The new development of Chronicles of Myrtana 2.6.1 is finally completed. After the latest works, the public release of CoM 2.6.1 has taken place and awaits you! Moreover, the team is always particularly interested in your suggestions and ideas about the mod, so as to improve the mod quality, everytime more. Finally, we support your active participation to the mod by creating your own submods and modifications. In case the content is of good quality, it may be included in the official GothicTW CoM!

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Gothic TW CoM - Last gameplay (Onar) (Games : Medieval II: Total War: Kingdoms : Mods : Gothic TW: Chronicles of Myrtana : Forum : GothicTW CoM 2.6 - Gameplay/Tutorial : Gothic TW CoM - Last gameplay (Onar)) Locked
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Jul 14 2017 Anchor

Hi again guys,

so finally, the last gameplay prior to release in public... already started to make the 7z archive, so the new article with links will be by tomorrow.

In the meantime, final explanations quickly:

- Possibility of defeat: be aware that in the game there is one factions which always gains the upper-hand due to their scripted AI and conquests, the Northern Orcs. So, while you play, keep track of the orcs, otherwise you may lose the campaign in an unexpected moment.

- Gotha: I thought the AI was not able to understand how to besiege such settlements in a so narrow space, but at the end they did it and with two armies!

- "Individual Rank: notorious": this is a scripted ancillary, very special. Only the best characters in your faction may have a chance to get this one.. apart from the standard bonuses that you see in the pic, this ancillary has hidden parameters in scripts that improve everything the given character does. If with army, the army is improved, if in settlement the settlement is improved, if in navy the navy is improved. Hence, try not to lose these "special characters"

- Some pics about the "rune master": apart from the alchemy skills, the other list of ingredients triggered by the learning of the hero is the one of the runes (whereas smithing and hunting skills do not have "ingredients"). Pretty simple, check the recipes to understand the spells which the hero can create once he has the raw materials for them (same logic as the "alchemy workshops")

- An example of ancillary manufactured by the hero: essentially, he works for you but also for the AI. So, when he creates an object for your faction, that item will be triggered to the AI factions as well (the chance of acquisition are randomized)

- A pic and a video of my last gameplay battle at turn 118: in the short video you can hear a piece of the new Enderal OST and as well an example of the "Weapons/Cry sounds" always concessed by the guys of Enderal!

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This is it!

I'll refresh the mod page with the links as soon as possible... :)

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