaissance Era Campaign
- New factions: Jerusalem, Latin Empire
- Added Pseudo-Factions: Wallachia, Georgia, Khazars, Great Moravia
- New units
- New Faction Symbols, and Coats of Arms
- Updated "AI only" Garrison script, general scripts
- Implemented new Feudal AOR system
- Implemented new Crusades system
- Added Real Horses Mod
- Added New Strat Castles Mod
- Permanent stone forts
- Boiling Oil
- Control AI Reinforcements
- Added Lusted's Battle AI


Changelog SV 2.5:
- New units, faction/unit recolouring, & reskinning
- Garrison script, general scripts
- Map, start situation updates (balancing, historical corrections ... new regions)
- historically based win conditions
- Mercenary pool balancing
- Custom Unit balancing
- Tech-tree balancing
- "Dynamic" events like faction promotions (ie. duchy becomes kingdom at historical date)
- Name and description changes (ie. factions, settlements/regions)
- Graphical elements overhaul (ie. COA's)
- New traits and ancillaries (plus adjustments on the incl. BBB content)
- Economy system (special buildings, map infrastructure, traits&ancies)
- New building strings (incl. a ZoC)
- New recruitment system (incl. a ZoR)

Changelog SV 2.0:
- Compatible with the M2tW 1.02 Patch
- Bugfixing
- Added Three new factions (Armenia, Serbia, Bulgaria)
- Added BD Heraldry v1.0 (now we have titles for all regions)
- Removed Darth Diplomacy/Campaign War AI pack version 2.5
- Removed Darth Formations M2TW Version 4.5 War Pack
- Added Ultimate AI 1.5


v1.2 (Patch):
- Includes everything from th v1.1 patch.
- Fixes the Island of Chios (Lesbos).
- Fixed invisible dismounted feudal knights for rebels.
- Added new banners for Denmark.
- Fixed CoA for new factions on Middle Eastern UI interface.
- Some Ilkhanate & Golden Horde Units have 0 upkeep cost.
- Some Ilkhanate settlements inhibit movement.
- Angevin Dismounted Feudal Knights using wrong model.
- More historical units names for the Ottomans.
- General balancing for more historic outcome.


v1.1 (Patch):
- Fixed CTD caused by Mercenary Spearmen
- Made Aragonese & Dismounted Aragonese Knights recruitable by Aragon.
- Removed incorrect Archer Militia from Russia in descr_strat

LIST OF FEATURES

- SicilianVespers Launcher menu, for era configuration.

----------------------------------------------------------------

- Darkage (Custom) Campaign start date of 888 A.D. (Beta 0.01)

- Playable Factions:

{TIMURIDS}Khazar Khaganate
{VENICE}Serenìxima Repùblica Vèneta
{SICILY}Principatus Beneventum
{MILAN}Regnum Italicum
{PAPAL_STATES}Patrimonium Sancti Petri
{DENMARK}Danmarkar Ríki
{EGYPT}Amiraa al-Aghlabiyya
{SCOTLAND}Regnum Scotiæ
{MONGOLS}Peçenek Hanligi
{TURKS}Khalifah al-‘Abbasiyun
{FRANCE}Regnum Francorum Occidentalis
{HRE}Regnum Francorum Orientalis
{ENGLAND}Regnum Saxonum Occidentalis
{PORTUGAL}Regnum Navarrae
{POLAND}Województwo Polanie
{BYZANTIUM}Basileia ton Romaion
{ARMENIA}Metz Hayk
{SERBIA}Velika Županija Raška
{BULGARIA}Bulgar Sarakt
{MOORS}Khalifah al-Umayyah
{RUSSIA}Rhos Khaganate
{SPAIN}Regnum Asturorum
{HUNGARY}Magyar Törzsek
{SLAVE}Terrae Nullius
{SAXONS}Regnum Burgundiae
{NORMANS}Comitatus Barcelona
{ANTIOCH}Velká Morava
{JERUSALEM}Regnum Lotharingiae

- Non-Playable Factions:

{SLAVE}Terrae Nullius
{AZTECS}Mexìcâ

----------------------------------------------------------------

- Early Era (Custom) Campaign start date of 1080

- Playable Factions:

{VENICE}Serenìxima Repùblica Vèneta
{SICILY}Ducato di Apulia, Calabria, e Sicilia
{MILAN}Compagna Communis Genuensis
{PAPAL_STATES}Patrimonium Sancti Petri
{DENMARK}Regnum Daniæ
{EGYPT}Khalifah al-Fatimiyyun
{SCOTLAND}Regnum Scotiæ
{MONGOLS}Kipçak Hanligi
{TURKS}Selçuklular Saltanat
{FRANCE}Regnum Franciæ
{HRE}Sacrum Imperium Romanum
{ENGLAND}Regnum Angliæ
{PORTUGAL}Condado de Portucale
{POLAND}Regnum Poloniæ
{BYZANTIUM}Basileia ton Romaion
{ARMENIA}Principatus Armeniæ
{SERBIA}Velika Županija Raška
{BULGARIA}Balgarsko Tsarstvo
{MOORS}Imaarah al-Murabitun
{RUSSIA}Kyivskaya Velikiy Kniazhestvo
{SPAIN}Regnum Castiliæ
{HUNGARY}Regnum Hungariæ
{SLAVE}Terrae Nullius
{SAXONS}Comté d'Anjou
{NORMANS}Comtat de Barcelona

- Non-Playable Factions:

{TIMURIDS}Timuriyan
{SLAVE}Terrae Nullius
{AZTECS}Mexìcâ

----------------------------------------------------------------

- High (Custom) Campaign start date of 1212 A.D.

- Playable Factions:

{TIMURIDS}Khwarazm-Ilkhaniyan
{VENICE}Serenìxima Repùblica Vèneta
{SICILY}Regnum Siciliæ
{MILAN}Compagna Communis Genuensis
{PAPAL_STATES}Patrimonium Sancti Petri
{DENMARK}Regnum Daniæ
{EGYPT}Saltanat al-Ayyubiyyun
{SCOTLAND}Regnum Scotiæ
{MONGOLS}Altan Ordyn Uls
{TURKS}Rum Selçuklular Saltanat
{FRANCE}Regnum Franciæ
{HRE}Sacrum Imperium Romanum
{ENGLAND}Regnum Angliæ
{PORTUGAL}Regnum Portugaliæ
{POLAND}Regnum Poloniæ
{BYZANTIUM}Basileia ton Romaion
{ARMENIA}Regnum Armeniæ
{SERBIA}Velika Županija Raška
{BULGARIA}Balgarsko Tsarstvo
{MOORS}Khalifah al-Muwahhidun
{RUSSIA}Vladimiro-Suzdalskoye kniazhestvo
{SPAIN}Regnum Castiliæ
{HUNGARY}Regnum Hungariæ
{SLAVE}Terrae Nullius
{SAXONS}Comté d'Anjou
{NORMANS}Corona Aragonæ
{ANTIOCH}Imperium Romaniæ
{JERUSALEM}Regnum Hierosolymitanum

- Non-Playable Factions:

{SLAVE}Terrae Nullius
{AZTECS}Mexìcâ

----------------------------------------------------------------

- Late Era (Grand) Campaign start date of 1311

- Playable Factions:

{TIMURIDS}Ilkhaniyan
{VENICE}Serenìxima Repùblica Vèneta
{SICILY}Regnum Siciliæ
{MILAN}Repùblica di Genua
{PAPAL_STATES}Patrimonium Sancti Petri
{DENMARK}Regnum Daniæ
{EGYPT}al-Mamlukiyya
{SCOTLAND}Regnum Scotiæ
{MONGOLS}Altan Ordyn Uls
{TURKS}Osmânli Beyliki
{FRANCE}Regnum Franciæ
{HRE}Sacrum Imperium Romanum
{ENGLAND}Regnum Angliæ
{PORTUGAL}Regnum Portugaliæ
{POLAND}Regnum Poloniæ
{BYZANTIUM}Basileia ton Romaion
{ARMENIA}Regnum Armeniæ
{SERBIA}Srbsko Carstvo
{BULGARIA}Balgarsko Tsarstvo
{MOORS}al-Marîniyûn
{RUSSIA}Vladimiro-Suzdalskoye kniazhestvo
{SPAIN}Regnum Castiliæ
{HUNGARY}Regnum Ungariæ
{SAXONS}Regnum Neapolis
{NORMANS}Corona Aragonæ

- Non-Playable Factions:

{SLAVE}Terrae Nullius
{AZTECS}Mexìcâ


----------------------------------------------------------------


- Renaissance Era (Custom) Campaign start date of 1395 (Beta 0.01)

- Playable Factions:

{TIMURIDS}Timuriyan Gurkani
{VENICE}Serenìxima Repùblica Vèneta
{SICILY}Regnu di Sicilia
{MILAN}Repùblica di Genua
{PAPAL_STATES}Patrimonium Sancti Petri
{DENMARK}Kalmarunionen
{EGYPT}Saltanat al-Mamalik
{SCOTLAND}Rìoghachd na Alba
{MONGOLS}Altan Ordyn Uls
{TURKS}Osmânli Imparatorlugu
{FRANCE}Royaume de France
{HRE}Sacrum Imperium Romanum
{ENGLAND}Kingdom of England
{PORTUGAL}Reino de Portucale
{POLAND}Królestwo Polski i Litewskiego
{BYZANTIUM}Basileia ton Romaion
{ARMENIA}Sakartvelos Samepho
{SERBIA}Srbsko Carstvo
{BULGARIA}Tara Româneasca
{MOORS}Saltanat al-Watasiyun
{RUSSIA}Moskovskoe Velikiy Kniazhestvo
{SPAIN}Reino de Castilla y León
{HUNGARY}Magyar Királyság
{SLAVE}Terrae Nullius
{SAXONS}Regno di Napoli
{NORMANS}Corona d'Aragó
{ANTIOCH}Principato di Achaia
{JERUSALEM}Royaume de Chypre

- Non-Playable Factions:

{SLAVE}Terrae Nullius
{AZTECS}Mexìcâ

----------------------------------------------------------------

- Regions & Provinces map v2.1 Custom (used as Base)

- some new provinces include:

Malta
Majorca
Corfu
Negroponte
Morea
Chios
Syracuse
al-Mahdiya
Malatia
Varad
Arborea

- 6 new factions:

The Catalans
The Angevins
The Armenians
The Bulgarians
The Serbians
The Cumans
The Crusaders
The Latins

- 4 new pseudo-factions (shared faction slots, with faction dependent colors, banners, and CoA's)

The Wallachians
The Moravians
The Khazars
The Georgians

- Ultimate AI 1.5 (used as Base)

- Blood, Broads, & Bastards v2.0+ (used as Base)

- DB Heraldry for Regions & Provinces (used as Base)
Includes:
Heraldry for all regions
New ancillary images
Royal titles for faction, King of ... (non-transferable)
Other transferable royal titles, for example:
- King of Bohemia
- Duke of Burgundy
- King of Jerusalem
- and more...
Caliph titles:
- Caliph of Cairo
- Caliph of Bagdad
- Caliph of Cordoba

- Byzantium Armor Progression V 0.7

- Burrek's Knights & Knaves 0.9 5

- Eternal Turk Reskin 1.1

- Horsearchers Effects & Skymods

- Kings Banner Mod 2.0

- Orders Mod 1.2

- Real Horse Mod

- New Strat Castles Mod

- Riczu's strat siege models

- Character Names Project (Partially Implemented)

- Ornamentum Mod (Partially Implemented)

- Lusted's Battle AI

INSTALLATION

- Install MTW II
- Install Kingdoms
· IMPORTANT: Make sure there is no old SicilianVespers folder in your Medieval II Total War folder before attempting to install (Uninstall or Delete them)
· Not save compatible with SV 2.5 or earlier versions
· Your original M2TW files will not be changed, SV 3.0 creates a seperate installation path which includes nearly all changed files: except a necessary new small folder SicilianVespers in the standard data path, and the vanilla .SD files in data\ui.
· Execute file SicilianVespers_3.0_Install.exe and enter the correct path for the installation
Example: C:\Program Files\SEGA\Medieval II Total War
· The automatic setup creates a desktop icon and an uninstall option
- To start the game doubleclick
on the The Chivalry II desktop icon
or the Launch_SicilianVespers.bat in the path C:\Program Files\SEGA\Medieval II Total War (default path...you may have changed this to your custom path during installation)


THE SICILIAN VESPERS LAUNCHER

- The "Era Selection" menu is used to prepare the game files for whichever era you are playing in.
- You should use these option until a "Dynamic" event occurs.

- *** SELECT MENU OPTION 1 ON THE IN-GAME EVENT SELECTION MENU WHEN STARTING MIITW. ***

- The "In-Game Event Selection" menu should be used when an in-game event instructs you to do so.
- These "Dynamic" events allow us to change faction names based historic events.




CREDITS

The Team

Mod Creator and sole developer of 'The Sicilian Vespers' (SV) 1.x/2.0: SicilianVespers

Since the development of higher versions than SV 2.0:

Core Team Members

# SicilianVespers - Mod Leader, Main Developer.
Coding, scripting, mapping, skinning, implementing of sub/mini-mods, moderating, producing setups

# DaVinci - Mod Co Leader, Main Developer.
Coding, balancing, managing beta testing, moderating

# Lorre - Developer
Testing, focus faction consultant Genoa+Italians, unit skinning for Genoa and other factions, graphic/art contributions, helps moderating


Extended Team, betatesting/consulting, and partially modding

# Drtad - testing, focus faction consultant: Armenia
# Ermeni - curr. inactive, focus faction consultant: Armenia
# Drak - curr. inactive, eventually a skinner/modeller in future
# the Celt - curr. inactive, eventually a skinner in future
# Palatinae - in future available for testing plus eventually additional modding
# Armenios - curr. inactive, faction consultant: Armenia
# Karo - testing
# Basileos - testing, focus faction consultant: Byzantines


Sincerest thanks to all the folks who have contributed to "Chivalry II: The Sicilian Vespers":

- Almogaver: Catalan/Aragonese research
- m.minkov: Bulgaria: Total War for the Bugarian names
- Sb2ean: Regions & Provinces mod 2.1 (used as Base)
- Ramtha: Renaissance Total War
- Zephrelial: For his excellent mods
- Dearmad & Pnutmaster: Blood, Broads, & Bastards v1.9 (used as Base)
- WhiteWolf: Byzantium Armor Progression V 0.7
- Burrek: Knights and Knaves v0.95
- Himmelsfeuer: Retextured French Shields
- Zhukov: France Coat of Arms and banner Fix (modified)
- Boicote: Portvcale v0.2
- Salty: Italian Shields Mod
- Ziher: Spain shields retexture
- Eternal Cocoon: Eternal Turk Reskin 1.1
- alpaca: .sd converter, provincial campaign pack
- Repman: For his help with 1.02
- Baldfridu: K.K's Battle Banners for M2TW
- Billydilly: DB Heraldry for Regions & Provinces (used as Base)
- ARMENIOS: Armenian Advisor
- Drtad: Armenian Advisor
- Ermeni: Armenian Advisor
- GrandViZ: Ultimate AI 1.5
- DisgruntledGoat: Byzantine & Russian Skins
- Joedreck: Kings Banner Mod
- Ralendil: Orders Mod 1.2
- Argent Usher: Real Horse Mod
- Agart: New Strat Castles Mod
- Riczu: New strat siege models
- Mather: Matherian Huscarls (used as Hirdmenn)
- Ornamentum Team
- B.A.L.T.S. Team
- Lusted - Battle AI
- Kalos - Mongol Skins

FOR COMMENTS AND FEEDBACK PLEASE VISIT:

http://www.twcenter.net/forums/forumdisplay.php?f=354

PERMISSION

- Private Use is free. If you want to include parts of "Chivalry II:The Sicilian Vespers" in a public mod, please ask myself, or the original submod creators for permission. Credits should be given.
Chivalry II : The Si ...
Categoría: Medieval 2 Total War
emo
Farinelli

Tras pasar tres años en Inglaterra, Farinelli partió para España, quedándose antes algunos meses en Francia, donde cantó ante Luis XV de Francia. En España, donde sólo tenía planeado quedarse unos meses, terminó viviendo casi 25 años. Su voz, empleada por la reina para curar al rey Felipe V de su locura melancólica, le ganó tanta influencia con Felipe que éste eventualmente le dio el poder, si no el nombre oficial, de primer ministro. Farinelli era lo suficientemente sabio y modesto para usar ese poder discretamente. Estaba secretamente enamorado de una chica de la nobleza, de la cual no se sabe el nombre completo, solo sus iniciales: S.I.L.
Trivial de preguntas ...
Categoría: La Taberna del Celta
emo
(HG)Gale escribió:
(solo hay que esperar a que se cargue):

http://producten.hema.nl/#afhurl




Web de lo más viva.
Categoría: La Taberna del Celta
emo
CeltiberoKraken escribió:
Pues eso, estoy mirando si cambio de compañia de ADSL, y entre las ofertas más habituales me ofrecen el modem wi-fi. Alguien me puede dar virtudes y defectos, por favor? Sobretodo teniendo en cuenta que soy jugador online, claro, es mi máxima preocupación...

Saludos y gracias.


a que compañia te cambias y q moden te dan?
Router wi-fi Si no n ...
Categoría: Ayuda Técnica
emo
Torsinno escribió:
Pues eso, qué carajo.

Que hoy me caen los 42... Jódo floro. :wowowo:



felicidadessssssssss
Para mí
Categoría: La Taberna del Celta
emo
Hi guys,

The shots that have recently appeared on the forums depict an early post alpha version of Empire: Total War's campaign map. The shots themselves and their contents are subject to change and show just a few of the features we're currently working on. They're part of an exclusive which will be printed in various magazines across different territories over the next month, giving more info on what they show.

Thanks,

Mark O'Connell
(aka SenseiTW)

esta gente vende mas exclusivas que la pantoja joerrrrrrrrrrr
¡Ya tenemos mapa de ...
Categoría: Discusión general
emo
Para la demostración, que fue controlado totalmente por Creative Asamblea, hemos visto los prusianos tratando de arrancar de Leipzig control británico. Se había señalado a lo largo de riflemen y artillería libra a la ciudad desde lejos, pero los británicos se habían caballería que, si se gestiona a corta distancia, podría acabar con la artillería muy fácilmente.Afortunadamente los prusianos habían establecido un tipo de minas terrestres en un arco que rodea su artillería, de modo que, si bien la caballería podría fácilmente falda en todo el rango de las balas de encontrar una vía fácil para el asalto armas de fuego, no podían escapar de las minas.En la demo hemos visto como Creative Asamblea dio instrucciones a los prusianos para activar las minas al igual que los británicos caballos cargado hacia adelante y cruzó en la zona activa, en el que murieron la mayoría de sus números y enviada a los supervivientes que huían en el terror. Lo dijo a este tipo de minas es un defensa de alto nivel de tecnología, por lo que no estaría disponible hasta mucho más tarde en el juego.
version traducida
[url:dcyt440h]translate.google.es/translate?u=http%3A%...p;hl=es&ie=UTF-8[/url]
version original
[url:dcyt440h]pc.ign.com/articles/901/901519p1.html[/url]
nuevo articulo en ig ...
Categoría: Discusión general
emo
masssssssssssssss





Screenshots
Categoría: Discusión general
emo
pues a este paso saldra antes el Empire y entre uno y otro esta claro , no?
Hist War. Videojuego ...
Categoría: Diógenes digital
emo
es multiplayer o tmb tiene campaña ?
gracias
European Wars versió ...
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