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Thread: Medieval 2: Kingdoms - Expansion Discussion

  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Medieval 2: Kingdoms - Expansion Discussion

    (Moderators: I made a new thread as this is definite info from CA with pics and trailer, so everyone will read it instead of it being page 3 on the old thead. Ive included all the info we know from the old thread as well.)

    Info from the Total War newsletter.

    We are pleased to announce, after much speculation and guess work on the part of the community, the arrival of the new expansion pack for Medieval II: Total War. Kingdoms will feature four new campaigns of the epic proportions fans have come to expect in Total War games. Britannia, The Crusades, The Teutonic Wars and The Americas finish off a thrilling line up of scenarios for even the most discerning of Total War players.

    A host of new features accompanies the expansion. Some 23 playable factions join the melee, including Native American and European factions. In total more than 150 new units grace the battlefield, including the deadly Greek Flamethrower.

    Kingdoms also features the ability to control multiple armies, including reinforcement armies, while new historical characters and events appear, such as the rise of titanic figures like William Wallace. With many new mission types, six new multiplayer scenarios and 20 new custom battle maps, Kingdoms is a fantastic addition to Med II that will satisfy any fan of the game.
    Screenshots:







    Trailer:
    http://downloads.sega-europe.com/dow...railer_Low.wmv

    Info obtained from Gamestar magazine:

    The Addon will contain 4 Campaigns, with new faction(bolded):

    * Britain: With England, Wales, Scotland, Norway, Ireland.
    * Crusade: Two Alliances vs. Each other: Jerusalem + Antiochia vs Egypt, Byzantines, Turks and all together vs. Mongols
    * New World: Azteks, Maya, Apache,Tarasken, Chichimeken, Tlaxkalteken and Spanish Settlers under Cortez
    * East Europe: With German Knights, Poland, Lithuania, Denmark, Novgorod

    - Moats added around castles
    - They also added "Special abilities" for the historical persons in the 4 campaigns: Richard I. can collect fleeing troups, Emperor Manuel of Byzanz can "confuse" enemy units, that they hit themself.
    - The campaings have different targets and a different way of playing it. In the Eastern, the religion plays a big role (because of unrest and unit development -> u can only build teutonic knights in a catholic area) in the New world if you play the spanish have only few Units and you have to look for alliances and trading routes.
    - More units on a battlefield.
    - You can build Forts with water around it.... keep their position and which you also can conquer and use for urself.
    - More + Different Mission Targets: A noble man apears and asks for your help in a combat. If you are successfull, your reward will depend to how you won (how many you killed).
    - In the Britain Scenario you can make as enemy of England an alliance with renegate(?) english aristocrats. They ask for your help, to conquer a town. If you give them the town after the victory, they will found a new anti-english fraction "Allianz der Barone"!

    Info from Wikiman:

    This is a great post but a couple of things. The modders can make a killer game, there is no doubt about that but we can add and change features which will then provide an even more expansive platform for the modders to build on. We want the modders to have new toys despite our own fears that they become competition for us. We provided the depacker, we exposed variables to config files, we helped the modders to understand the mesh file format and we even paid for one of the mod forum moderators to fly out to Australia to see how stuff works up close at the end of Med 2.

    We think of it like we are providing a sandbox with a huge bunch of cool toys inside. We set up some cool scenarios in the sandbox but ultimately we know they will be pulled apart and configured a 1000 different ways into different mods. Lets put it this way, the number of new subtle features that have been added to the campaign will keep the modders busy for a long time and I am sure they are going to stretch the game way beyond where we will end with Kingdoms.

    OK Heroic abilities are only available in one campaign and only 5 (pretty sure it is 5) characters will ever have a heroic ability. If you think of how many generals there are on any one campaign then this puts it in perspective.

    As someone earlier said generals all didn't have equal abilities. Some were masters of the battlefield and both sides standing there facing each other knew it. We have just gone someway to represent this. This is one feature out of about 100 added to Kingdoms, I am looking forward to you guys feedback on them once the information starts to flow.

    Rock on,

    -wikiman
    My own personal thoughts:

    It sounds very interesting. I like the idea of the different campaigns, and all the new factions we will get. Plus it looks like they are putting more work into the interfaces, and i can't wait to see the greek flamethrowers in action.

  2. #2
    Inquisitor Member Quickening's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Great stuff! Thank you Lusted!
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    {GrailKnights} Member hoetje's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    a lot of information Lusted!A very big thank you :)
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    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Kingdoms also features the ability to control multiple armies
    That should be cool. No more AI reinforcements in the add-on maps.

  5. #5

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I'd get this just for the American campaign alone. Sounds very nice. Hopefully someone will be able to mod all these factions into the Grand Campaign (or some.) Ha, it's not even out and I'm already asking for a mod!

  6. #6
    Iron Fist Senior Member Husar's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Wow, looks amazing, and the Flamethrowers are at the very end of the trailer.
    Another expansion that looks like it has great new additions, especially on the graphics side of things(just watch the trailer, beautiuful fortresses with water ).
    Ok, for now I am looking forward to the patch, but I think that will be a very nice expansion


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  7. #7
    Witch Smeller Persuivant Member Fate's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I do wonder whatt he patch will consist of, as if it sorts the game out finally, i might actually ahve to buy M2.

    As for the expansion itself, nice one
    I like the fact that it isnt JUST one new campaign, but 4 mini ones instead, should pose a lot of oppurtunities for fun!
    Quote Originally Posted by Slug For A Butt
    Hmm... if the AI was programmed to emulate the most stupid Generals in history, that would explain a lot.

    "Oh, what sad times are these when passing ruffians can say "Ni" at will to old ladies. There is a pestilence upon this land! Nothing is sacred. Even those who arrange and design shrubberies are under considerable economic stress at this point in time."

  8. #8

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Looks tasty.

  9. #9
    Member Member Gith's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I'm already thrilled about the American and Teutonic campaigns
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    call me, with thy saints surrounded.

  10. #10
    Member Member Midnight's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Hmm - looks intriguing. I'm not too sure about this 'special abilities' thing (they sound a out of place, IMO), but we'll see.

    Thanks for the information!

  11. #11

    Default Sv: Medieval 2: Kingdoms - Expansion Revealed

    this looks sweet

  12. #12
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Sv: Medieval 2: Kingdoms - Expansion Revealed

    For those concerned about the "Heroic Abilities" feature, it has already been stated that they will only exist in 1 of the new campaigns and even then only 5 generals will have them. They will not be common by any means.


  13. #13

    Default Re: Sv: Medieval 2: Kingdoms - Expansion Revealed

    *rubs hands together* I was thinking I might get this just for the modding tools for DL:TW, but now that I look at it... I dunno, just seeing Krak de Chevalier on that map is exciting... the mini-campaigns seem interesting.

    Okay, now I've watched the trailor... OMFG!!!! I'm excited now.
    Last edited by adembroski; 03-30-2007 at 18:56.

  14. #14
    Member Member Alexander the Pretty Good's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Can't wait for the Eastern Europe campaign; I have a killer book on the Teutonic Order at home.

    Special abilities? Not necessary. The AI won't use it properly and it's just another tool to beat

    The trailer is ridiculous; I never knew the Byzantines had invented the WW2 flamethrower.

    Hopefully they add the tools to make new units on the battlefield. Until they do that, they aren't really helping the modding community that much.

    CA is still going to get my money, so don't counterflame me.

  15. #15
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    The trailer is ridiculous; I never knew the Byzantines had invented the WW2 flamethrower.
    As ridiculous as it may seem its true, the greeks did have a weapon like that.

  16. #16
    Member Member Roy1991's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Wow, this looks really nice :)


    The trailer is ridiculous; I never knew the Byzantines had invented the WW2 flamethrower.
    The Byzantines used hand-pumped flamethrowers for their Greek Fire.

  17. #17
    Handler of candles Member Xehh II's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Are all you guy's serious? This expansion just doesn't sound that good to me.

    Will any of the mini campaign factions be playable in the Grand Campaign? If not this expansion will be crap.
    But as long as at least mabye half of the new faction are playble in the Grand Campaign I will be happy.
    Last edited by Xehh II; 03-30-2007 at 19:43.
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

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    DEUS VULT Member King of Kings's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Nice work it looks great.

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  19. #19
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Will any of the mini campaign factions be playable in the Grand Campaign? If not this expansion will be crap.
    But as long as at least mabye half of the new faction are playble in the Grand Campaign I will be happy.
    I doubt it, they will only likey be in the mini-campaigns.

    And yes we are all serious.

  20. #20
    Inquisitor Member Quickening's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by Xehh II
    Are all you guy's serious? This expansion just doesn't sound that good to me.

    Will any of the mini campaign factions be playable in the Grand Campaign? If not this expansion will be crap.
    But as long as at least mabye half of the new faction are playble in the Grand Campaign I will be happy.
    Eh? If everything works well then this will easily be the best expansion for a Total War game yet.
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  21. #21
    Handler of candles Member Xehh II's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by Lusted
    I doubt it, they will only likey be in the mini-campaigns.

    And yes we are all serious.
    What about all the new units? How many of them will be in the Grand Campaign?
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  22. #22
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Probably none if its like BI for RTW. Most of the new units are for new factions.

  23. #23

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Just look at BI and VI, one thing CA don't do is produce half assed expansion packs. Xehh, xpacks for TW are normally new campaigns, not "heres some more units and a new faction" like say Dawn of War: Winter Assault was.

    It sounds great for singleplayer. Very cautious about how a 5 faction era will work n mp, especially if they continue the trend of not enabling mirror matches. Will need a good review from mp community for CA to get my money.

    Still kinda annoyed its not ____ Invasion though, always liked traditions

  24. #24
    Handler of candles Member Xehh II's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    VI added new units, and made factions playable, I did also add a new campaign...but if this expansion is only going to add stuff to the new campaigns...ah what's the point in arguing I don't care I'll probably buy it anyway.
    Last edited by Xehh II; 03-30-2007 at 20:08.
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  25. #25
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Believe me this is better than BI. 4 different campaigns, each focusing on a different area, with different factions and different gameplay is very good expansion.

  26. #26
    Member Member Herkus's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    wow, Baltic Crusades, who would have thought that

  27. #27
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Hmmm... My reaction is mixed. Overall it looks .. promising.

    The one thing that I am not too terribly pleased about are the moat implementations. I was expecting something like a drawbridge or a "fill in the moat" type piece of siege equipment to handle this, instead there's a land bridge that's always passable at one or more points. Oh well, at least it appears to serve a real function to force siegers to break through the main gates, thus providing a means of funneling and controlling entry points.

    Greek flamethrower units look interesting as well. Hopefully they will have a major impact on morale like they should.

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  28. #28

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Welshmen!

    What more could you ask for?

  29. #29

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Yay for not being able to edit my posts...

    I forgot to ask, is there a ballpark release date for this, yet?

  30. #30
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by Rhedd
    Yay for not being able to edit my posts...

    I forgot to ask, is there a ballpark release date for this, yet?
    Best not to ask that or it will be rushed out the door and we can wait merrily for patches!
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