![]() Higher population thresholds for updating cities and castles Increased garrison effect on public order Increased income from trade, decreased income from taxation and farming Increased corruption, religious unrest, distance to capital penalties Countless tweaks & bugfixes to vanilla configuration The starting units have been changed to exactly match the starting recruitment buildings with the exception of Denmark, Scotland and Russia, as these factions start only with one settlement. Total revision of the starting conditions for all factions and settlements, so that all factions can build the faction specific basic militia units in cities, and basic infantry and cavalry in castles. Naval engagements will result in more casualties Total Revision of all offensive and defensive siege formations! ![]() Six new AI formations for open field battles, that are all used by the AI depending on the army composition! Gates, walls and towers get more hitpoints with every upgrade level: higher level castles will require heavy siege equipment Balanced unit stats thanks to the outstanding Real Combat modification by Point Blank Differentiated projectile and artillery settings Massively improved flanking and skirmish behavior Complete battle AI modification and mechanics for longer lasting and absolutely challenging field battles and sieges AI will make more counterproposals in negotiations Revised the value of all diplomatic offers and demands All your actions will affect not only the target faction, but also its allies and enemies as well! Total revision of faction standing mechanics to provide more subtle changes in relations between factions, rather than jumping from perfect to horrible. Special relationship between the Pope and Italian states (Venice, Milan, Sicily) - Pope will ask for help when attacked Papal States will primarily act via diplomacy Allies will help each other, if they have the means Limited alliances between historically hostile factions If you want to experience an AI that expands fast, uses weaknesses in your defense, and acts planful, then stop searching! AI using large stacks for attack and defense - no other AI will give you these results! Reasonable alliances, backstabbing still possible AI systematically evaluates every available campaign parameter to find the best offensive or defensive option ![]() Total revision of vanilla AI with separate AI profiles for Papal States, Catholics, Orthodox, Muslims, Mongols (Timurids), Aztecs, and Neutrals The changelog to the previous versions is just too long, so I will only give an overview of the main features. ![]() Umfangreiche Modifikation v1.6 für die Computerintelligenz (Kampagne, Diplomatie, etc.) bei Medieval 2: Total Warĭie Modifikation besitzt einen eigenen Installer (deutsche und englische Sprachversion) und funktioniert sowohl mit Medieval 2: Total War v1.2 sowie der Erweiterung Kingdoms. ![]()
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