Mod Medieval Kingdoms Total War 1212 Ad

Mod Medieval Kingdoms Total War 1212 Ad Average ratng: 9,1/10 1168 reviews

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Jan 18, 2016  So it gives me great pleasure to finally be able to show you the new and improved Medieval Kingdoms 1212 AD mod for Total War Attila! Now this mod which I'm sure you already knew was originally on.

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Credit to The Byzantine for the Logo and Signatures. The Kingdom of Zagwe Background Before the Solomonids defined the image of Ethiopia for nearly a millenia a Agaw dynasty dominated the Ethiopian highlands, erecting monumental churches and carrying on the legacy of Aksum. Medieval Ethiopia is shrouded in as much mystery as its Christian northern neighbors in the Sudan.

A isolated mountain kingdom surrounded by hostile powers that aggressively resisted all foreign incursions. Ethiopian warfare revolves around the yeoman peasant farmer, a loyal fighter who is able to march great distances barefoot at the behest of his emperor.

With Tamara and the Dancing Creek Farm, she blossoms into the loving, friendly little girl she was when she visited everyone. She was so sad when we had to board her; she just wasn't accustomed to being all alone in a cage. Vizitnaya kartochka na konkurs super mama. We really appreciate Tamara and her crew. Princess is a people dog and gets treated as a person at THE DANCING CREEK FARM!

Ethiopian armies are light, reliant on guerilla tactics and skirmishing to grind the enemy down. While they are light in comparison to all other powers, their speed, endurance and bravery makes them a enemy not to be underestimated. Short answer: New models, gameplay necessity, new research findings, and roster developer whim. Long answer: The mod was actually have been restructured.

In 2016-early 2017, the team feel the mod was unbalanced. Faction devs had too much freedom, not only creating the variant models, but also setting the stats without coordination.

Problem is, there was not many thoughts made to the stats, just throwing numbers around. If you play MK 1212 MP in those times, some factions are clearly overpowered e.g. In addition, devs were too happy in decking their units in heavy armour, even mid-tier commoner units were heavily armoured. Too much attention to elites and nobles, making the rosters top-heavy but lacking the basic units. This changed in mid-2017. New pattern of unit roster was introduced.

Kingdoms

Centralized stats database management was implemented. Come early 2018 the database were standardized. Also as campaign building and tech tree were plotted, faction rosters have to take account how the units would be recruited in campaign and how they'll be upgraded.

You can notice how rosters made before mid 2017 often are more heavily armoured, have redundant units, or have gaping holes in their rosters. Campaign tests reveals this even more: some faction using old roster cannot recruit unit at all in the start because they lack militia! Stats under the hood has been rebalanced, but the variantmodels haven't; so for instance HRE sergeant units have less armour than their looks suggests. This update process still in progress. Ayyubids, HRE states, Christian Iberia, Scandinavia, Crusader States are the main rosters dearly in need of the new-style revamps.