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REQUIRES MEDIEVAL II TOTAL WAR: KINGDOMS
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TABLE OF CONTENTS
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1.0 OVERVIEW
2.0 RETROFIT MP 2.0 CHANGELIST
3.0 INSTALLATION
4.0 LAUNCHING THE MOD
5.0 CAVEATS AND KNOWN ISSUES
6.0 MODDING
7.0 CONTACT AND SUPPORT INFORMATION
8.0 LEGAL INFORMATION
9.0 CREDITS
1.0 OVERVIEW
============
The Retrofit MP 2 Mod is a multiplayer balanced version of the Retrofit Mod. The Retrofit Mod retrofits various Medieval II Total War (M2TW): Kingdoms features, improvements and bug fixes to vanilla M2TW. This mod can be used as it is, or as a base to create additional M2TW: Kingdoms mods (see section 5.0).
The major features of the Retrofit Mod are:
· Hotseat Campaigns.
· Control AI Reinforcements.
· Boiling Oil.
· 4 Additional custom battle maps (Backwoods, Borderlands, Forts, Trenches).
· 150 new maps, all them with weather selectable.
· Unit rebalancing.
· AI Unit Recruitment tweaks.
· Campaign AI Tweaks.
· Miscellaneous bug fixes and improvements.
· Installer: The mod is packaged with an easy to use installer for computers with a valid installation of M2TW: Kingdoms.
The changes made to the Retrofit MP 1.0 Mod in Retrofit MP 2.0 are:
Miscellaneous
Increased the base cost of armor upgrades.
Carroccio Standard and Great Cross cost: 700 fl (+250).
Stat heat x 0.75.
Changed infantry unit formation to 1.2, 1.2, 2.0, 2.0
Reduced terrain bonuses and penalties to +1 or -1.
-------------------------------------------------------------------------Cavalry - General
Increased the cost penalty for bodyguards from 30% to 100%
Increased cost penalty for cavalry from 30% to 50%
Heavy Cavalry
Feudal Knights (730->780), +3 attack, +1 armour.
English Knights (840->830), 3 max without cost penalty, +1 armour, +2 morale.
Chivalric Knights (920->910), +1 armour.
Portuguese Knights (760->780), +1 armour, +1 defense, +2 morale, 3 max without cost penalty.
Imperial Knights (820->830), +2 armour, 3 max without cost penalty.
Noble Knights (920->940), +2 armour, 3 max without cost penalty.
Lancers, +3 armour, 3 max witout cost penalty
Gothic Knights (930->960), +3 armour.
Gendarmes (760->720), +2 armour.
Italian MAA (570->680), +1 armour, +2 attack, +2 morale, 3 max without cost penalty.
Famiglia Ducale (820->870), +3 armour, 3 max without cost penalty.
Tsars Guard (920->970), +3 armour, 3 max without cost penalty.
Kataphractoi (770->850), +3 armour, +1 shield, 3 max without cost penalty.
E Chivalric Knights, +1 armour, 3 max without cost penalty.
Royal Banderium (890->960), +3 armour, 2 max without cost penalty.
Polish Nobles (750->740), +1 defense.
Polish Knights (920->910), +1 armour, 2 max without cost penalty.
Polish Guard (920->980), +3 armour, 2 max without cost penalty.
Armored Clergy (820->830), +2 armour
NE Bodyguard (300->420), 12 men, given the "can_formed_charge" attribute, +2 armour.
NE Late Bodyguard (320->470), 12 men, given the "can_formed_charge" attribute, +3 armour.
SE Bodyguard (300->420), 12 men, given the "can_formed_charge" attribute, +2 armour.
SE Late Bodyguard (320->470), 12 men, given the "can_formed_charge" attribute, +3 armour.
EE Bodyguard (300->410), 12 men, given the "can_formed_charge" attribute, +1 armour.
EE Late Bodyguard (320->470), 12 men, given the "can_formed_charge" attribute, +3 armour.
Greek Bodyguard (300->440), 12 men, given the "can_formed_charge" attribute, +3 armour.
Knights Templar (890->920), +2 armour, 2 max without cost penalty.
Knights Hospitaller (890->880), +1 armour, 2 max without cost penalty.
Teutonic Knights (950->980), +2 armour.
Knights of Santiago (890->880), +2 armour, 2 max without penalty
Mercenary German Knights 720 fl, +2 armour.
Mercenary Knights 590 fl, +1 armour.
Quapukulu (950->1020), +3 armour.
Royal Mamluks (880->980), +3 armour, 2 max without cost penalty.
Kwarizmian Cavalry (630->670), +3 armour, 2 max without penalty
ME Bodyguard (300->440), 12 men, given the "can_formed_charge" attribute, +3 armour.
ME Late Bodyguard (320->460), 12 men, given the "can_formed_charge" attribute, +3 armour.
Mongol Heavy Lancers (830->890), +3 armour.
Khan's Guard (930->1000), +3 armour, given the "can_formed_charge" attribute and wedge formation.
Mongol Bodyguard (330->470), +3 armour, 12 men, given the "can_formed_charge" attribute.
Medium Cavalry
Mailed Knights (670->640), removed from Milan, Venice and Papal States in High era.
Demi Lancers (770->760)
Broken Lances (670->720), +2 attack
Italian Cavalry Militia (530->550), +2 charge, 2 max without cost penalty.
Druzhina (750->720)
Merchant cavalry militia +1 attack, +2 charge, -1 defense, +2 morale. Added to Spain, Portugal, Hungary and Poland in High Era, 2 max without penalty.
Byzantine Lancers (490->470)
Latinkon (740->720), 2 max without cost penalty.
Polish Retainers (850->710),-2 attack, -1 defense, -4 morale, 3 max without cost penalty.
Conquistadores (850->870), 3 max without cost penalty.
Huscarls (750->730), 3 max without cost penalty.
Mercenary Frankish Knights 670 fl
Condottieri (590->610)
Serbian Knights 900 fl
Crusader Knights 870 fl
Mounted Sergeants (470->460)
Hussars, 3 max without cost penalty.
Serbian Hussars 820 fl
Sipahi lancers (670->650)
Bedouin Cavalry (420->410)
Mamluks (680->740), +1 shield., 3 max without cost penalty.
Granadine Lancers (670->640)
Christian Guard (870->890), 2 max without cost penalty.
Armenian Cavalry (720->700), voice changed to heavy type, 2 max without penalty.
Light Cavalry
EE Cavalry Militia (340->330). Mount changed to fast pony and voice type to light.
Greek Militia Cavalry (310->330), +1 shield. Voice light and mounted changed to fast pony.
Border Horse (380->360)
Hobilars now use fast pony, +1 attack, +2 defense, 3 max without cost penalty.
Scouts (420->360)
Albanian Cavalry 590 fl
Alan Light Cavalry (540->550). Given to Timurids in Early and High era, +1 shield, -1 defense, -2 morale, 2 max without penalty.
Mongol Light Lancers (570->580), -1 defense.
Missile Cavalry
Reiters (850->740), +5 range.
Jinetes defense +1.
Mounted Crossbowmen (480->490).
Kazaks (420->480), 3 max without cost penalty.
Boyar sons (680->670), +2 morale (4->6), +1 defense.
D'vor Cavalry (990->900), +3 armour, -1 shield, 2 max without cost penalty.
Cossack Cavalry (730->670)
Byzantine Cavalry (530->560)
Skythikon (420->480), 3 max without cost penalty, removed from Byzantium in Late era.
Magyar Cavalry (450->540), 3 max without cost penalty.
Hungarian Nobles (800->710)
Vardariotai (900->810)
Lithuanian Cavalry (590->560), +2 ranged attack, -1 shield.
Polish Shooters (830->770), -1 shield.
Cuman Horse Archers (420->480), 2 max without cost penalty.
Mounted Longbowmen (760->710), available for England in High, 1 max without cost penalty.
French Mounted Archers (860->790), 2 max without cost penalty.
Turkish Horse Archers (420->480), 3 max without cost penalty.
Turkomans (490->540), 3 max without cost penalty.
Sipahis (680->650)
Desert Cavalry (480->470), +1 defense, +1 shield.
Mamluk Archers (810->780), 3 max without cost penalty.
Granadine Jinetes +1 defense, +1 shield.
Granadine CB Cav (500->480), -1 missile attack, added to Moors in High era.
Turkopoles (480->650)
Akinjis (420->480), given to egypt in early, 2 max without cost penalty.
Mongol Horse Archers (530->500), -3 defense.
Mongol Heavy Archers (600->730), -1 defense, +2 morale.
Turkomans Mercs (490->540)
Camels
Bedouin Camel Riders (550->520)
Camel Gunners (1000->960), 2 max without cost penalty, range 160.
Tuareg Camel Spearmens (580->520)
-------------------------------------------------------------------------
Swords, Axes and Maces
Increased the cost penalty for bodyguards from 30% to 100%
Sword and Buckler Men -20 fl (510->490), mass changed to 1.2.
Battlefield Assassins (690->570), -1 attack, 2 max without cost penalty.
Hashishim (760->670), -1 attack, 2 max without cost penalty.
Dismounted E Chivalric Knights +2 defense, (510->550).
Dismounted Men at Arms +2 morale, (430->460)
Dismounted Broken Lances +4 morale,(430->510).
Dismounted Christian Guard -3 attack, -1 defense, -100 fl (660->560), 4 max without cost penalty, changed stat_ground to 1, 0, 1, -1.
Dismounted Conquistadores (660->650), -1 attack, 4 max without cost penalty.
Dismounted Druchima mass changed to 1.2
Dismounted Boyars Sons mass changed to 1.2, +1 defense, +2 morale (540->590).
Swordmen Militia -20 fl (370->350), mass changed to 1.2.
Urban Militia (370->350), added to moors in Early Era.
Norse Swordmen (490->470)
Dismounted Byzantines Lancers (370->350).
Byzantine Infantry (370->400), +1 defense, +2 morale, mass changed to 1.2.
Dismounted NE Bodyguard -1 attack, 16 men, (180->300).
Dismounted Huscarls 2 max without cost penalty.
Aztec Bodyguard size increased from 16 to 24 men, (200->240).
Venetian Heavy Infantry -1 armor, +1 defense, +2 morale (510->480).
Highlanders +1 defense.
Viking Raiders (450->420).
Flagellants (340->300).
Dismounted Imperial Knights (510->530).
Dismounted Mercenary Knights (570->590).
Dismounted Mercenary German Knights (430->410), +4 morale.
Sudanese Tribesmen +2 attack, (260->270).
Ghazis (410->370).
Sudanese Tribesmen Mercs (370->230).
Dismounted Crusader Knights (660->650), -1 attack.
Aztec Peasants (200->190).
Aztec Warriors (330->340).
Jaguar Warriors (520->500).
Cuahchiqueh (550->520).
Coyote Priests (470->340).
Txacalan Mercenaries (280->270).
Native Mercenaries (200->190).
Native Warriors (280->270).
-------------------------------------------------------------------------
Small Polearms
Dismounted Noble Knights (590->600), added to France in High Era, 2 max without cost penalty.
Dismounted English Knights (590->600)
Dismounted Portuguese Knights (590->600), 4 max without cost penalty.
Heavy Billmen -10 fl (320->340), +4 attack against cavalry
Billmen -40 fl (240->200), +4 attack against cavalry
Heavy Bill Militia -10 fl (320->340), +4 attack against cavalry
Bill Militia, +4 attack against cavalry
-------------------------------------------------------------------------
Polearms
Swordstaff Militia +2 attack, -30 fl (610->580)
Obudshaer, +1 attack, -30 fl (740->710)
Halberd Militia +3 attack, -70 fl (420->350), available for Papal States, Sicily, Poland and Hungary in High era, available for HRE, Sicily, Poland and Hungary in Late era.
ME Halberd Militia, given to Egypt, Turks and Timurids in High Era, (420->500).
Janissary Heavy Inf (680-720), -2 attack.
Transilvanian Peasants (280->310), +3 attack.
Voulgier (580->520), +2 attack.
Partisan Militia (470->430), +3 attack.
Swiss Guard (800->790).
-------------------------------------------------------------------------
2 Handed Axes
"arrow" missile range increased from 120 to 130.
Longbowmen +20 fl (480->500), range 160.
Yeoman Archers +10 fl (590->600), range 160.
Sherwood Archers -1 secondary attack, -30 fl (450->420), range 160.
Highland Archers range 140.
Highland Noble Archers, 4 max without cost penalty.
Scots Guard range 160.
Sicilian Muslim Archers range 150.
Venetian Archers range 150, -1 armor, +1 defense.
Trebizon Archers range 150.
Byzantine Guard Archers -40fl (610->570).
Bosnian Archers range 150.
Dismounted Longbowmen range 160.
Dismounted French Archers range 160.
Dismounted Lithuanian Cavalry range 150.
Welsh Longbowmen range 160.
Free Company Longbowmen range 160.
Bulgarian Brigands range 150.
Dismounted Dvors (750->660), +1 defense, -3 shield.
Turkish Archers range 150.
Ottoman Infantry: added 'hardy' attribute, range 150,+2 attack, +2 morale, -3 shield, (620->630), mass changed to 1.2.
Desert Archers changed from "very_hardy" to "hardy", range 150.
Nubian Archers available for Egypt in High and Late era, 2 max without cost penalty, range 150.
Armenian Archers available for Timurids in Late era, range 150.
Mongol Foot Archers range 150.
Mongol Infantry range 150, +3 defense, -3 shield.
Sabadar Militia -3 shield, +2 attack, +1 defense.
Dismounted Archers range 150.
Dismounted Heavy Archers -80 fl (640->560), +1 defense, range 150.
Welsh Longbowmen Mercs range 160.
Bulgarian Brigands Mercs range 150.
-------------------------------------------------------------------------
Crossbowmen
"crossbow_bolt" missile range changed from 120 to 130.
Crossbowmen range increased from 120 to 140, (380->360).
Peasant Crossbowmen (290->260).
Crossbow Militia (290->260).
ME Crossbow Militia (340->300).
Pavise Crossbowmen range 150.
Pavise Crossbow Militia range 150.
Mercenary Pavise Crossbowmen range 150.
Mercenary Crossbowmen range 150.
ME Peasant Crossbowmen given crossbow_bolt (130 range), 9 missile attack, 290 fl.
ME Crossbow Militia (290->360), given steel_crossbow_bolt (140 range), 12 missile attack, given to Moors in High and Late era.
-------------------------------------------------------------------------
Gunpowder
Naffatun +100 fl (350->450), 1 max without cost penalty.
Increased arquebus_bullet range from 120 to 140.
Cossack Musketeers -20 fl (650->630), range 170.
Arquebusiers +2 secondary attack, -20 fl (470->450)
Musketeers +2 secondary attack, -20 fl (550->530), range 170.
Portuguese Arquebusiers -80 fl (680->600)
Mercenary Arquebusiers, +2 secondary attack, -70 fl (520->450)
Jannisary Musketeers -20 fl (720->700), fixed armour upgrade cost, range 170.
Sudanese Gunners -70 fl (580->510)
Hand Gunners: +5 range +1 defense skill and -60 fl (510->450)
ME Hand Gunners: +5 range +1 defense skill and -60 fl (560->500)
-------------------------------------------------------------------------
Javelins
cav_javelin speed increased from 30 to 40.
javelin ammo reduced from 8 to 6, range 60.
Javelinmen (250->200), +1 defense.
Lusitanian Javelinmen (330->320), +1 defense, +3 shield.
Almughavars (540->510), +3 shield, +1 defense, -2 morale, -1 attack.
Irish Kerns 2 max without cost penalty, +1 defense.
Catalans (580->600), +1 defense, +3 shield, given to spain in High era, 2 max without cost penalty.
Turkish Javelinmen (250->200), +1 defense.
Sudanese Javelinmen (300->270), +1 defense.
Kurdish Javelinmen (330->280), +1 defense.
Afghan Javelinmen +1 defense.
Aztec Spear Thrower +1 defense.
Arrow Warriors (360->480), +1 defense, given the "light_spear" attribute, +4 versus cavalry.
Irish Kerns Mercs +1 defense, 2 max without cost penalty.
Afghan Javelin Mercs +1 defense, added to Mongols in Early, High and Late era.
-------------------------------------------------------------------------
Pikemen
Highland Pikemen +2 defense.
Scot Pike Militia -50 fl (260->210), added to Scotland in Early era.
Heavy Pike Militia, added to Scotland in High Era.
Tercio Pikemen (470->420)
Pikemen (350->310)
Pike Militia (260->210), available for Spain, Portugal and HRE in High era. Available for Milan, Venice, Sicily and Papal States in Late era.
Aventuros (690->610)
Flemish Pikemen (420->390)
Swiss Pikemen (640->530)
Landschknett Pikemen (470->420)
Noble Pikemen (600->630), +2 defense.
Flemish Pikemen Mercs (420->390)
Swiss Pikemen Mercs (640->530)
3.0 INSTALLATION
================
The Retrofit MP 2.0 Mod requires M2TW: Kingdoms.
To install the Retrofit MP 2.0 Mod, simply run the supplied executable file. If you have a valid installation of M2TW: Kingdoms, installation setup will automatically determine the installation path and appropriate language assets (game audio and text) for the Retrofit MP 2.0 Mod.
The Retrofit MP 2.0 Mod installs all game files into a separate mod path and does not modify any existing M2TW or M2TW: Kingdoms files. This protects the existing M2TW and M2TW: Kingdoms installations and allows multiple mods to be run from the same M2TW installation.
Installation consists of four main components:
· Required Retrofit MP 2.0 Mod Files: Core files required to install and use the Retrofit MP 2 Mod. (REQUIRED)
· Copy M2TW Campaign Files: The installer will copy the required campaign files from the original M2TW installation. (REQUIRED)
· Copy M2TW Custom Battle Files: The installer can copy the custom battle files from the original M2TW installation. (REQUIRED)
· Copy M2TW Save Games: The installer can copy save games from the original M2TW installation for use in the Retrofit MP 2.0 Mod. (OPTIONAL)
4.0 LAUNCHING THE MOD
=====================
The Retrofit MP 2 Mod can be launched via a number of methods:
· Start menu shortcut
· Desktop icon
· M2TW game launcher (English)
· Batch file located in: [M2TW Path]\mods\RetrofitMP2\medieval2_RetrofitMP.bat
5.0 CAVEATS AND KNOWN ISSUES
============================
· Version 2.0 of the Retrofit MP Mod is designed to work with M2TW: Kingdoms with M2TW updated to version 1.05.000. Version 2.0 of the Retrofit MP Mod may not work correctly with future versions of M2TW: Kingdoms and M2TW.
· The Retrofit MP Mod may not install and/or run correctly for some downloadable distribution methods of M2TW or M2TW: Kingdoms.
· Although the Retrofit MP Mod contains assets for all available game languages, it has not been exhaustively tested for every language of M2TW: Kingdoms.
· The additional custom battle maps have not been translated for non-English languages.
· Using M2TW save games in the Retrofit MP 2 Mod has not been exhaustively tested.
6.0 MODDING
===========
The Retrofit MP Mod may supply a good base or reference for other M2TW: Kingdoms mods. Other mods may include content of the Retrofit MP Mod in whole or in part. Please acknowledge credit to the Retrofit MP Mod when Retrofit MP Mod content is used in other mods.
It is requested for others not to release mods that directly modify an installed Retrofit MP Mod. This is to avoid compatibility issues in multiplayer battles between players with different Retrofit MP 2 Mod data. If you wish to create a mod for Retrofit MP, please ensure it uses a new ModPath.
7.0 CONTACT AND SUPPORT INFORMATION
===================================
Support for the Retrofit MP Mod is provided through the Total War forums:
[Solo los usuarios registrados pueden ver los enlaces. ] [Solo los usuarios registrados pueden ver los enlaces. ]
8.0 LEGAL INFORMATION
=====================
This is an unofficial Mod for Medieval II Total War: Kingdoms. SEGA and the Creative Assembly do not endorse or support this Mod.
All right, title, interest and ownership rights in this Mod belong to the Authors of this Mod (as far as is legally possible).
The Authors of this Mod (and for the avoidance of doubt SEGA and The Creative Assembly) will not be held responsible for the risks connected with any loss (financial or otherwise), damage to property, lost data, console, computer or handheld device failure, errors and lost business or other information as a result of possession, use or malfunction of this Mod.
9.0 CREDITS
===========
Authors & Support
=================
Carlos 'Mordred' Sánchez
Jake Peterson
Jason 'Palamedes' Turnbull
Juan Luis 'Ergion' Barahona
Scott 'Unspoken Knight' Lowther
Beta Team
=========
Acunal
Almircar
Anubis
Brutus
Danielo
DucaWilliam
Edecón
Embirrado
Fieldmarshall
Hannibal
Iberoxauen
Indigo
Niesmiertelnik
Lerend
Paolai
ReloK
Rikimaru
Sir Eudes
Sir Heinz
Super
Veneno
Wolf-yop
Arcani
Bractwo Stali
Brotherhood of Aggony
Brotherhood of Steel
Cacciatori
Celtiberos
Cojot
Crusaders
Cruzados
Devoti Custodes
Grey Wolves
Hermandad de la Guardia
Hussars
Imperial
Imperium Polskie
Invictus
Leontes
LEGIO
LONG
Luna Rossa
Normanni
Rapax
Sarmaci Krolewscy
Victrix
Warriors of Crom
4Horsemen
Clan War Belt : [Solo los usuarios registrados pueden ver los enlaces. ]
Clan Wars Championship : [Solo los usuarios registrados pueden ver los enlaces. ]
Clan Community Shield : [Solo los usuarios registrados pueden ver los enlaces. ]
Clan Celtiberos 2v2 Tourney : [Solo los usuarios registrados pueden ver los enlaces. ]
Clan LEGIO MP Italian Campaign : [Solo los usuarios registrados pueden ver los enlaces. ]
Total War Italia: [Solo los usuarios registrados pueden ver los enlaces. ]
And of course all those who support this wonderful mod playing it in multiplayer! This update wouldn't have been done without you, mates!
Última edición por Ergion; 12-sep-2008 a las 10:04
Por fin, ya era hora, a ver si animamos la recta final hasta que salga el Empire con este nuevo Retro, hay que darle caña para ver si los proximos torneos se pueden jugar con el, yo me pondre hoy mismo, lo unico que si tenemos que jugar alguna batalla de torneo con el MP 1 como hago, me lo instalo encima de este nuevo? y despues si necesito el 1 hago lo mismo...?
Tal vez sea un poco rimbombante, pero no quisiera dejar pasar el intentar dar mi muestra de agradecimiento total por la creación y actualización de este mod, que, al menos para mi, ha conseguido mantenerme enganchado al juego sin quemarlo e incentivando el buen juego. Gracias a los cabezas pensantes que se han comido el coco para dejar un balanceado lo mas optimo posible, aguantando criticas y demas (recordemos que este tipo de esfuerzos no suele ser recompensados de ninguna manera, mas que con criticas y algunos agradecimientos esporadicos).
Mi especial agradecimiento a Mordred y Ergion que son los que conozco que han estado dandole vueltas y vueltas para mejorar lo posible todo.
Ede, en realidad en el nuevo Retro solo se modifican tres archivos de texto, que son los mismos de siempre. Cambiando esos por los antiguos tendrás de nuevo el viejo Retro, y volviéndolos a cambiar, otra vez el nuevo.
Estoy buscando para que la tomes como modelo una foto mía que tenía con cara seria y la cabeza ligeramente inclinada sobre los hombros al estilo de Alejandro Magno pero por lo pronto, mientras la busco, toma ésta: una foto de Mordred en la que sale bastante más alegre de lo habitual:
Coñas aparte, me alegro de que te esté gustando. Parece que las primeras impresiones están siendo favorables
Última edición por Ergion; 13-sep-2008 a las 02:44
Esta noche entraré al multi con el Retro MP 2.0 (no he podido hasta ahora por tener que jugar torneos con el 1.0). Si logro jugar alguna batalla 2vs2 o 3vs3, colgaré la replay, lo prometo, aunque haga el ridículo
Bueno decir que ayer solo pude echar una al final,pero lo que ví me gustó.Quizás noto la caballería pesada un poquillo bruta pero quizás sea un guiño a los que se quejaban de eso precisamente,aunque el precio que tiene compensa esa potencia,el juego es mucho mas dinámico en general gracias a que las ligeras parecen más rápidas y con aguante.
Yo no lo noté tanto pero me han dicho Von Paulus que jugó mas que yo,que notó mayor velocidad,incluso en una guerra de arcos mas corta,y que le cree que habéis hecho un buen trabajo(siendo él uno de los cabecillas opositores).
Todo esto ha sido una primera batalla,me queda confirmarlo jugando repetidamente,pero creo que ste mod puede que recupere bastante a la comunidad.
Gracias por el trabajo y por haber sabido aguantar el chaparrón de críticas con estoicismo
Las caballerías pesadas bardadas con más armadura ha sido una de esas decisiones arriesgadas que comentaba en el foro HG. Esas caballerías ahora son más duras frente a flechas y unidades de espadas aunque como ya tu mismo has dicho, el incremento de armadura las hace proporcionalmente más caras. Por otro lado también se ha incluido en bastantes facciones en la era Alta unidades que contrarrestan a la caballería como picas y alabardas de falange sin olvidar a las lanzas de mediana y gran calidad de toda la vida, que seguirán siendo muy eficaces para vencer a las caballerías tanque.
La distancia de arcos reducida en el caso de los de mayor alcance y aumentada en los de mínimo alcance es otra de las decisiones que hemos tomado quizá no tan arriesgada pero si muy importante. Tiene un montón de consecuencias y me parece que todas van a ser positivas, espero.
Última edición por Ergion; 14-sep-2008 a las 11:27
Si hay que agradecer a toda la gente que se ha comido la cabeza tanto en este mod, sean del clan que sean, para que nosotros lo disfrutemos. Mencion especial para Mordred y Ergion.