Medieval 2 total war iso download






















Whole set of historical factions and levels. Behaviorally very well detailed. Graphics are also first-class. Sound Effects are also satisfying. Single Link Direct Download. Hellgate London Free Download. Hurtworld Free Download. Recent Comments. Iron Harvest Free Download. Comment by Repacklab. Honey Select 2. Repacklab have over Repacklab includes Sign up for Our Newsletter.

All Rights Reverved. Find Us On. Payment access. Why do siege battles, despite their pyrotechnic splendour, still often boil down to just knocking a hole in a wall and charging through it?

These problems are by no means terminal and in no way prevent Medieval II from being a sublime piece of programming, but they're enough to irk you and make you realise that in terms of the real-time battles, perhaps Medieval II isn't the hugely impressive leap forward from Rome that we were all hoping for.

Thankfully, the same can't be said for the turn-based strategic map, which trounces all of its predecessors with its sheer level of detail and breathtaking array of options, despite the odd balancing issue. Coupled with innumerable tweaks and improvements, its this part of the game that makes Medieval II stand apart from its predecessors like a giant at an under-tens basketball club. Regions burst at the borders with geographical features, while armies, agents, merchants, priests and princesses meander between settlements on a variety of diplomatic, military and clandestine missions.

The sheer magnitude of options available to you between each titanic real-time encounter is stupefying, urging you to tinker with every facet of your empire from population control to your relationship with the Pope. Reality quickly melts away as you navigate the map, tending to the minutiae of your rule with the superbly streamlined and intuitive interface, and guided by the excellent advisors which prevent you from ever having to trawl through the hefty manual to learn how a certain game mechanic works.

You'll spend hours agonising over how to best balance your economic and military budgets, while brokering deals with rival factions and forging alliances that'll best serve your nations interests. Perhaps the strategic map's biggest overhaul is the way that settlements work.

Oh no my compadres, those days are gone. You now have the option of constructing either castles or cities, both of which carry their own unique set of advantages and disadvantages. Cities are the economic and cultural centres of your empire, allowing you to build roads and markets, and tax your populace as you see fit However, despite being encircled by stout walls, their defensive capabilities are limited, a problem that's compounded by the meagre selection of units that you can train within their walls.

Castles are, as youd expect the exact opposite. While these fortresses may be militarily mighty and provide a cornucopia of options when it comes to constructing armies and defensive structures including multiple layers of defence later on in the game , theyre about as economically viable as a pissed-up tramp asking for a loan while knocking back his fourteenth can of Special Brew of the morning.

Another new feature is the emergence of guilds. Every so often, one of these guilds will want to set up shop within your city walls and for a small price, you can reap the benefits that they bring to your provinces.

Merchant guilds, for example, help cities to prosper economically, while Thieves guilds will bolster your nation's subterfuge abilities and cause the sudden mysterious disappearances of thousands of hub-cabs. This subtle shift in settlement emphasis forces you to think about your every move even more strategically than ever before, ramping up the realism level and utterly immersing you in a Medieval world, where only the most ruthless and two-faced prosper.

The Pope also plays a prominent role in deciding your nation's prosperity. Having made a cameo-like appearance in the original Medieval, the Pope's role has been significantly bolstered this time around and now reflects his true influence throughout the medieval period.

Making sure you keep His Holiness on side isn't just a necessity, but a serious challenge. Constructing churches and spreading the good news will help keep him on side, but making sure you don't attack too many Catholic factions is also paramount if you're to avoid being excommunicated.

Get on his good side, and hell show you favour. Displease him and hell order you to stop attacking your fellow Christians. This latter scenario also works as a subtle way of balancing the campaign, as it prevents you from becoming too powerful too quickly, and means you actually take the time to slow down your conquering exploits and enjoy the multitude of social and political options on the medieval menu. Of course, the best way of keeping the Pope onside is by getting one of your own or an ally's cardinals elected.

Once he departs from this medieval world and meets his maker, elections are held to find a new resident for the Vatican, and if your man amasses enough votes, then you'll be in for an easy ride for the next 20 turns or so.

The Pope can also call Crusades, ordering you and your Catholic brethren to muster armies and march to the Middle East in order to 'reclaim' the Holy Land.

Should you decide to jump onto the Crusading bandwagon, your men will be sped along by religious fervour, allowing them to cover ground quicker than normal. Staying clear of the Pope's legion of roaming inquisitors is also highly prudent, as they're more than happy to unceremoniously bum any of your family members or generals who whiff even slightly of heresy. Of course, there's always the option of simply attacking the Vatican, but with the risk of incurring the wrath of every Catholic faction on the map, it's a hugely risky strategy.

Medieval H's strategic map is a hulking world of murder, intrigue and goodness. No major historical event is ignored, be it the first sightings of the Mongol hordes approaching Europe or the discovery of windmills. And with the map expanding to even more impressive dimensions when the Americas are discovered, this is unarguably the most enthralling Total War turn-based experience yet.

As evolutions go, Medieval II has certainly delivered, upping the stakes both visually and in terms of gameplay. While the slightly glitched real-time battles may not be ah that much different from Rome's, and naval battles and new multiplayer options are still conspicuous by their absence, there's simply no way that any self-respecting strategy fan can spend this Christmas doing anything other than rampaging across the world on a whirlwind of medieval conquest.

This latest evolutionary step for the franchise feels like the final piece of the jigsaw for the series in its current guise, filling in the omissions of the previous games with aplomb, while bolsterjng the strategic map to even greatfirFieights. However, its starting to feel as though the franchise now needs to take that next major step - be it naval battles or more detailed siege warfare or preferably both - in order to maintain the superiority that it's enjoyed over its competitors for so many years.

For the time being though, sit back and enjoy the evolution and all of the delightful tweaks and innovations it brings to this majestic series - because if The Creative Assembly sticks to its strategic template, then another Total War revolution could be just around the comer.

About three-quarters of the way through the game, you're in for a treat as an all-new Total War feature makes its debut and turns the entire campaign on its head. Suddenly, the Americas are discovered and a massive rush ensues as you and your rivals conduct a mad genocidal assault on the unsuspecting and incredibly rich Aztecs tribes.

The nation that proves most successful in this conquest suddenly finds itself in a very advantageous financial position and the wealth to be gained can turn even the most redundant enemy into a superpower. However, standing between you and bags of gold are tens of thousands of fanatical Aztec warriors, who make up for their lack of armour and technology with sheer numbers. The first time you saunter up to an Aztec army, you'll be struck by the sheer magnitude of your task.

Having these 3D models meant we could have far more visual detail over Medieval. With regards to building on Rome, the aim was to create a far more 'Hollywood' feel, so we added the variation in unit models, better combat choreography and better light controls.

From a production perspective, we really focused on quality and I think the look of the game is a testament to that, as well as to the quality of our artists. STATE AGENTS : Toose: "We wanted to give the player more ways to influence their finances, diplomacy and religion, but at the same time without creating any sort of heinous micro-management The new agents like merchants and princesses are really simple to use, and that was a key part of the philosophy in adding things to the game.

The new agents were a means of adding more depth without getting bogged down. Glastonbury: "Princesses were a part of the medieval experience that we felt couldn't be left out. By adding the other agent types, we tried to capture the feel for the era.

At the time, the three merchant city-states of Milan, Venice and Genoa were very powerful; by adding merchants, we wanted to capture that. This was the same for heretics and inquisitors. We're making castle walls even stronger in the expansion Kingdoms, so you may need several cracks at the bigger castles to succeed.

We wanted to have multi-turn campaign sieges, where it would take several turns to complete the battle one layer of defences at a time. In-between the battles, each side would be able to restock and regroup. We got the multiple defence layers into the battle engine, but the multi-turn sieges didn't make it. Adding castles reinforces this and you really want to have a powerful castle near the battlefront to keep your armies supplied with good troops.

Toose: "By having two types of settlements we gave the player a lot more choice about how they gear any given region. Castles produce a better spread of units, but cities make far more money. You need a combination of both to have the most effective empire. But Total War games are by their very nature, huge undertakings. With a code-base the size of Medieval II there are always going to be bugs that we don't discover until the code is out in the wild.

Toose: "Bugs tend to cause both the biggest headaches in development, but also help to provide the most laughs. We had one where men climbed ladders with so much gusto that they managed to insert themselves into the chap further up the ladder. Glastonbury: "The funniest graphical glitch I saw was caused by a change to the collision system for soldiers that resulted in them getting massive repelling forces from the ground.

Men would randomly be thrown into the air, screaming and flailing. They were like popcorn in a frying pan. You get so close to the product that it becomes like a child and it's disappointing when a feature has to get cut for whatever reason. Multi-turn sieges was one feature we couldn't include, and we also had plans to make further improvements to diplomacy and a completely re-imagined auto-resolve system. Toose: "There were a few features that we weren't able to put in like moats and being able to control reinforcement armies so you can assemble large forces effectively.

These are features we're including in the Kingdoms expansion. We just had self-belief and enthusiasm to do good work. So it came down to us being masters of our own future and the pressure that comes with that. That's simply because creating good Al is really hard and the more complicated your game, the more complicated your Al has to be.

Medieval II is really complicated and thus, we could always keep improving the Al. That's a ludicrous amount of stats to tune, and so more time would translate to better results. It's something we've examined again with Kingdoms. History isn't balanced, and so certain factions are harder to play than others. We balance the game so that when you play in battle mode, each faction has strengths and weaknesses in its unit line-up.

It is a turn based strategy game with role playing attributes. It was released in November In this game you can choose between battles and Single mode campaign. Also you have the luxury to play it online with other players around the world.

In the campaign mode you have to select a specific Faction. Then you have to grow them economically and militarily to win the battles which come forward. There are different families and royals. Also every faction includes agents like imams, Priests, merchants and assassins each having their own abilities.



0コメント

  • 1000 / 1000