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.
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
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.
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
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
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)
http://wiki.totalwar.com/images/thum...hmids_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!
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?
08-09-2015, 18:02
Polemajos
A mówiłem,że będą frakcje pustynne,to nie,wszyscy o Słowianach krzyczeli ;D
08-09-2015, 18:08
Nezahualcoyotl
Cytat:
Zamieszczone przez Sapiens
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.
Cytat:
Zamieszczone przez Polemajos
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...
08-09-2015, 18:26
Samick
[DLC] The Empires of Sand Culture Pack
Spoiler:
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.
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
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.
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
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
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
Huraaaaaaa :champagne:,może przy okazji doczekamy się jakiegoś FLC ?
08-09-2015, 21:03
Arroyo
Gdy czytałem komentarze pod filmem to zauważyłem komentarz CA:
Cytat:
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.
08-09-2015, 21:09
KLAssurbanipal
Liczę na Armenię. :)
09-09-2015, 07:51
Ituriel32
Kupię to DLC (wreszcie będę miał czym pograć w tej Attyli), teraz tylko czekam info z FLC.
09-09-2015, 07:58
Arroyo
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:
09-09-2015, 07:59
Chaak
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.
09-09-2015, 08:31
Ituriel32
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.
09-09-2015, 08:41
Arroyo
Cytat:
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
09-09-2015, 09:35
KLAssurbanipal
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.
Cytat:
Zamieszczone przez Chaak
(...)
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.
09-09-2015, 11:14
LEGION
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.
09-09-2015, 12:58
KLAssurbanipal
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.
09-09-2015, 14:11
Arroyo
Już wiadomo, jaka będzie nacja (czytajcie tytuł filmu). Na mapie kampanii jest to państewko na południu od Arbeli.
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!
09-09-2015, 15:35
KLAssurbanipal
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).
09-09-2015, 17:47
hdshovcase
Czyżby CA postanowiło znów wydawać FLC?Ta nacja podoba mi się bardziej od tych z DLC i raczej jego zakup odłożę na jakąś promocje.
09-09-2015, 22:31
Chaak
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).
09-09-2015, 22:46
KLAssurbanipal
Może Afryka będzie jeszcze kolejnym culture packiem. ;) Obok Słowian i Sarmatów + Armenia jako FLC. To będzie komplet
10-09-2015, 07:21
Ituriel32
Ja też się lekko wstrzymam i pogram tą nacja z FLC. Mam nadzieje że te nacje z zachodu wylądują w dlc do romka2.
http://wiki.totalwar.com/images/thum...khids_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/thum...-Tanukhids.png Available with the Pack –Empires of Sand
10-09-2015, 14:49
Arroyo
:o To jednak ma być nacja - horda? Chyba się wcześniej w grze nie pojawili?
Mało tego - Himyaru też wcześniej nie było. :)
Fajnie, że dodają całkiem nowe frakcje. Oby były 3 jeszcze DLC - Słowianie, Sarmaci i płn Afryka. :)
10-09-2015, 19:20
LEGION
Himyar jest. Niegrywalny ale jest. :) I z innym herbem. :)
10-09-2015, 20:26
deciusalexius
Cytat:
Zamieszczone przez KLAssurbanipal
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.
10-09-2015, 21:55
hdshovcase
Cytat:
Zamieszczone przez deciusalexius
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.
10-09-2015, 22:47
Aqvillvs
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. :)
10-09-2015, 22:59
Markiz
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 =)
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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/thum...0px-Himyar.png Available with the Pack –Empires of Sand
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.
12-09-2015, 20:54
Asuryan
Tez nie rozumiem. Po prostu niektórym nigdy nie dogodzisz :mrgreen: