Alternative install with way less hassle for steam users with the dlc: 1. Create a folder called conquest or world total war or something you will actually remember inside of your medieval 2 mods folder.

2. open the file you downloaded. in the folder labeled mods is a bunch of folders.

3. select all of them and drag them to the new folder you made. back up and drag the Conquest.cfg file. (i dont know what it does but every other mod has it)

4> rename any of the dlc folders to something you can remember.

5.rename the folder you made to the exact name of the dlc folder

6. open steam, right click mediaval 2, run the dlc you replaced.

6.5. Laugh Maniacally

Instability has finally erupted into an all out battle for control where all sides come ready to fight and scorched earth is a viable option. It's up to you to pull together a team and lead them to the ultimate victory... TOTAL ANNIHILATION OF THE ENEMY! With total freedom, how you approach your mission is entirely up to you. Take control of any vehicle, recruit soldiers or go it alone, there are no rules other than get it done. Total Conquest is a fast paced, action packed engagement where the enemy could be lurking around any corner, so watch your back and stay frosty soldier.




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Blue = West CP - totally controlled by the west with no enemies in the area

Red = East CP - totally controlled by the east with no enemies in the area

White = Neutral CP - controlled by no one with no troops of any kind in the area

Yellow = Contested CP - this means that there are multiple teams in the area fighting for control of the CP

Black dot in the middle of a zone indicates that the zone is able to spawn in troops.


Spawns only occur at control points that are controlled by the corresponding team and contain buildings that report room positions... if a CP is contested, no spawning will occur there until one of the teams takes control of the point. In the event that all of the buildings (possible spawn positions) in a zone are too damaged or destroyed it will be removed from the spawn point pool but will remain a capture point. A winner is decided when a team reaches the set score limit, the time limit is reached (high scoring team wins) or only one team is left with zones on the map. If your team has no control points with valid spawn postitions when you die, you will be automatically switched to the remaining team with the least amount of control points and carry on the battle with that team. This does not necessarily mean your original team is completely out of the game. If there were troops alive from your original team they can still take control of a CP, and if they do, you will be moved back to that team when you respawn.


Total Conquest layouts now cover a much larger area of the map than past Urban Conquest layouts and contain between 30-40 total capture points. Depending on the scope you choose in the parameters, the layout of the mission will be randomly selected from the points in the layout providing for a different layout every time you play. The parameters allow you to tweak the mission enormously and can be tailored to suit any kind of game play. I'll try to get something together that better explains all of the parameters as well as creating presets to ease the process.

Thanks Winfernal! I just realized I forgot to update the mission name in the Intel so you won't be able to tell what version you have running from inside the game. Sorry about that. I'll fix that on the next version. Current is v002, but will show as v001 in the game. OOPS :o

Ahh.. I hadn't even thought of that. I'll make some smaller versions. Stratis doesn't have too much in the way of urban environments so the scope of the missions is going to be pretty small. I'm working with getting some of the new functions fivured out as they pertain to my code and I'll be releasing an update. I am aware of the framerate issues and a couple other issues so bear with me. This game is still an infant so I'm sure some optimizations are in the future.

All I can say is HELL YEAH! :) Was about to try my hand at doing this myself, pop onto the forums to see if there was any update to the ArmA2 version and saw this post... You've made my night, tvig0r0us.

I plan to release an update for it pretty soon featuring a smaller version in Agia Marina and maybe another that takes place only in the airfield. Of course the full version will remain also. I've figured out a couple of the do's and don'ts and have worked out some fairly decent solutions for the time being. I plan to wait until the game further develops to take it much further into development for A3.

Here is an updated version featuring the larger original layout and a smaller infantry only at Agia Marina. Both now feature 32player combat with one defensive group per zone. The defensive groups will be 2 man by default. The full size version is defaulted to 4 vehicles and 1helo per side and contains 9 100m radius zones. This will be the final version until further progress is made with the game.

My question is, is there a year and size Calcutta I should get for that rod? I've seen some say recent years are less durable but have no clue. I was thinking some version of a 301 (still don't know why folks switch hands to retrieve on baitcasters but don't for spincasters). Any strong opinions? Are some years good while others are complete lemons? Thanks.

The lite version includes two randomly generated skirmish mapsand a limited feature set, whilst the full game includes billionsof random maps, 2 complete campaigns, 8 player multiplayer and ascenario and campaign editor.

Full text is available as a scanned copy of the original print version. Get a printable copy (PDF file) of the complete article (1.7M), or click on a page image below to browse page by page.

Mourning Becomes...Post/memory, Commemoration and the Concentration Camps of the South African War. By Liz Stanley. Wits University Press, Johannesburg; 2008, 328 pp. ISBN 978-1-86814-475-4. R220.00.

For those who start them, wars are almost always an illusion, in the sense that the conflict with which they end up is rarely the contest which they had imagined at the beginning. In forcing war upon South Africa's Boer Republics in 1899, Britain's War Office envisaged a short little colonial war, easy on the purse and light on casualties.Instead, in its bid to crush settler republicanism and thereby complete the imperial conquest of southern Africa, London got rather more than it had bargained for. The British found themselves lumbered with a draining, costly and controversial military campaign which did them little credit. Likewise, the Boers, too, discovered that they had bitten off more than they could chew. Running down to the wire, they had to wage a desperate and tormented 'people's war' for existence.

Once it had become apparent that victory on the battlefield would not do the job, the issue for Britain was how this war was to be won. Its answer to Boer guerrilla resistance was a form of modern total war. This involved laying waste to the enemy countryside, interning rural civilians in camps, and exploiting the instruments of modern industrial war—telephones, telegraph, trains, barbed wire, searchlights and observation balloons—to control the field of conflict and to box in enemy forces so that they could be run down and picked off. Unsurprisingly, the ruthlessness with which the Boer states were brought to heel finally in 1902 left no shortage of post-war wounds to be licked. Of these, the most searing and enduring have been Britain's wretched concentration camps, in which close to 30 000 Boer women, children and men perished in appalling living conditions.The traumatic legacy of these camps, for decades part of the gastric juice of Afrikaner nationalism, is the subject of this book, first published by Manchester University Press in 2006 and now available locally in an attractive paperback edition. Mourning Becomes inhabits the continuously expanding historical field of war memory and war commemoration, exploring here the long-term trajectory of the climate of remembrance engendered by the painful history of South Africa's camps. As this book shows, that climate is a dense and tangled site of remembrance, littered with religion, nationalism, public and private mourning and bereavement, memorials and monuments.

No one who reads this intriguing study will be left in the dark about the totality of the concentration camp saga, and the complex—if not convoluted—kinds of remembrance it has bequeathed for absorption into what the author describes as a racialised nationalist framework. There is fascinating assessment of the pivotal influence of women's testimonies in shaping the history of incarceration, of the use of the imagery of child starvation to turn camp experience into that of a charnel house, and of the bereavement rituals of camp cemeteries and their gardens of remembrance. Put another way, the argument advanced here is that for the deeper history of camp memory and the memory of camp history, one needs to take into account far more than the symbolism of the National Womens' Monument in Bloemfontein, the usual standby in most historical writing. Moreover, in its humane understanding of the weight of this particular burden of the South African past, Mourning Becomes treats it all not through sentiment but through admirably-measured scholarship. e24fc04721

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