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Total War: Attila v1.1 MULTI9, Universal Crack + Both DLCs Unlocked
Release Date: February 17, 2015; v1.1 - March 4 + DLC 2, 2015
Genres/Tags: Strategy, 3D, Real-time, Turn-based
Developer: Creative Assembly
Publisher: Sega
Platform: PC [Repack]
Engine: in-house
Steam User Rating: 76% of user reviews are positive (based on 2,536 reviews)
Interface Language: English, Russian, Spanish, French, German, Italian, Polish, Czech, Turkish
Audio Language: English, Russian, Spanish, French, German, Italian
Crack: included (by sam2k8, Steam006 & SteamCooker)
Minimum requirements:
Operating System: Windows Vista or better, 64-bit only
Processor: Intel Core 2 Duo 3 GHz or better
RAM: 3 GB
Video Card: 512 MB NVIDIA GeForce 8800 GT, AMD Radeon HD 2900 XT or Intel HD 4000
DirectX: 10
HDD Space: 23 GB
Screenshots
Description:
Against a darkening background of famine, disease and war, a new power is rising in the great steppes of the East. With a million horsemen at his back, the ultimate warrior king approaches, and his sights are set on Rome…
The next instalment in the multi award-winning PC series that combines turn-based strategy with real-time tactics, Total War: ATTILA casts players back to 395 AD. A time of apocalyptic turmoil at the very dawn of the Dark Ages.
How far will you go to survive? Will you sweep oppression from the world and carve out a barbarian or Eastern kingdom of your own? Or will you brace against the coming storm as the last remnants of the Roman Empire, in the ultimate survival-strategy challenge?
The Scourge of God is coming. Your world will burn.
Apocalyptic destruction mechanics
Wield the ferocious power of fire in battle to set buildings ablaze and terrify defenders, or wipe entire cities and regions from the face of the campaign map with the new raze mechanic.
Legendary start position
Playing as the Western Roman Empire you will begin with vast territories under your control, but weakened by political in-fighting and threatened on all sides by enemies, your dominance will quickly become a struggle to survive.
Overhauled game mechanics
Improved core gameplay and UI through the latest optimised and modified Total War game mechanics, including politics, family tree, civic management and technological progression.
Incredible period detail
With new period-specific technologies, arms and armaments, religion, cultures and social upheaval, Total War: ATTILA delivers an authentic experience of this ominous chapter of our history.
Outstanding visual fidelity
Improvements and optimisations to both campaign and battle visuals create a chilling vision of a looming apocalypse and the ruin of the civilized world. With breath-taking scale, atmosphere and improved graphical performance, witness the end of days and the rise of a legend.
Crack Info - As Easy as Pie!
Hoorah! sam2k8, Steam006 & SteamCooker did it - they made a universal crack for Attila!
Yes, no need for separate CPU downloads anymore. The executable still will be CPU-specified, but it will be created on your PC, based on your CPU - fantastic, innit?
On the "Components" screen just select the type of Crack you want to apply, install & play!
Or, if you're not sure yet, select "I will manually install crack later" option, then after installation read READMEs, located in the NoDVD folder.
That's it - simple, right? Go on, Attila, you have to conquer every single one of them!
PS: Remember - Steam must be launched before running the game, but you must be logged off or signed NOT IN YOUR MAIN ACCOUNT to avoid ban.
- The game doesn't work with launcher, says it's not installed or updating :(
- The game crashes once accessing Encyclopedia :(((((
Relax, FitGirl to the rescue!
- Run Steam (not installed? What a retrograde! Download it on ttp://steampowered.com)
- Logout from your main account (Steam menu, Change User)
- Create new account, preferably sounding not like your current one, but with a working email
- Login with new credentials, you can confirm your email later
- Go to "Games" menu, select "Add Non-Steam game to my Library"
- Click on "Browse..." & select "PATH WHERE YOU'VE INSTALLED THE GAMESteamsteamappscommonTotal War AttilaAttilb.exe" - yes, Attilb.exe
- Confirm you selection by clicking on "ADD SELECTED PROGRAMS"
- Choose Attlib at the menu and press "PLAY"
That's it :)
Repack Features
- All files updated to v1.1, language packs including (not available in Chinese patche by 3DM)
- MD5 Perfect: all files are identical to originals after installation
- Universal Crack for version 1.1 included
- Both Viking Forefathers Culture Pack + Longbeards Culture Pack unlocked
- NOTHING ripped, NOTHING re-encoded
- You can skip downloading of optional localization files you don't need
- Significantly smaller archive size (compressed from 23 to 8,5~8,8 GB)
- Installation takes 8-12 minutes (depending on your system and languages selected)
- HDD space after installation: 23 GB
- Repack by FitGirl
Selective Download
You can skip downloading of language files you don't need.
Here is the list of optional files (without them the game will be available in English only):
- setup-fitgirl-optional-russian.bin
- setup-fitgirl-optional-spanish.bin
- setup-fitgirl-optional-french.bin
- setup-fitgirl-optional-german.bin
- setup-fitgirl-optional-italian.bin
- setup-fitgirl-optional-polish.bin (officially with English voiceovers)
- setup-fitgirl-optional-czech.bin (officially with English voiceovers)
- setup-fitgirl-optional-turkish.bin (officially with English voiceovers)
In example, if you want to launch the game with Spanish UI/Subtitles/Voiceovers - skip all "optional" files,
but download
setup-fitgirl-optional-spanish.bin & all main files.
Additional fix for Polish, Czech & Turkish users.
There was a small error (actually, bad copypasting on my side) - affecting Polish, Czech & Turkish translations. I don't want to reupload the whole torrent now, you can just download this updated installer & run it instead of the one in this torrent.
http://www74.zippyshare.com/v/KyCuOlTC/file.html
Without this updated EXE you either will get not your language or an error on installing. Sorry for that :(
Backward Compatibility
This updated repack IS NOT backward compatible with my previous ones.
The reason is that new version 1.1 affected almost all game files, making the patching process alone at least 30-40 minutes long (compare it to installation time of 10 minutes).
So I've decided to repack the repack. This is sad news for those with slow connection, but decision was made.
I hope that next patches won't bother game resources that much & I will be able to make small updates, so you could download only new content - as with my other repacks for other games.
Patchnotes v1.1
Gates
- Torching settlement gates has been replaced with the ability to hack them down with melee attacks. This new last-resort feature has been made in response to community feedback, and is an important mechanic to enable the attacking side to still have a chance of besieging a settlement even when their siege engines have been destroyed. The trade-off is that it comes at an extremely high price for the attackers. It’s the pyrrhic act of a desperate general.
- Certain weapons are more effective at destroying gates than others. Axes and two-handed weapons are the most effective, followed by swords and maces, followed by spears, daggers and pike. The less effective a weapon is, the more time it takes to break through.
- Given the prominence of towers, boiling oil etc in ATTILA, attacking gates is a very costly exercise for the attacker, and the AI will only use it as a last resort.
- If the AI attacks gates, it will employ more heavily armoured troops to do so, though it will deprioritise the use of elephants and its general.
- Basic barbarian settlement gates can be burned down at range using fire-arrows, though this is less efficient than before. Reinforced or bronze gates are immune to fire altogether, and when no artillery is present, will need to be engaged in melee.
- The AI is more likely to build siege equipment on the campaign map before assaulting a settlement.
- Technical and Performance improvements
Battle
- Level of detail on certain units in battle is now handled better on Mac.
- Improved how the level of detail changes on trees on the campaign map, to make it less noticeable.
- Optimisation for unit banners in battles.
- Memory optimisation for imposter sprites.
- Fixed various instances which may cause crashes.
- Added missing Hadrian’s Wall back into battle outfields.
Campaign
- Fixed a 30-60 second freeze that sometimes occurred after ending turn in Campaign modes.
- Improved video playback.
- Fix for the Campaign map terrain sometimes turning dark/black after leaving a Campaign battle during the End Turn sequence on Mac.
- Some beaches around the coast of Britain will no longer appear white through the Campaign shroud, as they did before with certain graphics settings.
- End Turn times optimised.
- Fix for error in event generation logic.
- Fixed various instances which may cause crashes.
General
- Improved performance with AMD graphics cards.
- AMD MSAA optimisation.
- Changing the "Unit Detail" graphics settings during battle will no longer cause some units to lose their weapons.
- Optimisation to reduce the VRAM usage in battles.
Gameplay Improvements
Battle
- Updated some battle environments.
- Updated Barbarian gate house, shifting the gate forward so attacking units would be effected by boiling oil.
- Fix for a battle map near Constantinopolis, where the terrain previously allowed the player to deploy land units in midair above the sea
- AI controlled elephants are now less likely to attack settlement gates in battles.
- Improved the coordination of the siege AI when attacking walled settlements in order to use their artillery and siege equipment more effectively.
- Added more variation to the environment lighting in late game battles.
- Campaign AI no longer always accepts war coordination targets.
- Improved Battle AIs placement of units within settlements.
- Fixed a battle AI bug which caused units to reform unnecessarily when being commanded by the AI to attack walls.
Campaign
- Reduced number of units required for Western Roman Empire to achieve Divine Victory.
- Reduced number of buildings required for Divine Victory for Western and Eastern Roman Empires.
- Fix for the wrong port building being specified in the Divine Triumph Victory requirements for the Eastern Roman Empire.
- Improved Prologue scripting to prevent some strange behaviours, such as the Huns wandering off in the late stages of the prologue, the Eastern Roman Empire not declaring war for many turns at the end of the prologue, and a progression blocking issue when the player did not own Apulum at the time the script expected them to.
- Campaign AI is now more likely to hold sieges for longer.
- Campaign AI is less likely to underestimate its chances when attacking enemies in Forced March stance.
- "Controlled water" morale effects are now also applied in "Shared water" in the sea during Campaigns.
- Fix for armies controlled by Campaign AI sometimes getting stuck in a settlement’s Zone of Control.
- Fix for a bug causing Blockades and Sieges to not end, when a settlement was razed during Campaign modes.
- Non-Horde region-less Factions, and Hordes with navies but no armies, are now forced to capture settlements instead of razing, sacking etc.
- Fix for "Governed Province" bonuses applying as "Local Province" bonuses when the character is not a Governor in Campaign modes.
- Infighting effects are now removed when going to sea in Campaign modes.
- Infighting effects are now removed when a faction is no longer a Horde in Campaign modes.
- Fixed some campaign Dilemmas that were not spawning the agents they promised.
- The "Employ Him" option on the Stonemason subject dilemma no longer kills a random character.
- The "Do Nothing" option on the Tribal Loyalty" subject dilemma no longer has a public order reduction effect.
- Fixing issue where Huns would not get any missions after a prolonged period of play.
- Added a rematch button for final battle in the Prologue when the player loses.
- Adding more conditions to diplomatic events in Campaign modes.
- The calculation of the "Ferocious Warriors" passive bonus has been changed to better match its tooltip. It was previously calculated based on casualties sustained during the current battle. It is now calculated based on casualties compared to the unit’s full strength.
- Balancing Changes
Battle
- Balance pass on building damage.
- Fixed shields appearing too dark on the battlefield.
- Corrected some unit selection voiceovers.
- Music-ducking when horses pass under the camera has been improved.
- Burning embers on trees in battle have been improved on Mac.
- Fixed a descynchronisation in the Multiplayer battle setup lobby, which could cause a crash.
- Removed "Fire damage" from gates tool-tip in battles, as they can no longer be burnt down.
- Refined wavering animations and fixed additive animation on certain units
- Vegetation now correctly impedes projectiles.
- Added a new dynamic state to the music to break up the intensity in battles.
- Fixed text clipping on second player’s faction dropdown in the battle setup screen.
- Fixed the rotation of certain upgraded battle tiles, so they fit into the terrain properly.
- Fixed incorrect positioning/scaling of unit marks in battle, which sometimes obscured the unit health bars on unit markers when the games resolution was set below native resolution. Also improved the sharpness of
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