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14.12.2018

Mod Medieval Kingdoms Total War 1212 Ad

74

The other day, the first assembly of the fashion Medieval Kingdoms 1212 AD became available. The assembly does not include the ability to play the company, but only the custom battles. Combat system. This mod is not just a graphic transfer of new units to the engine of Attila, but something more.

Credit to The Byzantine for the Logo and Signatures. The Kingdom of Zagwe Background Before the Solomonids defined the image of Ethiopia for nearly a millenia a Agaw dynasty dominated the Ethiopian highlands, erecting monumental churches and carrying on the legacy of Aksum. Medieval Ethiopia is shrouded in as much mystery as its Christian northern neighbors in the Sudan. A isolated mountain kingdom surrounded by hostile powers that aggressively resisted all foreign incursions. Ethiopian warfare revolves around the yeoman peasant farmer, a loyal fighter who is able to march great distances barefoot at the behest of his emperor. Ethiopian armies are light, reliant on guerilla tactics and skirmishing to grind the enemy down. While they are light in comparison to all other powers, their speed, endurance and bravery makes them a enemy not to be underestimated.

Short answer: New models, gameplay necessity, new research findings, and roster developer whim. Long answer: The mod was actually have been restructured. In 2016-early 2017, the team feel the mod was unbalanced. Faction devs had too much freedom, not only creating the variant models, but also setting the stats without coordination. Problem is, there was not many thoughts made to the stats, just throwing numbers around. If you play MK 1212 MP in those times, some factions are clearly overpowered e.g. In addition, devs were too happy in decking their units in heavy armour, even mid-tier commoner units were heavily armoured.

Skachatj kivi koshelek na kompjyuter dlya vindovs 7 10. Too much attention to elites and nobles, making the rosters top-heavy but lacking the basic units. This changed in mid-2017.

New pattern of unit roster was introduced. Centralized stats database management was implemented. Come early 2018 the database were standardized. Also as campaign building and tech tree were plotted, faction rosters have to take account how the units would be recruited in campaign and how they'll be upgraded. You can notice how rosters made before mid 2017 often are more heavily armoured, have redundant units, or have gaping holes in their rosters.

Campaign tests reveals this even more: some faction using old roster cannot recruit unit at all in the start because they lack militia! Stats under the hood has been rebalanced, but the variantmodels haven't; so for instance HRE sergeant units have less armour than their looks suggests. This update process still in progress. Ayyubids, HRE states, Christian Iberia, Scandinavia, Crusader States are the main rosters dearly in need of the new-style revamps.

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14.12.2018

Mod Medieval Kingdoms Total War 1212 Ad

30

The other day, the first assembly of the fashion Medieval Kingdoms 1212 AD became available. The assembly does not include the ability to play the company, but only the custom battles. Combat system. This mod is not just a graphic transfer of new units to the engine of Attila, but something more.

Credit to The Byzantine for the Logo and Signatures. The Kingdom of Zagwe Background Before the Solomonids defined the image of Ethiopia for nearly a millenia a Agaw dynasty dominated the Ethiopian highlands, erecting monumental churches and carrying on the legacy of Aksum. Medieval Ethiopia is shrouded in as much mystery as its Christian northern neighbors in the Sudan. A isolated mountain kingdom surrounded by hostile powers that aggressively resisted all foreign incursions. Ethiopian warfare revolves around the yeoman peasant farmer, a loyal fighter who is able to march great distances barefoot at the behest of his emperor. Ethiopian armies are light, reliant on guerilla tactics and skirmishing to grind the enemy down. While they are light in comparison to all other powers, their speed, endurance and bravery makes them a enemy not to be underestimated.

Short answer: New models, gameplay necessity, new research findings, and roster developer whim. Long answer: The mod was actually have been restructured. In 2016-early 2017, the team feel the mod was unbalanced. Faction devs had too much freedom, not only creating the variant models, but also setting the stats without coordination. Problem is, there was not many thoughts made to the stats, just throwing numbers around. If you play MK 1212 MP in those times, some factions are clearly overpowered e.g. In addition, devs were too happy in decking their units in heavy armour, even mid-tier commoner units were heavily armoured.

Skachatj kivi koshelek na kompjyuter dlya vindovs 7 10. Too much attention to elites and nobles, making the rosters top-heavy but lacking the basic units. This changed in mid-2017.

New pattern of unit roster was introduced. Centralized stats database management was implemented. Come early 2018 the database were standardized. Also as campaign building and tech tree were plotted, faction rosters have to take account how the units would be recruited in campaign and how they'll be upgraded. You can notice how rosters made before mid 2017 often are more heavily armoured, have redundant units, or have gaping holes in their rosters.

Campaign tests reveals this even more: some faction using old roster cannot recruit unit at all in the start because they lack militia! Stats under the hood has been rebalanced, but the variantmodels haven't; so for instance HRE sergeant units have less armour than their looks suggests. This update process still in progress. Ayyubids, HRE states, Christian Iberia, Scandinavia, Crusader States are the main rosters dearly in need of the new-style revamps.

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