After twelve years in development, Westeros: Total War has finally been released.
Westeros: Total War is a free fan-made mod for the video game Medieval II: Total War and its expansion Kingdoms. It originally started development in early 2006 as a mod for the original Rome: Total War, but quickly transitioned to Medieval II when it was released later that year. The game has been completely revamped with several whole new teams since then.
The game has been released in a beta state, meaning it is complete but some bugs may be present which should be fixed. The team hope to expand the game with new features later on, but clearly given the immense amount of time taken to reach this point this is not guaranteed.
Due to changes in the Total War game engine since Medieval II's release, this kind of "total conversion" is no longer possible for more recent games in the series (like Attila, Rome II, Warhammer II and Thrones of Britannia). You require a copy of Medieval II and Kingdoms, or the complete pack, to play the game.
Showing posts with label medieval 2: total war. Show all posts
Showing posts with label medieval 2: total war. Show all posts
Sunday, 10 June 2018
Thursday, 29 December 2011
Third Age: Total War 3.0 released
The long-awaited third version of Third Age: Total War has been released. This fan-made (but professional-quality) mod allows owners of Medieval II: Total War and its Kingdoms expansion to conquer Middle-earth with one of several factions.
The new third version of the game features a host of changes, most notably the long-awaited introduction of custom battle maps and settlements, putting iconic locations such as Minas Tirith and Edoras on the battlefield to be fought over. These replace the generic Medieval II towns that had stood in for the settlements in previous versions of the game. More information on the game, including download links and installation information can be found on TWCenter.
The new third version of the game features a host of changes, most notably the long-awaited introduction of custom battle maps and settlements, putting iconic locations such as Minas Tirith and Edoras on the battlefield to be fought over. These replace the generic Medieval II towns that had stood in for the settlements in previous versions of the game. More information on the game, including download links and installation information can be found on TWCenter.
Thursday, 22 July 2010
THIRD AGE: TOTAL WAR v2.0 released
The Third Age Development Team have released Version 2.0 of Third Age: Total War, their total conversion of Medieval II: Total War and its expansion Kingdoms. Appropriate timing, as we are close to the eightieth anniversary of J.R.R. Tolkien starting to write The Hobbit (now probably not coming to a movie screen near you soon).

Owners of Medieval II and Kingdoms can download Third Age (all 2.9 GB of it) for free. The game, as with the previous editions, allows you to refight the War of the Ring playing as one of the sides of 'good' (Gondor, Rohan, Dale, the Silvan Elves, the High Elves, the Dwarves or Eriador/Arnor) or 'evil' (Mordor, Hard, Rhun, Isengard, Orcs of the Misty Mountains, Orcs of Gundabad) across a gorgeously 3D-rendered map of Middle-earth.
Version 2.0 introduces several new features to the game. People were disappointed with Eriador in the previous version of the game. True to the books, Eriador was a hodgepodge faction consisting of disparate forces (the Hobbits of the Shire, the Rangers, the townsfolk of Breeland and so on) and as such did not field a particularly formidable army (despite the terror-inducing sight of its, er, Halfling Archers). The new version allows an 'Arnor emergence' mechanic, where Aragorn, instead of claiming the throne of Gondor as in The Lord of the Rings, instead re-founds the Dunedain North Kingdom of Arnor to replace Eriador. Arnor is a much more formidable faction with units more comparable to Gondor's, making them a more viable playable faction.
More intriguingly, the new version features a 'Fellowship' mechanic which allows you to follow the Fellowship of the Ring's route and adventures. How on Earth it does this given the limitations of the Total War engine is unknown (I'm still downloading the thing), but it'll be interesting to see how it works.
It's not all good news, however, as the Orcs also get an additional faction (the Orcs of Gundabad and the Grey Mountains) and a new, possibly familiar general unit:
The game is available to download from the link at the top of the post now, but you need both Medieval II and Kingdoms installed to play.

Owners of Medieval II and Kingdoms can download Third Age (all 2.9 GB of it) for free. The game, as with the previous editions, allows you to refight the War of the Ring playing as one of the sides of 'good' (Gondor, Rohan, Dale, the Silvan Elves, the High Elves, the Dwarves or Eriador/Arnor) or 'evil' (Mordor, Hard, Rhun, Isengard, Orcs of the Misty Mountains, Orcs of Gundabad) across a gorgeously 3D-rendered map of Middle-earth.
Version 2.0 introduces several new features to the game. People were disappointed with Eriador in the previous version of the game. True to the books, Eriador was a hodgepodge faction consisting of disparate forces (the Hobbits of the Shire, the Rangers, the townsfolk of Breeland and so on) and as such did not field a particularly formidable army (despite the terror-inducing sight of its, er, Halfling Archers). The new version allows an 'Arnor emergence' mechanic, where Aragorn, instead of claiming the throne of Gondor as in The Lord of the Rings, instead re-founds the Dunedain North Kingdom of Arnor to replace Eriador. Arnor is a much more formidable faction with units more comparable to Gondor's, making them a more viable playable faction.
More intriguingly, the new version features a 'Fellowship' mechanic which allows you to follow the Fellowship of the Ring's route and adventures. How on Earth it does this given the limitations of the Total War engine is unknown (I'm still downloading the thing), but it'll be interesting to see how it works.
It's not all good news, however, as the Orcs also get an additional faction (the Orcs of Gundabad and the Grey Mountains) and a new, possibly familiar general unit:
The game is available to download from the link at the top of the post now, but you need both Medieval II and Kingdoms installed to play.
Wednesday, 27 January 2010
The Total War Series
War is fun! Okay, no it isn't. It's dangerous and terrifying and cold and often quite spectacularly boring. But human beings seem to enjoy the prospect of pitting two large bodies of men against one another armed with bits of metal over some philosophical/ideological/religious/monetary point of of dispute and letting them have at it. Of course, war also results in mounds of corpses and lots of letters that need to be written to parents back home, so as early as the 9th Century AD certain board games had been developed which simulated the art of warfare without having to deal with troublesome issues such as supply lines, latrines or corpse removal duty. Of course, with modern computers, the recreation of war has become ever more complete and thorough.

The Total War series of games first appeared in 2000 from a British company, the Creative Assembly. Formerly known for ports various Electronic Arts sports simulations from PC to console or vice versa, the Creative Assembly had decided to break out with an original title that would much more realistically simulate the art of war than ever before. At that time the most popular series of historical wargames was probably the Age of Empires series which, whilst entertaining, consisted more of building tons of men and hurling them blindly at the enemy than any viable use of real strategy or tactics. Age of Empires and other medieval or fantasy-based games like WarCraft II were fun but their simulation of real military tactics was remote at best. On the other side of the coin, games like the Civilization series were great at providing a context for warfare but reduced the battles to the comparisons of stats, removing the ability of players to swing a desperate battle against a much larger force through the use of superior tactics.

Shogun: Total War, which was published in June 2000, successfully solved the problems. Using a combination of rolling 3D terrain and sprite-based units, it allowed for the realistic depiction of a combined-force army consisting of thousands of cavalry, archers, pikemen and swordsmen, allowing them to be moved and positioned flexibly. Much of the game took place on a map of feudal Japan, with the player taking the role of a clan-leader determined to conquer the other provinces and become the shogun, the ruler of all Japan. On this map the player could assemble armies and position them to defend provinces and castles, or take to the sea and mount sneak invasions behind enemy lines. Agents like assassins could take out high-ranking enemy generals, whilst spies could provide intelligence on enemy troop numbers and movements. In effect, Shogun provided the player a way of following the maxims of Sun Tzu's The Art of War in a manner not before achieved.
Given the specialist nature of wargames, it was a bit of a surprise when Shogun crossed over into the mainstream and became a significant success story, its mix of Civilization-style turn-based plotting and realistic real-time battles providing a heady brew for strategy gamers. 2001's The Mongol Invasion provided new units and factions to the game, including the ability to have the Mongols invade Japan by sea and change the course of history. This 'counterfactual' angle (what if history went down a different path?) soon became appealing to players as well.

The Creative Assembly's success soon saw them conceive of a way of delivering exciting new Total War games to players at a steady clip. Their idea was to divide their games into 'revolutionary' and 'evolutionary' categories (each with expansions). The revolutionary games would feature new engines, graphics, ideas and concepts, whilst the evolutionary ones would build on the success of the revolutionary one. Meanwhile, the revolutionary team would begin building the next revolutionary game in the series whilst the evolutionary team was developing their next title, meaning that the two teams would be required to only deliver a new full game every four years, with a new full game coming out every two years and an expansion falling inbetween. This would allow a fresh Total War game every year and a constant source of income for the small company.
This process soon kicked in. Medieval: Total War, which used a souped-up version of the Shogun game engine, was published in 2002 to critical acclaim. It's much more popular depiction of medieval European warfare saw its sales radically eclipse those of Shogun, and its expansion, The Viking Invasion (2003) saw the game focus on a much smaller theatre of war (the British Isles) and a smaller number of factions, to great success.

The revolutionary team delivered the next full game in the series, Rome: Total War, in 2004. The game went full 3D, removing the 2D sprites of the previous titles and replacing them with individually-modelled 3D units. Through clever programming, it was possible to send a full army of 10,000 3D units into battle without onerous system requirements. The graphical results were so good that a BBC history-based gameshow, Time Commanders, started using the game engine for its graphics a full year before the game was even released. Rome also featured a major shift in gameplay, with the turn-based campaign map now employing small tiles in a 3D-rendered battlemap rather than large provincial squares. This made the placement of units, the importance of ambushes and interceptions and the vital importance of intelligence and spies all the more important, and added huge amounts of strategic depth to the game.
Unfortunately, this is where the first problems with the game's AI came into play. The first two games, being based on provinces, didn't require huge amounts of computer intelligence on the positioning of armies. If they could only move into one province and attack it, there wasn't much else for them to do. In they went. In Rome, however, it wasn't unusual to see multiple AI-controlled armies marching around consisting of a few small units rather than amalgamating into one large force, allowing you to destroy them piecemeal, whilst the AI's ability to use ships to launch seaborne invasions was almost non-existent. During sieges it wasn't uncommon to see the enemy AI drop their siege weapons and run around confused in front of your city walls whilst your archers turned them into pin-cushions. Various patches and Rome's two expansions, The Barbarian Invasion (2005) and Alexander (2006) did eventually solve many of the AI problems. Rome was also the first game in the series to permit fully-comprehensive modding, with amateur programmers retooling the AI and making it far more impressive.

The Total War series proceeded with the release of Medieval II: Total War in late 2006. Featuring an upgraded version of the Rome engine, it was assumed that Medieval II would build on the patched-up version of the engine from the expansion. Instead, it very oddly returned to the basic engine of the original Rome release, just with more impressive graphics and obviously a shift in factions and units. Lots of bugs not seen since the early days of Rome returned and, unlike Rome, were never fixed through patches. Some features, such as the implementation of the New World across the ocean, were half-assed at best. The game was also not well-optimised, requiring radically higher system requirements than Rome to work despite using the same engine. Medieval II's failings saw the first signs of real discontent from the fanbase. The Creative Assembly did win back some loyalty with the release of the excellent Kingdoms expansion in 2007, and Medieval II's modding capabilities were (eventually) better than Rome's, paving the way for excellent mods such as Third Age: Total War (a Lord of the Rings-based game, more coverage of which is coming soon), Stainless Steel (a much more hardcore and historically accurate version of Medieval II) and our own in-development Westeros: Total War.
The Creative Assembly soon revealed that the next game in the series would be the next 'revolutionary' title, Empire: Total War, which took the franchise into the 18th Century, focused on gunpowder-based warfare and, for the first time, depicted 3D naval battles. Worked on by the same team behind Shogun and Rome, the assumption was that this would be another strong game in the series.

Instead, it was pretty much lambasted on release in February 2009 by the fans, even whilst the computer game magazines gave it high scores. Very rarely has there been such a disconnection between official reviews and public opinion. The game was shipped in an incomplete state, rife with graphics bugs, memory leaks and crashes to desktops, whilst the game's AI was in an even more woeful state than Medieval II's on release. The game also required the use of Steam, Valve's digital distribution service. Whilst Steam is excellent at delivering downloadable game content, its use as a form of DRM (Digital Rights Management) without which it is impossible to play a game, even in offline single-player mode, has long been highly controversial. On top of all of these problems, the Creative Assembly took the decision to make Empire effectively unmoddable. Whilst unit states could be tweaked, full-game modifications like those available for Medieval II and Rome were simply impossible to implement. CA several times promised to release development software making modding possible, and never did so. They also promised that the game would feature a multiplayer campaign mode, but over a year after release it has still not been implemented.

The Total War fanbase, long loyal to the franchise, was understandably annoyed. There were even more annoyed when CA announced the next game in the series, Napoleon: Total War, for release in the spring of 2010, whilst the problems in Empire still had not been sorted out. Even worse was the news that Napoleon would be a stand-alone game, not an expansion as previously thought. The prior Total War expansions had shipped with major patches which usually improved the original game at the same time as delivering new content (the Barbarian Invasion and Kingdoms expansions both removed the most outrageous bugs in their parent games, for example), whilst this was not going to be the case for Napoleon, which will continue to make use of Steam and would also not permit modding.
At this current time it is difficult to say what the future holds for the Total War series. The Creative Assembly's actions over the last two games of the series have been pretty much lamentable (although Empire is now, more or less, in a reliable state after several new patches, although the AI remains deeply problematic), but at the same time the Total War series' combination of tactical and strategic warfare remains ambitious and enjoyable, and in an age of ever-declining PC games sales the series' impressive sales performance is enviable. What the CA really need to do with the franchise now is to stop pissing off the fans, allow modding once again and look at fixing the long-standing problems with AI in the games. If this can be achieved, the series could regain its place as one of the better PC gaming franchises around.

June 2010 Update
The next full game in the series will be Shogun 2: Total War.
The Total War Series
Shogun: Total War (2000)
Shogun: Total War - The Mongol Invasion (2001)
Medieval: Total War (2002)
Medieval: Total War - The Viking Invasion (2003)
Rome: Total War (2004)
Rome: Total War - The Barbarian Invasion (2005)
Rome: Total War - Alexander (2006)
Medieval II: Total War (2006)
Medieval II: Total War - Kingdoms (2007)
Empire: Total War (2009)
Empire: Total War - The Warpath Campaign (2009)
Napoleon: Total War (2010)
Napoleon: Total War - The Peninsular Campaign (2010)
Shogun II: Total War (2011)

The Total War series of games first appeared in 2000 from a British company, the Creative Assembly. Formerly known for ports various Electronic Arts sports simulations from PC to console or vice versa, the Creative Assembly had decided to break out with an original title that would much more realistically simulate the art of war than ever before. At that time the most popular series of historical wargames was probably the Age of Empires series which, whilst entertaining, consisted more of building tons of men and hurling them blindly at the enemy than any viable use of real strategy or tactics. Age of Empires and other medieval or fantasy-based games like WarCraft II were fun but their simulation of real military tactics was remote at best. On the other side of the coin, games like the Civilization series were great at providing a context for warfare but reduced the battles to the comparisons of stats, removing the ability of players to swing a desperate battle against a much larger force through the use of superior tactics.

Shogun: Total War, which was published in June 2000, successfully solved the problems. Using a combination of rolling 3D terrain and sprite-based units, it allowed for the realistic depiction of a combined-force army consisting of thousands of cavalry, archers, pikemen and swordsmen, allowing them to be moved and positioned flexibly. Much of the game took place on a map of feudal Japan, with the player taking the role of a clan-leader determined to conquer the other provinces and become the shogun, the ruler of all Japan. On this map the player could assemble armies and position them to defend provinces and castles, or take to the sea and mount sneak invasions behind enemy lines. Agents like assassins could take out high-ranking enemy generals, whilst spies could provide intelligence on enemy troop numbers and movements. In effect, Shogun provided the player a way of following the maxims of Sun Tzu's The Art of War in a manner not before achieved.
Given the specialist nature of wargames, it was a bit of a surprise when Shogun crossed over into the mainstream and became a significant success story, its mix of Civilization-style turn-based plotting and realistic real-time battles providing a heady brew for strategy gamers. 2001's The Mongol Invasion provided new units and factions to the game, including the ability to have the Mongols invade Japan by sea and change the course of history. This 'counterfactual' angle (what if history went down a different path?) soon became appealing to players as well.

The Creative Assembly's success soon saw them conceive of a way of delivering exciting new Total War games to players at a steady clip. Their idea was to divide their games into 'revolutionary' and 'evolutionary' categories (each with expansions). The revolutionary games would feature new engines, graphics, ideas and concepts, whilst the evolutionary ones would build on the success of the revolutionary one. Meanwhile, the revolutionary team would begin building the next revolutionary game in the series whilst the evolutionary team was developing their next title, meaning that the two teams would be required to only deliver a new full game every four years, with a new full game coming out every two years and an expansion falling inbetween. This would allow a fresh Total War game every year and a constant source of income for the small company.
This process soon kicked in. Medieval: Total War, which used a souped-up version of the Shogun game engine, was published in 2002 to critical acclaim. It's much more popular depiction of medieval European warfare saw its sales radically eclipse those of Shogun, and its expansion, The Viking Invasion (2003) saw the game focus on a much smaller theatre of war (the British Isles) and a smaller number of factions, to great success.

The revolutionary team delivered the next full game in the series, Rome: Total War, in 2004. The game went full 3D, removing the 2D sprites of the previous titles and replacing them with individually-modelled 3D units. Through clever programming, it was possible to send a full army of 10,000 3D units into battle without onerous system requirements. The graphical results were so good that a BBC history-based gameshow, Time Commanders, started using the game engine for its graphics a full year before the game was even released. Rome also featured a major shift in gameplay, with the turn-based campaign map now employing small tiles in a 3D-rendered battlemap rather than large provincial squares. This made the placement of units, the importance of ambushes and interceptions and the vital importance of intelligence and spies all the more important, and added huge amounts of strategic depth to the game.
Unfortunately, this is where the first problems with the game's AI came into play. The first two games, being based on provinces, didn't require huge amounts of computer intelligence on the positioning of armies. If they could only move into one province and attack it, there wasn't much else for them to do. In they went. In Rome, however, it wasn't unusual to see multiple AI-controlled armies marching around consisting of a few small units rather than amalgamating into one large force, allowing you to destroy them piecemeal, whilst the AI's ability to use ships to launch seaborne invasions was almost non-existent. During sieges it wasn't uncommon to see the enemy AI drop their siege weapons and run around confused in front of your city walls whilst your archers turned them into pin-cushions. Various patches and Rome's two expansions, The Barbarian Invasion (2005) and Alexander (2006) did eventually solve many of the AI problems. Rome was also the first game in the series to permit fully-comprehensive modding, with amateur programmers retooling the AI and making it far more impressive.

The Total War series proceeded with the release of Medieval II: Total War in late 2006. Featuring an upgraded version of the Rome engine, it was assumed that Medieval II would build on the patched-up version of the engine from the expansion. Instead, it very oddly returned to the basic engine of the original Rome release, just with more impressive graphics and obviously a shift in factions and units. Lots of bugs not seen since the early days of Rome returned and, unlike Rome, were never fixed through patches. Some features, such as the implementation of the New World across the ocean, were half-assed at best. The game was also not well-optimised, requiring radically higher system requirements than Rome to work despite using the same engine. Medieval II's failings saw the first signs of real discontent from the fanbase. The Creative Assembly did win back some loyalty with the release of the excellent Kingdoms expansion in 2007, and Medieval II's modding capabilities were (eventually) better than Rome's, paving the way for excellent mods such as Third Age: Total War (a Lord of the Rings-based game, more coverage of which is coming soon), Stainless Steel (a much more hardcore and historically accurate version of Medieval II) and our own in-development Westeros: Total War.
The Creative Assembly soon revealed that the next game in the series would be the next 'revolutionary' title, Empire: Total War, which took the franchise into the 18th Century, focused on gunpowder-based warfare and, for the first time, depicted 3D naval battles. Worked on by the same team behind Shogun and Rome, the assumption was that this would be another strong game in the series.

Instead, it was pretty much lambasted on release in February 2009 by the fans, even whilst the computer game magazines gave it high scores. Very rarely has there been such a disconnection between official reviews and public opinion. The game was shipped in an incomplete state, rife with graphics bugs, memory leaks and crashes to desktops, whilst the game's AI was in an even more woeful state than Medieval II's on release. The game also required the use of Steam, Valve's digital distribution service. Whilst Steam is excellent at delivering downloadable game content, its use as a form of DRM (Digital Rights Management) without which it is impossible to play a game, even in offline single-player mode, has long been highly controversial. On top of all of these problems, the Creative Assembly took the decision to make Empire effectively unmoddable. Whilst unit states could be tweaked, full-game modifications like those available for Medieval II and Rome were simply impossible to implement. CA several times promised to release development software making modding possible, and never did so. They also promised that the game would feature a multiplayer campaign mode, but over a year after release it has still not been implemented.

The Total War fanbase, long loyal to the franchise, was understandably annoyed. There were even more annoyed when CA announced the next game in the series, Napoleon: Total War, for release in the spring of 2010, whilst the problems in Empire still had not been sorted out. Even worse was the news that Napoleon would be a stand-alone game, not an expansion as previously thought. The prior Total War expansions had shipped with major patches which usually improved the original game at the same time as delivering new content (the Barbarian Invasion and Kingdoms expansions both removed the most outrageous bugs in their parent games, for example), whilst this was not going to be the case for Napoleon, which will continue to make use of Steam and would also not permit modding.
At this current time it is difficult to say what the future holds for the Total War series. The Creative Assembly's actions over the last two games of the series have been pretty much lamentable (although Empire is now, more or less, in a reliable state after several new patches, although the AI remains deeply problematic), but at the same time the Total War series' combination of tactical and strategic warfare remains ambitious and enjoyable, and in an age of ever-declining PC games sales the series' impressive sales performance is enviable. What the CA really need to do with the franchise now is to stop pissing off the fans, allow modding once again and look at fixing the long-standing problems with AI in the games. If this can be achieved, the series could regain its place as one of the better PC gaming franchises around.

June 2010 Update
The next full game in the series will be Shogun 2: Total War.
The Total War Series
Shogun: Total War (2000)
Shogun: Total War - The Mongol Invasion (2001)
Medieval: Total War (2002)
Medieval: Total War - The Viking Invasion (2003)
Rome: Total War (2004)
Rome: Total War - The Barbarian Invasion (2005)
Rome: Total War - Alexander (2006)
Medieval II: Total War (2006)
Medieval II: Total War - Kingdoms (2007)
Empire: Total War (2009)
Empire: Total War - The Warpath Campaign (2009)
Napoleon: Total War (2010)
Napoleon: Total War - The Peninsular Campaign (2010)
Shogun II: Total War (2011)
Tuesday, 5 May 2009
Total War in Westeros and Middle-earth
One of the appeals of epic fantasy is the idea of vast sweeping armies assembling for battle and clashing in a well-described match of wits, strategy and cunning. It's a cornerstone of the genre for many readers, all the more interesting as if most of us found ourselves in a real medieval battle we'd run away screaming in terror.

Traditionally, the value of turning a book into a decent computer game for publishers has been pretty much zero. There were some great Middle-earth games in the past (the older among you may remember the interesting War of the Ring game from the late 1980s, or the legendary text adventure of The Hobbit), but it wasn't until the movies came out that some half-decent games were made, such as the Battle for Middle-earth duology (especially the second one), but none have even remotely captured the grandeur of the battles either described by J.R.R. Tolkien or envisaged on-screen by Peter Jackson in the movie trilogy.

That is now changing with the advent of 'user mods' or modifications. A lot of titles are now released with their creator tools intact, so users can create new material for the game. These range from new weapons or units to entirely new maps to entirely new games, using the original as a template of sorts. Due to copyright issues, these mods, if they are of existing franchises, must be released free of charge. For depicting strategy and battles in games, the default choice is Medieval II: Total War which, after an expansion and four patches, is now in a pretty decent state, and the various mods released for it have improved it further (if you want to get hold of the follow-up, Empire: Total War, I'd seriously wait for another six months until they actually finish the damn thing and re-release it properly). Naturally, epic fantasy fans have already been hard at work preparing some Total War versions of their favourite book titles.
Note that both of the following mods require both Medieval II: Total War and its expansion, Kingdoms (or the Medieval II: Gold Edition combining both titles), both patched up to their most recent version.
First up, and most obviously, is Middle-earth. The Third Age: Total War sees the player fighting for control of Middle-earth, playing as either Gondor, Rohan, Dale, Eriador, Harad, Isengard, Rhun, Mordor, the Silvan Elves, the High Elves, the Dwarves or the Orcs of the Misty Mountains. The Third Age is now available as a 'final' release with pretty much everything ready to go, although there will be further refinement of the game as new versions are released. But for now you can forge the Dwarf-Empire of the West that you have always dreamed of. Check here for more details.
The Tullys take Lannisport whilst the Starks besiege Casterly Rock. The Lannisters are officially screwed.
Secondly, and in a much earlier stage of development, is Westeros: Total War, in which the player must battle for control of the Iron Throne of the Seven Kingdoms, playing as the Starks, Tullys, Lannisters, Greyjoys, Tyrells, Martells or the forces of Stannis, Renly or Joffrey Baratheon. Future versions will also try to incorporate the wildlings, the Night's Watch, the Others and the various factions of Essos (the eastern continent) such as the Free Cities, the Dothraki, Qartheen etc, but that's all a long way off. For now, it's just the War of the Five Kings. Westeros is going to be doing some very interesting things with the Medieval II game engine and will require much greater use of allies and diplomacy for the requisite backstabbing and signature treachery of the books (sadly, you can't replicate the Red Wedding). Some new and already-impressive AI routines in the mod already mean this is viable. Playing as the Starks and trying to relieve the siege of Riverrun, I noted that the Tully AI actually worked intelligently alongside me, forcing the Lannisters into battles where my forces were able to join in as well. Of course, Robb got killed five minutes later and the game ended with the Seven Kingdoms under the rule of King Roose Bolton, which I thought was brilliantly twisted, but maybe that was just me :-)
At the moment, only the Starks, Tullys and the King's Landing forces under King Joffrey are fully completed, but you can still play the other factions, they just have their original units (so the Greyjoys are using the Holy Roman Empire's troop roster from Medieval II). With a bit of imagination, this shouldn't be a problem. The map, the cities and some of the new gameplay innovations are also all complete. Hopefully we can get some more volunteers on board to complete the remaining factions and get the thing done in a reasonable timescale. Download information for the current build of the game is here.
Further information on both mods can be found through the respective links.

Traditionally, the value of turning a book into a decent computer game for publishers has been pretty much zero. There were some great Middle-earth games in the past (the older among you may remember the interesting War of the Ring game from the late 1980s, or the legendary text adventure of The Hobbit), but it wasn't until the movies came out that some half-decent games were made, such as the Battle for Middle-earth duology (especially the second one), but none have even remotely captured the grandeur of the battles either described by J.R.R. Tolkien or envisaged on-screen by Peter Jackson in the movie trilogy.

That is now changing with the advent of 'user mods' or modifications. A lot of titles are now released with their creator tools intact, so users can create new material for the game. These range from new weapons or units to entirely new maps to entirely new games, using the original as a template of sorts. Due to copyright issues, these mods, if they are of existing franchises, must be released free of charge. For depicting strategy and battles in games, the default choice is Medieval II: Total War which, after an expansion and four patches, is now in a pretty decent state, and the various mods released for it have improved it further (if you want to get hold of the follow-up, Empire: Total War, I'd seriously wait for another six months until they actually finish the damn thing and re-release it properly). Naturally, epic fantasy fans have already been hard at work preparing some Total War versions of their favourite book titles.
Note that both of the following mods require both Medieval II: Total War and its expansion, Kingdoms (or the Medieval II: Gold Edition combining both titles), both patched up to their most recent version.
First up, and most obviously, is Middle-earth. The Third Age: Total War sees the player fighting for control of Middle-earth, playing as either Gondor, Rohan, Dale, Eriador, Harad, Isengard, Rhun, Mordor, the Silvan Elves, the High Elves, the Dwarves or the Orcs of the Misty Mountains. The Third Age is now available as a 'final' release with pretty much everything ready to go, although there will be further refinement of the game as new versions are released. But for now you can forge the Dwarf-Empire of the West that you have always dreamed of. Check here for more details.

Secondly, and in a much earlier stage of development, is Westeros: Total War, in which the player must battle for control of the Iron Throne of the Seven Kingdoms, playing as the Starks, Tullys, Lannisters, Greyjoys, Tyrells, Martells or the forces of Stannis, Renly or Joffrey Baratheon. Future versions will also try to incorporate the wildlings, the Night's Watch, the Others and the various factions of Essos (the eastern continent) such as the Free Cities, the Dothraki, Qartheen etc, but that's all a long way off. For now, it's just the War of the Five Kings. Westeros is going to be doing some very interesting things with the Medieval II game engine and will require much greater use of allies and diplomacy for the requisite backstabbing and signature treachery of the books (sadly, you can't replicate the Red Wedding). Some new and already-impressive AI routines in the mod already mean this is viable. Playing as the Starks and trying to relieve the siege of Riverrun, I noted that the Tully AI actually worked intelligently alongside me, forcing the Lannisters into battles where my forces were able to join in as well. Of course, Robb got killed five minutes later and the game ended with the Seven Kingdoms under the rule of King Roose Bolton, which I thought was brilliantly twisted, but maybe that was just me :-)
At the moment, only the Starks, Tullys and the King's Landing forces under King Joffrey are fully completed, but you can still play the other factions, they just have their original units (so the Greyjoys are using the Holy Roman Empire's troop roster from Medieval II). With a bit of imagination, this shouldn't be a problem. The map, the cities and some of the new gameplay innovations are also all complete. Hopefully we can get some more volunteers on board to complete the remaining factions and get the thing done in a reasonable timescale. Download information for the current build of the game is here.
Further information on both mods can be found through the respective links.
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