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Rhaegrim
08-09-2015, 17:39
Informacje o DLC The Empires of Sand - Culture Pack (http://forum.totalwar.org.pl/showthread.php?12390-DLC-The-Empires-of-Sand-Culture-Pack)

https://www.youtube.com/watch?v=hTbMewLXAvA

The Empires of Sand Culture Pack brings three new playable factions and new religion features to Total War™: ATTILA.

- New Factions; Aksum, Himyar and Tanukhids with new unique units.
- New Campaign mechanics.
- New Horde mechanics.
- New Religion features.

Aksum, Himyar and the Tanukhids may be used in Single or Multiplayer Campaign modes and Custom and Multiplayer battles.

Hailing from the harsh deserts of Africa and the Middle East, these factions are part of the new Desert Kingdoms cultural group, and bring new campaign mechanics, new horde gameplay mechanics, events, enhanced religion features, battlefield rosters and unique units to Total War™: ATTILA.

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Desert_Kingdoms_section .png?t=1441727788


Desert Kingdoms

All factions in the Desert Kingdoms cultural group benefit from the following traits:
+2 Sanitation in all regions
+15 Melee attack in desert battles
Immunity to desert attrition

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_New_Religion_Features_s ection.png?t=1441727788

New Religion Features

Because of the dramatic impact religious changes had on these cultures in this period, the Empires of Sand Culture Pack includes a number of changes that increase the importance of religion. There are three new religions available: Eastern Christianity, Judaism and Semitic Paganism.
Each non-horde Desert Kingdoms faction has two main religions to choose between. Aksum may follow Eastern Christianity and Semitic Paganism, while Himyar may choose between Judaism and Semitic Paganism.

Religion now has further-reaching effects, influencing many aspects of Desert Kingdoms campaign gameplay. It is deeply intertwined with a number of features including building chains, victory conditions, events, technologies and overall campaign bonuses:
Dual religion building chains

Aksum and Himyar possess a building chain for each of their main religions. They can build these buildings regardless of their faction religion. This allows players to exert greater control over their faction religion and change it reactively in response to their situation.
Tier-5 barracks

Aksum and Himyar have two new tier-5 barracks available, one for each religion. To unlock a barracks, the faction must have 75% influence in the respective religion. These barracks buildings each provide three unique elite units as well as unlocking a variety of campaign benefits.
Split victory-conditions and achievements

Desert Kingdoms factions have two sets of victory conditions, one for each of their main religions, that involve a number of units and structures related to that religion.
Increased diplomatic significance

The new religions have increased diplomatic impact, forcing the player to choose their religion carefully based on who they wish to ally with.
Pleasure building-chain

Non-horde Desert Kingdoms factions have access to a new industrial building-chain which provides large sums of money, but decreases your majority religion, meaning you must choose between religious stability and financial gain.
Religious technologies

Each non-horde Desert Kingdoms faction has a technology chain for each of its main religions. These convey a number of religious and campaign bonuses to help you manage and optimize your religious choices.
Increased Religious Discord Penalties

The public order penalties for religious disharmony within your provinces have been increased between the new religions, meaning that the benefits are balanced with increased risk if you fail to manage your religions correctly.
Reactive Religious events (Aksum and Himyar)

Two new events have been added that trigger when certain religious conditions are met, and provide you with intriguing dilemmas and missions.

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Factions_section.png?t= 1441727788

Factions

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Tanukhids_section.png?t =1441727788

The Tanukhids

The Tanukhids are a horde faction, representing a desert rebellion with a hyper-aggressive playstyle, plus a host of unique traits and features.

Faction Trait: Legendary Raiders
Rapacious Horde: Food is obtained through settlement battles rather than buildings.
Victory rallies: Every military victory spreads your fame and swells your ranks, increasing the horde’s growth.
Swelling Ranks: Armies in Raiding stance gain a free Rebellion Militia unit every turn.

History
The Tanukhids have travelled a long way from their homelands. Originally part of the Qahtani tribal confederation, they migrated north in the aftermath of a flood which devastated their homeland, eventually leaving Arabia altogether.

Coming into contact with the Roman Empire, the Tanukhids have since been employed as Roman foederati, and considered a dependable cavalry force. However, they recently rebelled against Rome following Emperor Valens' attempts to convert them from Orthodox to Arian Christianity. The Tanukhids – under their warrior queen, Mavia – fought so hard, and so fiercely, that they defeated the Romans in the field on several occasions and forced agreement to their terms.

Despite the odds, these devout people have created a life for themselves as free Arabs, who pledge allegiance to none but God and their brave queen - surely all that is required to attain true greatness!

Campaign features

New building trees
While migrating, the Tanukhids have access to a completely new Horde building tree comprising 34 new buildings, each with unique artwork and campaign effects.

Unique event chain
A brand new event-chain guides you in your rebellion against the Romans, and leads you ultimately to settlement and the formation of an empire.

Dynamic Barrack unlocks
Completing missions unlocks higher tiers of barracks and provides access to new, defecting Roman units.

Unit Roster
The Tanukhid Roster focuses on battlefield area-control and micro management. Light but powerful shock cavalry are paired with stealth units and fast pike units.

Badyia Skirmishers – Light stalk (remain hidden in all terrains) Javelinmen
Desert Pikes – Light, rapid advance pikes with high missile block chance
Dune Lancers – Very light guerilla-deployment shock cavalry with javelin precursor
Mavia’s Bodyguards – Very heavy shock cavalry (general’s unit)
Mavia’s Chargers – Very light shock cav with very good charge bonus
Mavia’s Chosen – Very light shock cav with exceptional charge bonus
Mavia’s Lancers – Very light shock cav with good charge bonus
Rebellion Militia – Zero-upkeep troops with high missile block chance and low damage
Sandstorm Lancers – Very light guerilla deployment shock cavalry with javelin precursor
Tanukhid Ambushers – Light stalk swordsmen with exceptional charge
Tanukhid Pikes – Heavy pikes with rapid advance
Desert Palatina Defectors – Heavy Roman defensive infantry
Desert Legionary Guards - Heavy Roman defensive infantry
Hetaireia Guards – Roman two-handed axe infantry
Clibanarii – Heavy Roman shock cavalry with bows


http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Aksum_section.png?t=144 1727788

Aksum


Located on the coast of Africa, the people of Aksum owe their power to excellent trade routes, a fact reflected in their gameplay and traits.

Faction Trait: Gateway To The East
Supply network: +30 food for each active trade network (maximum 150).
Merchant Guards: +100 to mercenary pool replenishment rate.
Commercial Mastery: +10% trade income.
History
The Kingdom of Aksum grows prosperous through trade; the Silk Road is kind to those who know
how to harness its riches, and the Aksumites have spent their lives trading along it.

Although its Ethiopian heartlands have been occupied for hundreds of years, Aksum has recently grown in size due to the hugely lucrative trade route to India and beyond, on which it sits. When a nation becomes so rich and powerful, it attracts those who wish to steal its wealth for themselves; the neighbouring Himyarites are one such adversary.

As the 5th century dawns, military and religious lines have once again been drawn in the sand. Aksum enjoys Rome's favour, and the wealth of the world fills its coffers - let those who would challenge that might face Aksumite steel, and feel Aksumite strength!


Campaign features

Unique Event Chain
A unique event chain challenges you to claim a series of resources in exchange for unlocking new spice buildings, and Gupta Indian influenced units.


Unit Roster

The Aksumite roster focuses on powerful spears and shock troops. They are lightly armoured but capable of devastating optimal damage. They also have a number of unusual troops, such as hunting dog archers and hybrid axe/bow units.

Abunas Guard – Heavy defensive spear cavalry (Eastern Christian only)
Adana Marksmen – Elite Warhound bowmen
Adana Trackers – Warhound Bowmen
Afar Camel Riders – Guerilla deployment mounted Camel Swordsmen
Afar Raidmasters – Shock infantry with exceptional attack (Semitic Pagan only)
Afar Swordsmen – Shock infantry with high attack
Beher’s Chosen – Heavy shotel unit (Semitic Pagan only)
Bet Giorgis Cavalry – Medium spear cavalry with exceptional attack (Eastern Christian only)
Elite Tor Warriors – Heavy defensive spears
Marz Archers – Snipe (fire from cover) archers
Masqal Spearmen – High armour-piercing, high attack spearmen (Eastern Christian only)
Mounted Marz Archers – Mounted archers
Ras Guard – Heavy defensive spear unit with precursor
Sons of the Invincible Mahrem – High base damage, high attack spearmen (Semitic Pagan only)
Spice Guard – Hybrid two-handed axe unit with bow
Spice Warriors – Light khanda wielder
T’or Warriors – Defensive spearmen

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Himyar_section.png?t=14 41727788

Himyar

Himyar is a powerful Arabian kingdom on the peninsula. The Himyarites survive in their arid lands through a series of specialised adaptations to the desert.

Faction Trait: Desert Warriors
Fatigue rate: -15% for all warriors.
Marib Dam: Unique fertility-boosting building in faction capital.
Desert Saboteurs: Stops foreign replenishment in regions where armies are present.

History
The Sabaean Kingdom is diminished and, in its place, Himyar ascends! The victorious Shamir Yuhar'ish has declared himself "King of Saba, Dhu Raydan and of Hadramawt and Yamanat" at his coronation, and no one dares challenge this proclamation.

Sabaean local power was based, in large part, on overland trade routes, but Himyar has discovered and exploited new sea trade routes to India, making it the principle economic power in southern Arabia. Much like neighbouring Aksum, Himyar controls the flow of trade along major trade routes to the east.

The militaristic Himyarites relentlessly pursue their aims, particularly when facing the hated Aksumites. Himyar has even recently converted to Judaism, seemingly only to fuel the constant war that rages between them. It has sacrificed much to hold onto a powerful position during a tumultuous time, and will surely seize the future by force of will alone!

Campaign features

Marib Dam: Unique Events
The Marib Dam was an engineering marvel of the ancient world, though it was famously breached. Playing as Himyar, players will periodically be presented with options to make repairs. Leaving the dam untended brings the risk of floods, and repair is costly – however, in good working order, the dam can bring a powerful series of benefits.

Unit Roster
Hardy and weathered, Himyar forces are drilled to feats of great stamina. Their roster is built around a series of tanking defensive units to represent their desert hardiness.

Almaki Lancers - very heavy warriors with spears camel (only Semitic paganism)
Himyarskie shotelai armored - armored warriors shotelyami camel
Ashui - Light Archers with large shields
Chosen Astara - combat unit of 80 people with exceptional health, attack, morality, and the onslaught of damage (only Semitic paganism)
Defenders of cobalt - elite heavy infantry defense with axes
Warriors cobalt - defensive infantry with axes
Himyarskie shotelai - warriors shotelyami camel
Jamal al-Balta - soldiers with axes camel
Jamal al-Rumha - warriors with spears camel
Hayalimy - heavily armored swordsmen defense (only to Judaism)
Skirmishers Rumhi - heavily armored skirmishers, using copies of the wall
Warriors Rumhi - elite heavy skirmishers using copies of the wall
Sanegorimy - warriors with exceptional protection in close combat (only to Judaism)
Guardians Zafar - very heavy defensive warriors with axes (only the generals)
Zealots Sukkar - weak stealthy warriors with high morals and pressure (only for Judaism)
Archers Zodiac - Mounted archers (only Semitic paganism)


Informacje o FLC - darmowa frakcja Lachmidów:

The Lakhmids


http://wiki.totalwar.com/images/0/05/Lakhmids_map1.jpg

(http://wiki.totalwar.com/w/File:Lakhmids_map1.jpg)

http://wiki.totalwar.com/images/thumb/c/cc/Lakhmids_flag.png/100px-Lakhmids_flag.png (http://wiki.totalwar.com/w/File:Lakhmids_flag.png)
The Lakhmids, independent and proudly Arabian, enjoy a position of strength on the western banks of the Euphrates River, where they are tolerated by the Sassanid Persians and well insulated against Arabian rivals to the south.

As part of the Tanukhid confederation, the Lakhmids migrated north from southern Arabia after one of the Marib dam's many collapses wrecked their food source. Following the death of King Jadhima ibn Malik, the son of their original leader, the Lakhmids split from the confederation under Rabia ibn Nasr and settled at al-Hira, which became their capital. Here, the Lakhmids built a kingdom that remained fiercely Arabian, becoming the first to read and write in Arabic when other Arabs were still using Aramaic. The Christian Lakhmids' relationship with the new Sassanid dynasty was not immediately friendly, however, as they were allied to Rome for a time (who looked favourably upon Christians in the Levant) and raided nearby lands at the Empire's behest. However, when the Sassanid Emperor Shapur II began military action against the Arabian kingdoms in AD325, Roman assistance was nowhere to be found; in the aftermath, al-Hira was captured and its population massacred.

Now, though nominally under the control of the Sassanid Empire, the Lakhmids have managed to retain some autonomy and are growing once more, yet are nevertheless expected to provide military support to their Persian overlords when required. However, the self-styled "Sons of the Water of Heaven" do not intend their ways to crumble, or to bend the knee to anyone!


http://wiki.totalwar.com/images/thumb/0/01/Lakhmids.png/700px-Lakhmids.png (http://wiki.totalwar.com/w/File:Lakhmids.png)





Edycja: KLAssurbanipal

Ituriel32
08-09-2015, 17:56
Szkoda że nie do Romka2.

Sapiens
08-09-2015, 17:58
Czy ja dobrze widzę że Aksum będzie miało na swoim wyposażeniu hieny? :eek:
Czyżby CA próbowało robić konkurencję nowemu dodatkowi do Age of Empires II - African Kingdoms?

Polemajos
08-09-2015, 18:02
A mówiłem,że będą frakcje pustynne,to nie,wszyscy o Słowianach krzyczeli ;D

Nezahualcoyotl
08-09-2015, 18:08
Czy ja dobrze widzę że Aksum będzie miało na swoim wyposażeniu hieny? :eek:
Czyżby CA próbowało robić konkurencję nowemu dodatkowi do Age of Empires II - African Kingdoms?
No przecież płonących wieprzy dać nie mogli.Jakby nie patrzeć to Arabowie :twisted:.Dodatek zapowiada się interesująco więc już zakupiony.Lepsze to od klonów dostępnych na terenie Europy.


A mówiłem,że będą frakcje pustynne,to nie,wszyscy o Słowianach krzyczeli ;D
Też optowałem za tą stroną geograficzną.Co prawda chciałem inne frakcje ale lepszy rydz...

Samick
08-09-2015, 18:26
The Empires of Sand Culture Pack brings three new playable factions and new religion features to Total War™: ATTILA.

- New Factions; Aksum, Himyar and Tanukhids with new unique units.
- New Campaign mechanics.
- New Horde mechanics.
- New Religion features.

Aksum, Himyar and the Tanukhids may be used in Single or Multiplayer Campaign modes and Custom and Multiplayer battles.

Hailing from the harsh deserts of Africa and the Middle East, these factions are part of the new Desert Kingdoms cultural group, and bring new campaign mechanics, new horde gameplay mechanics, events, enhanced religion features, battlefield rosters and unique units to Total War™: ATTILA.

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Desert_Kingdoms_section .png?t=1441727788


Desert Kingdoms

All factions in the Desert Kingdoms cultural group benefit from the following traits:
+2 Sanitation in all regions
+15 Melee attack in desert battles
Immunity to desert attrition

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_New_Religion_Features_s ection.png?t=1441727788

New Religion Features

Because of the dramatic impact religious changes had on these cultures in this period, the Empires of Sand Culture Pack includes a number of changes that increase the importance of religion. There are three new religions available: Eastern Christianity, Judaism and Semitic Paganism.
Each non-horde Desert Kingdoms faction has two main religions to choose between. Aksum may follow Eastern Christianity and Semitic Paganism, while Himyar may choose between Judaism and Semitic Paganism.

Religion now has further-reaching effects, influencing many aspects of Desert Kingdoms campaign gameplay. It is deeply intertwined with a number of features including building chains, victory conditions, events, technologies and overall campaign bonuses:
Dual religion building chains

Aksum and Himyar possess a building chain for each of their main religions. They can build these buildings regardless of their faction religion. This allows players to exert greater control over their faction religion and change it reactively in response to their situation.
Tier-5 barracks

Aksum and Himyar have two new tier-5 barracks available, one for each religion. To unlock a barracks, the faction must have 75% influence in the respective religion. These barracks buildings each provide three unique elite units as well as unlocking a variety of campaign benefits.
Split victory-conditions and achievements

Desert Kingdoms factions have two sets of victory conditions, one for each of their main religions, that involve a number of units and structures related to that religion.
Increased diplomatic significance

The new religions have increased diplomatic impact, forcing the player to choose their religion carefully based on who they wish to ally with.
Pleasure building-chain

Non-horde Desert Kingdoms factions have access to a new industrial building-chain which provides large sums of money, but decreases your majority religion, meaning you must choose between religious stability and financial gain.
Religious technologies

Each non-horde Desert Kingdoms faction has a technology chain for each of its main religions. These convey a number of religious and campaign bonuses to help you manage and optimize your religious choices.
Increased Religious Discord Penalties

The public order penalties for religious disharmony within your provinces have been increased between the new religions, meaning that the benefits are balanced with increased risk if you fail to manage your religions correctly.
Reactive Religious events (Aksum and Himyar)

Two new events have been added that trigger when certain religious conditions are met, and provide you with intriguing dilemmas and missions.

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Factions_section.png?t= 1441727788

Factions

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Tanukhids_section.png?t =1441727788

The Tanukhids

The Tanukhids are a horde faction, representing a desert rebellion with a hyper-aggressive playstyle, plus a host of unique traits and features.

Faction Trait: Legendary Raiders
Rapacious Horde: Food is obtained through settlement battles rather than buildings.
Victory rallies: Every military victory spreads your fame and swells your ranks, increasing the horde’s growth.
Swelling Ranks: Armies in Raiding stance gain a free Rebellion Militia unit every turn.

History
The Tanukhids have travelled a long way from their homelands. Originally part of the Qahtani tribal confederation, they migrated north in the aftermath of a flood which devastated their homeland, eventually leaving Arabia altogether.

Coming into contact with the Roman Empire, the Tanukhids have since been employed as Roman foederati, and considered a dependable cavalry force. However, they recently rebelled against Rome following Emperor Valens' attempts to convert them from Orthodox to Arian Christianity. The Tanukhids – under their warrior queen, Mavia – fought so hard, and so fiercely, that they defeated the Romans in the field on several occasions and forced agreement to their terms.

Despite the odds, these devout people have created a life for themselves as free Arabs, who pledge allegiance to none but God and their brave queen - surely all that is required to attain true greatness!

Campaign features

New building trees
While migrating, the Tanukhids have access to a completely new Horde building tree comprising 34 new buildings, each with unique artwork and campaign effects.

Unique event chain
A brand new event-chain guides you in your rebellion against the Romans, and leads you ultimately to settlement and the formation of an empire.

Dynamic Barrack unlocks
Completing missions unlocks higher tiers of barracks and provides access to new, defecting Roman units.

Unit Roster
The Tanukhid Roster focuses on battlefield area-control and micro management. Light but powerful shock cavalry are paired with stealth units and fast pike units.

Badyia Skirmishers – Light stalk (remain hidden in all terrains) Javelinmen
Desert Pikes – Light, rapid advance pikes with high missile block chance
Dune Lancers – Very light guerilla-deployment shock cavalry with javelin precursor
Mavia’s Bodyguards – Very heavy shock cavalry (general’s unit)
Mavia’s Chargers – Very light shock cav with very good charge bonus
Mavia’s Chosen – Very light shock cav with exceptional charge bonus
Mavia’s Lancers – Very light shock cav with good charge bonus
Rebellion Militia – Zero-upkeep troops with high missile block chance and low damage
Sandstorm Lancers – Very light guerilla deployment shock cavalry with javelin precursor
Tanukhid Ambushers – Light stalk swordsmen with exceptional charge
Tanukhid Pikes – Heavy pikes with rapid advance
Desert Palatina Defectors – Heavy Roman defensive infantry
Desert Legionary Guards - Heavy Roman defensive infantry
Hetaireia Guards – Roman two-handed axe infantry
Clibanarii – Heavy Roman shock cavalry with bows


http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Aksum_section.png?t=144 1727788

Aksum


Located on the coast of Africa, the people of Aksum owe their power to excellent trade routes, a fact reflected in their gameplay and traits.

Faction Trait: Gateway To The East
Supply network: +30 food for each active trade network (maximum 150).
Merchant Guards: +100 to mercenary pool replenishment rate.
Commercial Mastery: +10% trade income.
History
The Kingdom of Aksum grows prosperous through trade; the Silk Road is kind to those who know
how to harness its riches, and the Aksumites have spent their lives trading along it.

Although its Ethiopian heartlands have been occupied for hundreds of years, Aksum has recently grown in size due to the hugely lucrative trade route to India and beyond, on which it sits. When a nation becomes so rich and powerful, it attracts those who wish to steal its wealth for themselves; the neighbouring Himyarites are one such adversary.

As the 5th century dawns, military and religious lines have once again been drawn in the sand. Aksum enjoys Rome's favour, and the wealth of the world fills its coffers - let those who would challenge that might face Aksumite steel, and feel Aksumite strength!


Campaign features

Unique Event Chain
A unique event chain challenges you to claim a series of resources in exchange for unlocking new spice buildings, and Gupta Indian influenced units.


Unit Roster

The Aksumite roster focuses on powerful spears and shock troops. They are lightly armoured but capable of devastating optimal damage. They also have a number of unusual troops, such as hunting dog archers and hybrid axe/bow units.

Abunas Guard – Heavy defensive spear cavalry (Eastern Christian only)
Adana Marksmen – Elite Warhound bowmen
Adana Trackers – Warhound Bowmen
Afar Camel Riders – Guerilla deployment mounted Camel Swordsmen
Afar Raidmasters – Shock infantry with exceptional attack (Semitic Pagan only)
Afar Swordsmen – Shock infantry with high attack
Beher’s Chosen – Heavy shotel unit (Semitic Pagan only)
Bet Giorgis Cavalry – Medium spear cavalry with exceptional attack (Eastern Christian only)
Elite Tor Warriors – Heavy defensive spears
Marz Archers – Snipe (fire from cover) archers
Masqal Spearmen – High armour-piercing, high attack spearmen (Eastern Christian only)
Mounted Marz Archers – Mounted archers
Ras Guard – Heavy defensive spear unit with precursor
Sons of the Invincible Mahrem – High base damage, high attack spearmen (Semitic Pagan only)
Spice Guard – Hybrid two-handed axe unit with bow
Spice Warriors – Light khanda wielder
T’or Warriors – Defensive spearmen

http://cdn.akamai.steamstatic.com/steam/apps/343463/extras/TW_ATTILA_EoS_Steam_banner_Himyar_section.png?t=14 41727788

Himyar

Himyar is a powerful Arabian kingdom on the peninsula. The Himyarites survive in their arid lands through a series of specialised adaptations to the desert.

Faction Trait: Desert Warriors
Fatigue rate: -15% for all warriors.
Marib Dam: Unique fertility-boosting building in faction capital.
Desert Saboteurs: Stops foreign replenishment in regions where armies are present.

History
The Sabaean Kingdom is diminished and, in its place, Himyar ascends! The victorious Shamir Yuhar'ish has declared himself "King of Saba, Dhu Raydan and of Hadramawt and Yamanat" at his coronation, and no one dares challenge this proclamation.

Sabaean local power was based, in large part, on overland trade routes, but Himyar has discovered and exploited new sea trade routes to India, making it the principle economic power in southern Arabia. Much like neighbouring Aksum, Himyar controls the flow of trade along major trade routes to the east.

The militaristic Himyarites relentlessly pursue their aims, particularly when facing the hated Aksumites. Himyar has even recently converted to Judaism, seemingly only to fuel the constant war that rages between them. It has sacrificed much to hold onto a powerful position during a tumultuous time, and will surely seize the future by force of will alone!

Campaign features

Marib Dam: Unique Events
The Marib Dam was an engineering marvel of the ancient world, though it was famously breached. Playing as Himyar, players will periodically be presented with options to make repairs. Leaving the dam untended brings the risk of floods, and repair is costly – however, in good working order, the dam can bring a powerful series of benefits.

Unit Roster
Hardy and weathered, Himyar forces are drilled to feats of great stamina. Their roster is built around a series of tanking defensive units to represent their desert hardiness.

Almaqahs Lancers – Very heavy camel lancers (Semitic Pagan only)
Armoured Himyarite Shotelai – Armoured camel mounted shotelai
Ashum – Light archers with large shield
Athars Chosen – 80 man unit with exceptional health, attack, morale, damage and charge (Semitic)

Edycja: KLAssurbanipal

Nezahualcoyotl
08-09-2015, 18:37
hTbMewLXAvA

​http://store.steampowered.com/app/343463/

szwejk
08-09-2015, 19:15
Tak dla ścisłości, w Aksum, to nie hieny tylko likaony;) (gatunek nigdy nie udomowiony - ponosi twórców fantazja:P)

KLAssurbanipal
08-09-2015, 19:23
Powiem tyle - nareszcie!

Czekam na więcej info i prezentacje poszczególnych frakcji. Fajnie wyglądają modele liderów frakcji.

http://cdn.akamai.steamstatic.com/steam/apps/343463/ss_a4513ceeb4b332a59d05dbe44e7106f533a58409.1920x1 080.jpg

http://cdn.akamai.steamstatic.com/steam/apps/343463/ss_59b5b52b80a35b663ec60ab54f0755cddd5c6577.1920x1 080.jpg

http://cdn.akamai.steamstatic.com/steam/apps/343463/ss_3057c42dc0b5821aa60ce94c0874f458471a2423.1920x1 080.jpg

http://cdn.akamai.steamstatic.com/steam/apps/343463/ss_e153ff588405afa4be1eaa316cd393a2fca7477e.1920x1 080.jpg

http://cdn.akamai.steamstatic.com/steam/apps/343463/ss_50e344c963785babb0590483866ef4457f5e3f0c.1920x1 080.jpg

http://cdn.akamai.steamstatic.com/steam/apps/343463/ss_714b47e89c3b330cdfee077d3ae5c51f6a697e01.1920x1 080.jpg

Nezahualcoyotl
08-09-2015, 20:22
Ciekawy jestem wyglądu jednostek hinduskich (Dynastia Guptów) dostępnych dla frakcji Aksum po odblokowaniu określonych budynków:

http://i61.tinypic.com/mb719c.jpg

Il Duce
08-09-2015, 20:42
Huraaaaaaa :champagne:,może przy okazji doczekamy się jakiegoś FLC ?

Arroyo
08-09-2015, 21:03
Gdy czytałem komentarze pod filmem to zauważyłem komentarz CA:

There will be Free-LC alongside this DLC. We'll be talking about that more tomorrow. Even if you don't buy this DLC, your game will update with the new content allowing you to play against the Empires of Sand factions improved rosters. Over 50 units will be added to everyone's campaigns to give them a more diverse challenge.
Więcej o Free LC jutro.

KLAssurbanipal
08-09-2015, 21:09
Liczę na Armenię. :)

Ituriel32
09-09-2015, 07:51
Kupię to DLC (wreszcie będę miał czym pograć w tej Attyli), teraz tylko czekam info z FLC.

Arroyo
09-09-2015, 07:58
Ja sam planuję kupić te DLC, ale w październiku mniej więcej. Samą kampanię Sasanidami wspominam ciepło, więc zapewne również nacjami pustyni będzie mi miło się grać - w końcu jakaś odskocznia od zalewu Europy imi... ekhem... barbarzyńcami :mrgreen:

Chaak
09-09-2015, 07:59
Niby spoko, tyle że jakoś nie chce mi się grać w Attylę od dłuższego czasu, może jednak ten dodatek to zmieni. Skoro tych stron nie poruszyli w Rome, to chociaż tutaj się nimi pobawię. Z drugiej strony CA za bardzo ponosi w tej części z jednostkami fantasy, jeszcze parę DLC i Warhammer będzie się wydawał całkiem realistyczny. Jak tak dalej pójdzie to w Słowianach wpadną jakieś dziki bojowe czy inne dinozaury...
Co do zakupu to najpierw poczekam na opinie i może jakąś promocję.

We FLC najchętniej widziałbym frakcję z tej grupy co Hunowie, jakiś Roksolanów, Sarmatów czy coś około tego.

Ituriel32
09-09-2015, 08:31
Ja w FLC chciałbym 4 nacje pustynną i w tedy nią bym się pobawił, a zakup DLC odłożył w czasie.
Niestety nacje barbarzyńskie z europy mnie nie interesują.

Arroyo
09-09-2015, 08:41
A new update with free additional playable faction content will also drop on launch day - check out fan-produced podcast 'The Warcast' tomorrow for an exclusive reveal.
Wczorajszy post na forum CA od Matty'ego. Czyli potwierdzone, że będzie darmowa nacja.
W celu śledzenia podcastów "The Warcast" odsyłam do kanału lionheartx10
https://www.youtube.com/user/lionheartx10/videos

KLAssurbanipal
09-09-2015, 09:35
Co do frakcji FLC to moze być Armenia. Nie zawsze frakcja FLC jest powiązana z DLC. Może być to też pustynna, bo już kolejnego pustynnego DLC nie dadzą, a da się jeszcze kilka frakcji wcisnąć.


(...)
We FLC najchętniej widziałbym frakcję z tej grupy co Hunowie, jakiś Roksolanów, Sarmatów czy coś około tego.

A ja uważam, że powinni ich wywalić z grupy Hunów i zrobić nową. Roksolanie i inni Sarmaci powinni wyglądać coś jak w Rome 2, a nie skośnoocy.

Zrobili tak z Celtami, którzy na początku byli w grupie nordyckiej, to Sarmatom też się należy. W Rome 2 było chyba 18 różnych kultur pod względem rosteru jednostek i wyglądu, a tu mamy na razie 7. Całe szczęście że dali tych pustynnych dla urozmaicenia.

Czekamy na Słowian i Sarmatów jako 2 osobne culture packi.

LEGION
09-09-2015, 11:14
Ja tam po cichu liczę, że osobna kampania jeszcze będzie, oczywiście Julian Apostata. Mod był świetny, okres też bardziej pasujący do Attyli, dlatego mam nadzieję, że CA mnie "zadziwi" i wypuści taką kampanię. Najlepiej w wersji pudełkowej ze wszystkim co dotychczas wydali. To byłoby coś.

KLAssurbanipal
09-09-2015, 12:58
Wg mnie powinny być jeszcze 2 culture packi (Słowianie i Sarmaci) i co najmniej jedna kampania. W Rome 2 dostaliśmy 4 culture packi, 4 kampanie: Cezar, Hannibal, August, wojna peloponeska - z czego 2 pierwsze dawały 6 nowych frakcji do głównej kampanii i 6 frakcji FLC.
W Attyli mamy na razie tylko 1 campaign pack, który nie wnosi żadnej frakcji do kampanii. Frakcja FLC także jest jedna dotychczas.

Arroyo
09-09-2015, 14:11
jYCGiYIK8rE
Już wiadomo, jaka będzie nacja (czytajcie tytuł filmu). Na mapie kampanii jest to państewko na południu od Arbeli.

http://wiki.totalwar.com/images/0/05/Lakhmids_map1.jpg

Herb nacji:
http://wiki.totalwar.com/images/thumb/c/cc/Lakhmids_flag.png/100px-Lakhmids_flag.png
Opis nacji:

The Lakhmids, independent and proudly Arabian, enjoy a position of strength on the western banks of the Euphrates River, where they are tolerated by the Sassanid Persians and well insulated against Arabian rivals to the south.

As part of the Tanukhid confederation, the Lakhmids migrated north from southern Arabia after one of the Marib dam's many collapses wrecked their food source. Following the death of King Jadhima ibn Malik, the son of their original leader, the Lakhmids split from the confederation under Rabia ibn Nasr and settled at al-Hira, which became their capital. Here, the Lakhmids built a kingdom that remained fiercely Arabian, becoming the first to read and write in Arabic when other Arabs were still using Aramaic. The Christian Lakhmids' relationship with the new Sassanid dynasty was not immediately friendly, however, as they were allied to Rome for a time (who looked favourably upon Christians in the Levant) and raided nearby lands at the Empire's behest. However, when the Sassanid Emperor Shapur II began military action against the Arabian kingdoms in AD325, Roman assistance was nowhere to be found; in the aftermath, al-Hira was captured and its population massacred.
http://wiki.totalwar.com/images/thumb/0/01/Lakhmids.png/700px-Lakhmids.png

Now, though nominally under the control of the Sassanid Empire, the Lakhmids have managed to retain some autonomy and are growing once more, yet are nevertheless expected to provide military support to their Persian overlords when required. However, the self-styled "Sons of the Water of Heaven" do not intend their ways to crumble, or to bend the knee to anyone!

KLAssurbanipal
09-09-2015, 15:35
Całkiem spoko. Lachmidzi też mogą być.

W skrócie z wiki:

Pierwsze znane państwo Lachimidów ze stolicą w Al-Hirze powstało w V wieku p.n.e. W III wieku Amr ibn Adi ibn Nasr Ibn Rabi'a ibn Lachm założył królestwo Lachmidów. W latach 572-579 i 604-628 Lachmidzi brali udział w wojnach bizantyjsko-perskich, byli stronnikami Persji, w odróżnieniu do Ghassanidów, którzy współpracowali z Bizancjum.

Lachimidzi wyznawali chrześcijaństwo nestoriańskie, zaś jedynym królem ortodoksyjnym był An-Numan III Abu Kabus (ok. 580-602).

hdshovcase
09-09-2015, 17:47
Czyżby CA postanowiło znów wydawać FLC?Ta nacja podoba mi się bardziej od tych z DLC i raczej jego zakup odłożę na jakąś promocje.

Chaak
09-09-2015, 22:31
Tak po przemyśleniu dużo mniej się nakręcam na to DLC. Niby spoko, w końcu dostajemy nacje pustynne, ale tylko około-arabskie. Dalej brakuje mi czegoś z zachodu lub środka północnej Afryki (np. Maurów, Getulów czy Garamantów).

KLAssurbanipal
09-09-2015, 22:46
Może Afryka będzie jeszcze kolejnym culture packiem. ;) Obok Słowian i Sarmatów + Armenia jako FLC. To będzie komplet

Ituriel32
10-09-2015, 07:21
Ja też się lekko wstrzymam i pogram tą nacja z FLC. Mam nadzieje że te nacje z zachodu wylądują w dlc do romka2.

KLAssurbanipal
10-09-2015, 14:42
The Tanukhids

http://wiki.totalwar.com/images/0/05/Tanukhids_map.png (http://wiki.totalwar.com/w/File:Tanukhids_map.png)

http://wiki.totalwar.com/images/thumb/1/1d/Tanukhids_flag.png/100px-Tanukhids_flag.png (http://wiki.totalwar.com/w/File:Tanukhids_flag.png)
The Tanukhids have travelled a long way from their origins to search for a home amidst a volatile land. Originally part of the Qahtani tribal confederation of southern Arabia, they migrated north after one of the Ma'rib dam's many floods, which devastated their homeland. Led by Malik ibn Fahm, they eventually left Arabia altogether and headed into Persia and the Levant. His son – and successor - Jadhima's death late in the 3rd century AD fractured their confederation, and the Lakhmid dynasty arose to take control of one faction, settling at al-Hira and leaving many others to continue their lives as nomadic raiders.

Coming into contact with the Roman Empire, the Tanukhids have since been employed as foederati, and are considered a dependable cavalry force by the Romans. However, although they converted during the previous century they recently rebelled against Rome following Emperor Valens' attempts to convert them from Orthodox to Arian Christianity. Furious at this lack of respect and refusal to appoint an Orthodox bishop, Queen Mavia and her army went to war. The Tankuhids fought so hard, and so fiercely, that they swept the Imperial armies away, defeating them in the field on several occasions and forcing Valens' agreement to Mavia's terms.

Despite the odds the devout Tanukhids have created a life for themselves as free Arabs, who pledge allegiance to none but God and their brave queen - surely all that is required to attain true greatness!
http://wiki.totalwar.com/images/thumb/0/0b/Tanukhids.png/700px-Tanukhids.png (http://wiki.totalwar.com/w/File:Tanukhids.png)
Available with the Pack –Empires of Sand (http://store.steampowered.com/app/343463/%7CCulture)

Arroyo
10-09-2015, 14:49
:o To jednak ma być nacja - horda? Chyba się wcześniej w grze nie pojawili?

PS. Godzina 15:00 czasu brytyjskiego transmisja live z gry powyższą nacją
http://www.twitch.tv/totalwarofficial

KLAssurbanipal
10-09-2015, 15:45
Mało tego - Himyaru też wcześniej nie było. :)
Fajnie, że dodają całkiem nowe frakcje. Oby były 3 jeszcze DLC - Słowianie, Sarmaci i płn Afryka. :)

LEGION
10-09-2015, 19:20
Himyar jest. Niegrywalny ale jest. :) I z innym herbem. :)

deciusalexius
10-09-2015, 20:26
Wg mnie powinny być jeszcze 2 culture packi (Słowianie i Sarmaci) i co najmniej jedna kampania. W Rome 2 dostaliśmy 4 culture packi, 4 kampanie: Cezar, Hannibal, August, wojna peloponeska - z czego 2 pierwsze dawały 6 nowych frakcji do głównej kampanii i 6 frakcji FLC.
W Attyli mamy na razie tylko 1 campaign pack, który nie wnosi żadnej frakcji do kampanii. Frakcja FLC także jest jedna dotychczas.

Widze, ze tworcy nie maja juz pomyslu na to co dalej zrobic z gra i splycaja poziom do minimum oczekiwanego.Bardziej by sie mozna by spodziewac kampani Rise of Islam, tematycznie jakze na czasie.W porzadku, pomineli sam moment politycznego upadku Rzymu(przeskok z 395 na czasy Belizariusza) co jest wrecz niewybaczalne i proponuja jakies badziewne cultur-pack.
Bardziej pasuje dlc z Brytania po 410r.;
Zachodniorzymska Europa po 450r. faktyczny moment upadku gdy nie bylo juz zludzen(skoro wykluczyli Hunow jako grywalna frakcje);
Ostatnia wojna rzymsko-perska i powstanie islamu...
Brak tych zagadnien jest wrecz niewybaczalne dla fanow serii.To tak jak nowozytnosc bez monarchii absolutnych, Napoleona...Jak sredniowiecze bez inwestytury i krucjat.

hdshovcase
10-09-2015, 21:55
Widze, ze tworcy nie maja juz pomyslu na to co dalej zrobic z gra i splycaja poziom do minimum oczekiwanego.Bardziej by sie mozna by spodziewac kampani Rise of Islam, tematycznie jakze na czasie.W porzadku, pomineli sam moment politycznego upadku Rzymu(przeskok z 395 na czasy Belizariusza) co jest wrecz niewybaczalne i proponuja jakies badziewne cultur-pack.
Bardziej pasuje dlc z Brytania po 410r.;
Zachodniorzymska Europa po 450r. faktyczny moment upadku gdy nie bylo juz zludzen(skoro wykluczyli Hunow jako grywalna frakcje);
Ostatnia wojna rzymsko-perska i powstanie islamu...
Brak tych zagadnien jest wrecz niewybaczalne dla fanow serii.To tak jak nowozytnosc bez monarchii absolutnych, Napoleona...Jak sredniowiecze bez inwestytury i krucjat.

Wielu ludzi oczekiwało na Dlc z nacjami pustynnymi jak nie do R2 to do Attyli, poza tym twierdzili,że to nie dodatek tylko pełnoprawna gra więc (moim zdaniem) możemy się spodziewać co najmniej jednego campaign packa.

Aqvillvs
10-09-2015, 22:47
Drobne pytanie związane z tematem: by w kampanii mieć dostęp do nowych bonusów i jednostek frakcji dodanych/rozszerzonych przez dodatek, trzeba rozpocząć nowa grę, czy tez aktualny save się "zaktualizuje" i takie, dajmy na to, Aksum sterowane przez AI dostanie nowe jednostki? Zasadniczo to pytanie można rozszerzyć i do wcześniejszych zestawów dlc; jeśli zacząłem grać przed zakupem tychże, przykładowi Celtowie będą korzystać z domyślnego rostera germańskiego? Niby pierdoła, ale ostatnimi czasy na nadmiar wolnego czasu(uch, masło maślane) nie narzekam, więc i szkoda by było bym musiał rozpoczynać nową grę po to by pomniejsze, wrogie frakcje wreszcie stały się ciekawsze...
PS. Odpowiedzi, szukałem cholernie długo, ale jeśli takie zapytanie zostało już gdzieś zadane, względnie znajduje się w złym temacie, najmocniej szanownych forumowiczów przepraszam; na swoja obronę napisze tylko, że jak widać, jestem tu nowy. :)

Markiz
10-09-2015, 22:59
Aqvillvs,

Jesli chcesz miec stycznosc z nowymi frakcjami, jednostkami to bedziesz zmuszony do rozpoczecia nowej kampani. Oczywiscie bedziesz mogl kontynuowac stara kampanie ale nowe frakcje nie beda dostepne, aby gra byla kontabilijna i caly updated ladnie sie zgrywal to po kazdym Patchu czy DLC/FLC lepiej jest zaczac od nowa =)

KLAssurbanipal
11-09-2015, 11:46
Himyar

http://wiki.totalwar.com/images/6/6e/Himyar_map.png (http://wiki.totalwar.com/w/File:Himyar_map.png)

Error creating thumbnail: File seems to be missing: /var/www/images/5/51/Himyar_flag.png

The dynastic wars of the Arabian Peninsula have, at last, been settled. The Sabaean Kingdom is diminished and, in its place, Himyar ascends! Sabaean local power was based, in large part, on overland trade routes, but Himyar has discovered and exploited new sea trade routes to India, making it the principle economic power in southern Arabia. Now, the victorious Shamir Yuhar'ish has declared himself "King of Saba, Dhu Raydan and of Hadramawt and Yamanat" at his coronation, and no one dares challenge this proclamation.

Atop the Raydan mountains the Himyarite capital, Zafar, stands resplendent, dominating the surrounding region and the old Sabaean capital of Ma'rib nearby. Much like Aksum, to the west in the Horn of Africa, Himyar sits astride several important trade routes, enabling it to control the flow of eastern trade through southern Arabia and curry favour with Imperial Rome.

A militaristic people, the Himyarites have always pursued their aims with relentless force, particularly when facing the Aksumites, their neighbours across the Gulf of Aden and hated enemies. Himyar has even recently converted to Judaism, further setting it at odds with Christian Aksum and fuelling the fires of the constant war that rages between them. It has sacrificed much to hold onto a powerful position during a tumultuous time, and will surely seize the future by the force of its will alone!
http://wiki.totalwar.com/images/thumb/1/1b/Himyar.png/700px-Himyar.png (http://wiki.totalwar.com/w/File:Himyar.png)
Available with the Pack –Empires of Sand (http://store.steampowered.com/app/343463/%7CCulture)

Arroyo
12-09-2015, 16:58
https://itunes.apple.com/gb/podcast/rally-podcast/id962279107 5 Rally Podcast już jest. Oczywiście temat - DLC o nacjach pustyni.

Wonsz
12-09-2015, 17:03
Dodatek do dodatku. Brawo CA.

KLAssurbanipal
12-09-2015, 19:02
Nie rozumiem narzekających na to DLC. Przecież te frakcje są prawie ludziom nieznane i praktycznie niezwiązane z upadkiem Rzymu. Oczywiste jest, że w podstawowych frakcjach by ich nie było. Epoka Attyli to głównie Rzym, Germanie (Goci, Frankowie, Wandalowie itp.), Sasanidzi, Hunowie i Sarmaci. Takie frakcje są normalnie w grze. Nie widzę powodu do narzekania na dodatkowo płatne frakcje pustynne oddalone tysiące km od wędrówki ludu. Mnie wkurza jeśli DLC obejmuje coś co powinno być podstawce np. Sparta, Ateny, Epir w Rome 2. Ale frakcje takie jak Cymmeria, Kolchida z Rome 2 czy owe pustynne z Attyli to wg mnie taki smaczek, frakcje laikowi nieznane i mogą wg mnie być jak najbardziej dodatkowo płatne. Gra stałymi frakcjami moze się po kilku miesiącach graczom nudzić i takie frakcje mniej znane są super urozmaiceniem.

Asuryan
12-09-2015, 20:54
Tez nie rozumiem. Po prostu niektórym nigdy nie dogodzisz :mrgreen:

Arroyo
12-09-2015, 21:08
Ja też tego nie rozumiem (narzekania na DLC z Arabami). Rozumiem narzekania na to, gdy Pont/Germania/Armenia są w DLC, bo to chamstwo. Ale narzekanie na DLC z nacjami, które są niemal nikomu nieznane? Paranoja. A tak btw. Eliminatorze - Attila to oddzielna gra, nie dodatek ;)

Arroyo
13-09-2015, 13:58
https://www.youtube.com/watch?v=IxiEN2mj8rE Rozpiska jednostek unikatowych nacji z dodatku.

KLAssurbanipal
14-09-2015, 02:04
Dwie jednostki z Aksum są przedstawione jako Gupta Indian, czy mi się wydaje? Jeśli tak to słabo. Są za bardzo perskie. Liczyłem na coś nowego z wyglądu.

Nezahualcoyotl
14-09-2015, 04:01
Również spodziewałem się bardziej subkontynentalnych jednostek tak charakterystycznych dla tego regionu.Pozostaje zatem mieć nadzieję że KLA znajdzie czas i odpowiednio przerobi niedociągnięcia chłopaków z CA co już wcześniej robił ze świetnym efektem.

http://i58.tinypic.com/2h4j7dz.jpg

http://i59.tinypic.com/1231qfr.jpg

KLAssurbanipal
14-09-2015, 11:44
W pełni się z Tobą zgadzam zajacu. :) Jednostki z wyglądu to porażka. Liczyłem na coś nowego. Dali kilka nowych ubrań, hełmów i tarcz tym frakcjom więc liczyłem, że i jednostki indyjskie będą wyglądały oryginalnie, jednak te nowosci były pokazane już wcześniej w trailerze i nic więcej nie ma.
Oczywiście, ze postaram się je zmienic. ;) To jedno z większych wyzwań do Attyli.

KLAssurbanipal
14-09-2015, 11:44
Aksum

http://wiki.totalwar.com/images/8/8d/Aksum_map.png (http://wiki.totalwar.com/w/File:Aksum_map.png)

http://wiki.totalwar.com/images/thumb/d/d5/Aksum_flag.png/100px-Aksum_flag.png (http://wiki.totalwar.com/w/File:Aksum_flag.png)
The Kingdom of Aksum, from its position on the Red Sea coast, grows prosperous through trade; the Silk Road is kind to those who know how to harness its riches, and the Aksumites have spent their lives trading along it.

Aksum's Eritrean and Ethiopian heartlands have been occupied for hundreds of years - monuments and burial sites have dotted the landscape since at least 400BC, and the bountiful Hatsebo Plain and the stream at Mai Hedja have enabled the kingdom to flourish. However, since around the 1st century AD it has grown significantly in both size and population, due in no small part to its position on the hugely lucrative trade route to India and beyond. Zoskales, who was probably the first Aksumite king, held dominion over the Red Sea port of Adulis, and grew powerful from trade. His descendent, King Ezana, converted to Christianity during the 4th century AD, and the new religion is now prominent amongst the ruling elite and ordinary people alike.

When a nation becomes so rich and powerful it is bound to attract enemies who wish to monopolise its trade and steal its wealth for themselves. The neighbouring Himyarite Kingdom of southern Arabia is one such adversary. As the 5th century dawns, military and religious lines have once again been drawn in the sand - Aksum enjoys Rome's favour, and the wealth of the world fills its coffers - let those who would challenge that might face Aksumite steel, and feel Aksumite strength!
http://wiki.totalwar.com/images/thumb/d/de/Aksum.png/700px-Aksum.png (http://wiki.totalwar.com/w/File:Aksum.png)
Available with the Pack –Empires of Sand (http://store.steampowered.com/app/343463/%7CCulture)
Return to the Total War: ATTILA Factions Page (http://wiki.totalwar.com/w/Total_War_ATTILA_factions)

Nezahualcoyotl
14-09-2015, 17:55
W pełni się z Tobą zgadzam zajacu. :) Jednostki z wyglądu to porażka. Liczyłem na coś nowego. Dali kilka nowych ubrań, hełmów i tarcz tym frakcjom więc liczyłem, że i jednostki indyjskie będą wyglądały oryginalnie, jednak te nowosci były pokazane już wcześniej w trailerze i nic więcej nie ma.
Oczywiście, ze postaram się je zmienic. ;) To jedno z większych wyzwań do Attyli.

Zatem żebyś już teraz mógł się zabrać do roboty lub ewentualnie do rozpoczęcia przygotowań lakoniczna garść informacji o wojownikach Gupta Empire:

The Military of the Gupta EmpireThe stalemate was eventually broken by the Gupta Empire, although they never were able to take over the central Duncan Plateau, Southwest or Southern regions. Forming in the Northeast of India, the Gupta Empire (320 to 550 CE) is considered a golden age of Indian and Hindu history. This was a time when Indian culture flourished in all areas but like all empires it was made possible by a powerful military.
The military of the Gupta Empire remained based on the traditional four part armies of the past; however the chariot had been replaced by mounted cavalry by this time. They modeled the dress (trousers) and armor of their cavalry after the well clad and equipped Kushans. However, despite the use of horse archers by their enemies such as the Scythian, Parthian, and Hepthalite (White Huns or Huna) they never developed their own. The Gupta favored armored cavalry forces that attacked with lances or swords.
The Gupta military continued to rely heavily on infantry archers, which was an effective counter to mounted archers. One advancement the Gupta military made they made in archery was creating the steel bow; this weapon could match the power of the composite bow while not being subject to the problem of warping do to humidity. This incredibly powerful bow was capable of excellent range and could penetrate thick armor. However, steel bows would have only been used by elite or noble class warriors while common archers continued to use the highly regarded bamboo longbow. Iron shafts were substituted for the long bamboo cane arrows when armor penetration was needed, particularly against armored elephants and cavalry. Fire arrows also were employed by the Gupta, their long bamboo cane arrows being particularly well suited for use in these operations.
Gupta archers were protected by infantry units equipped with shields, javelins, and swords. They had no particular uniforms and dressed in accordance to their indigenous customs. Some warriors wore a type of tunic spotted with black aloe wood paste, which could be a type of tie-dye (or bandhni) that may have functioned as an early type of camouflage. Indian Gupta era infantry rarely wore pants, instead going into battle with bare legs. Skullcaps (more common) or thickly wrapped turbans were worn around the head to give some protection. Shields were generally curved or rectangular and featured intricate designs, sometimes decorated with a dragon’s head. The swords could be long swords, curved swords or daggers.
Elite troops and nobles would have had access to armor, such as chainmail, although the hot Indian climate can make heavy armor unbearable. Use of a breast plate and simple helmet would have been more common. They had access to better steel weapons as well, such as broadswords, axes and the Khanda, a uniquely Indian sword with a broad double blade and blunt point. The Khanda was a slashing weapon and considered very prestigious. Steal was developed in the Tamil region of Southern India between 300 BC and the start of the common era. Steal weapons were highly prized and traded throughout the Near east and ancient Europe. Indian steal was legendary for its tensile strength and knowledge of it fueled a quest for improved metallurgy across the Near east and Europe. By the time of the Gupta’s steel weapons would have been more come common in Indian warfare, but still only used by elite warriors.
War elephants continued to be used and pacaderm armor was advanced throughout this a period. Elephants remained a component of the combined arms tactics employed by Gupta generals. The use of war elephants coordinated with armored cavalry and infantry supported foot archers is likely the reason for the Gupta Empires success in war against both Hindu kingdoms and foreign armies invading from the Northwest. Another reason may have been a higher level of discipline compared to their tribal rivals. At its height the Gupta Empire had ¾ million soldiers.
The Gupta empire also maintained a navy to control water ways and their coasts. They also had a high level of understanding of siege warfare, employing catapults and other sophisticated war machines.

http://i60.tinypic.com/2nqs76x.jpg
Konni strzelcy Królestwa Kuszanów na których się wzorowali ich odpowiednicy Królestwa Guptów.

http://www.sikhmuseum.com/nishan/weapons/khanda.html

Draken
14-09-2015, 20:34
Jedno niewielkie ale odnośnie ubioru żołnierzy. Ten obszar, był pod bardzo silnym wpływem Persji i Greków, więc dla mnie jednostki podobne do perskich nie są jakimś wielkim błędem.

Sent from my Nexus 5 using Tapatalk

Nezahualcoyotl
14-09-2015, 20:58
Jedno niewielkie ale odnośnie ubioru żołnierzy. Ten obszar, był pod bardzo silnym wpływem Persji i Greków, więc dla mnie jednostki podobne do perskich nie są jakimś wielkim błędem.

Królestwo Indo-Greckie zakończyło swoją egzystencję w Iw.n.e. jakieś dwa stulecia przed pojawieniem się na arenie dziejowej Królestwa Guptów i w okresie swego istnienia czerpało pełnymi garściami z kultury indyjskiej aniżeli na odwrót.Co do Persów to po odzyskaniu niepodległości w IIIw.n.e. zajęci byli bardziej nieustanna wojaczką z Cesarstwem rzymskim a póżniej z Bizancjum niż ekspansją choćby kulturową na subkontynent indyjski.
Zresztą okres panowania dynastii Guptów określany jest mianem "złotego wieku" w którym powstały największe literackie epopeje indyjskie,rozkwitły astronomia oraz matematyka z podarowaniem dla ludzkości cyfr arabskich włącznie.Jeśli ktoś miał wówczas na kogoś wpływ to mówmy o kulturze hinduskiej.

KLAssurbanipal
14-09-2015, 22:14
Jedno niewielkie ale odnośnie ubioru żołnierzy. Ten obszar, był pod bardzo silnym wpływem Persji i Greków, więc dla mnie jednostki podobne do perskich nie są jakimś wielkim błędem.

Sent from my Nexus 5 using Tapatalk

Ja nie widzę żadnego podobieństwo do Indo-Greków. Bardziej miałem na myśli późnych Sasanidów, no i te hełmy jak już z wczesnego islamu co z Hindusami niewiele ma wspólnego.

Nezahualcoyotl
15-09-2015, 16:35
oWfSNKYRbK4

2XgsiZA11tM

Hipno
15-09-2015, 18:06
a jak u Was wyglądają polskie napisy ? bo u mnie sporo brakuje ich, ale głównie w misjach, opisie nacji, i opisie budynku.

Chaak
15-09-2015, 22:31
Skoro DLC już jest, to teraz najważniejsze pytanie do posiadaczy. Jak wypadają koniki w nowych frakcjach?

Markiz
16-09-2015, 12:09
Witam,

Stworzylem maly przegladac jednostek z kazdej dostepnej frakcji z tego dlc. Zalaczam poznizej:

Aksum:
https://www.youtube.com/watch?v=iox5lgg0jTo

Tanukhids:
https://www.youtube.com/watch?v=T130KDW5f-E

Himyar:
https://www.youtube.com/watch?v=nnFiQ3YAvqQ

Lakhmids:
https://www.youtube.com/watch?v=59gyD8jylC8

deciusalexius
19-09-2015, 19:19
Nie rozumiem narzekających na to DLC. Przecież te frakcje są prawie ludziom nieznane i praktycznie niezwiązane z upadkiem Rzymu. Oczywiste jest, że w podstawowych frakcjach by ich nie było. Epoka Attyli to głównie Rzym, Germanie (Goci, Frankowie, Wandalowie itp.), Sasanidzi, Hunowie i Sarmaci. Takie frakcje są normalnie w grze. Nie widzę powodu do narzekania na dodatkowo płatne frakcje pustynne oddalone tysiące km od wędrówki ludu. Mnie wkurza jeśli DLC obejmuje coś co powinno być podstawce np. Sparta, Ateny, Epir w Rome 2. Ale frakcje takie jak Cymmeria, Kolchida z Rome 2 czy owe pustynne z Attyli to wg mnie taki smaczek, frakcje laikowi nieznane i mogą wg mnie być jak najbardziej dodatkowo płatne. Gra stałymi frakcjami moze się po kilku miesiącach graczom nudzić i takie frakcje mniej znane są super urozmaiceniem.

CENZURA.Sorry za szczerosc ale tamta czesc swiata bardziej pasuje pod dark age/sredniowiecze niz pod epoke wedrowki ludow.I wiadomo: dopiero VII wiek araby wchodza na karty histori w sposob znaczacy.Sam dodatek o Belizariuszu moim zdaniem nie bardzo sie kwalifikuje merytorycznie do zagadnienia tytulu gry.Mam dosc konserwatywne poglady odnosnie periodyzacji dziejow:gra Attila powinna dotyczyc samego momentu pojawiania sie hunow na stepach czarnomorskich w latach 70_tych IV stulecia a konczac na latach 60 nastepnego.To co prezentuja tworcy CA jest duzym uproszczeniem tematycznym i splycaniem historii.No chyba, ze panowie traktuja dosc umownie wedrowki ludow i postac samego Attyli, z tym zwiazana.Wobec tego gra powinna sie konczyc na XI w, na czasach normanskich w Anglii.

Volomir
19-09-2015, 19:55
Ale co Ty gadasz? Przecież to wszystko jest umowne! Gra miała podtrzymać tradycję dodatków-nowych serii skupionych na postaciach historycznych. Co i tak było pretekstem do dania nam dużej mapy i rozwałki różnymi nacjami i tyle. Równie dobrze mogliby walnąć DLC z wczesnym średniowieczem i nadal byłoby to spoko. Nie ma tu ani uproszczenia czy spłycania historii. Dostajemy sandboxa dziejącego się w danym okresie na danej mapie i tyle. To nie symulator wędrówki ludów.

deciusalexius
19-09-2015, 20:08
Ale co Ty gadasz? Przecież to wszystko jest umowne! Gra miała podtrzymać tradycję dodatków-nowych serii skupionych na postaciach historycznych. Co i tak było pretekstem do dania nam dużej mapy i rozwałki różnymi nacjami i tyle. Równie dobrze mogliby walnąć DLC z wczesnym średniowieczem i nadal byłoby to spoko. Nie ma tu ani uproszczenia czy spłycania historii. Dostajemy sandboxa dziejącego się w danym okresie na danej mapie i tyle. To nie symulator wędrówki ludów.

Nonsens.Nikt nie oczekuje tu symulatora bo to w ogole inny typ gier.To miala byc strategia historyczna dziejaca sie w danym okresie...A co wychodzi?
Fantasy i alternatywa.A po co masz dziesiatki modow na twcenter?
Z takim podejsciem do tematu to juz lepiej grac w EU z Paradoxu lub Wiedzmina.Po grze ktora ma byc synteza strategii i oprawy graficznej oczekiwalo by sie przenajmniej merytorycznej poprawnosci.To tak jak ogladac filmy historyczne dziejace sie w renesansie z bronia i uniformami z II wojny swiatowej.Poziom z roku na rok coraz nizszy

Volomir
19-09-2015, 20:19
Masz rację! Twoja wypowiedz to nonsens :) Baaaardzo przesadzasz i koloryzujesz. Owszem TW nigdy nie były przesadnie historyczne, ale znowu bez przesady! Mówię tutaj przede wszystkim o tym co widzimy podczas bitwy, bo to że CA daje nam mniej istotne nacje to raczej dobrze. Można skosztować trochę egzotyki.
Fantasy i alternatywa? Fantasy trochę jest w uzbrojeniu, jednostkach, ale alternatywa? Przecież w tej grze o alternatywe własnie chodzi! To był zawsze cel TW! Nie powtarzanie historii (chociaż i to jest możliwe) ale tworzenie jej nowej wersji.

Poza tym to nadal strategia dziejąca się w danym okresie historyczny, a nie dokument historyczny. Ja również mam sporo zarzutów jeśli chodzi o "moje" nacje ale nie przeszkadza mi to cieszyć się z odwracania biegu historii.

deciusalexius
19-09-2015, 20:24
Masz rację! Twoja wypowiedz to nonsens :) Baaaardzo przesadzasz i koloryzujesz. Owszem TW nigdy nie były przesadnie historyczne, ale znowu bez przesady! Mówię tutaj przede wszystkim o tym co widzimy podczas bitwy, bo to że CA daje nam mniej istotne nacje to raczej dobrze. Można skosztować trochę egzotyki.
Fantasy i alternatywa? Fantasy trochę jest w uzbrojeniu, jednostkach, ale alternatywa? Przecież w tej grze o alternatywe własnie chodzi! To był zawsze cel TW! Nie powtarzanie historii (chociaż i to jest możliwe) ale tworzenie jej nowej wersji.

Poza tym to nadal strategia dziejąca się w danym okresie historyczny, a nie dokument historyczny. Ja również mam sporo zarzutów jeśli chodzi o "moje" nacje ale nie przeszkadza mi to cieszyć się z odwracania biegu historii.


Spadaj na drzewo albo niech sasiad ci wytlumaczy, ze nie kazdego rajcuje grafika i alternatywa jak germanie w Egipcie albo wikingowie w Afryce.
Po to robi sie rozne modyfikacje by oddaly mniej lub bardziej realizm historyczny.Jak tego nie ogarniasz to znajdz sobie kogos innego z ktorym wymienisz pare nieproduktywnych slow.JA do twojego poziomu, sorry ale sie nie znize.

Arroyo
19-09-2015, 20:28
Oczekujesz realizmu historycznego i brak alternatyw, dobrze zrozumiałem? Wteedy taka gra byłaby nudna. Właśnie o to chodzi, by gra się podobała i by AI myślało, co robi. Skoro Germanie nagle pojawili się w Egipcie, to wyraźnie AI coś kierowało, by tam być.

Ale to już dyskusja bardziej do Dyskusji Ogólnej o TW: Attila, a nie tu. Zatem lepiej skończmy offtop.

Chaak
21-09-2015, 11:38
Jednak zainwestowałem w DLC od razu, chociaż czas na pogranie będę miał dopiero za parę dni. Aksum było jedną z bardziej oczekiwanych przeze mnie frakcji do Romka, a jako że tam już raczej nie ma szans na dodatki, to chociaż w Attyli sobie nimi pogram. Poza tym dostajemy pierwszą żydowską frakcję w serii, a do tego hordę z nowymi mechanikami, więc może przynajmniej dorówna jakością kampanii Hunów, która jest jedną z moich ulubionych w TW.