M2tw kingdoms grand campaign mod download






















Started by samioly , August 16, PM. Unplayable mod Started by needthefixpatch , July 26, AM. Last Jump to page:. Forum Information and Options. Thread Display Options. Show threads from the Order threads in Ascending Order Descending Order Note: when sorting by date, 'descending order' will show the newest results first.

Icon Legend. Contains unread posts Contains no unread posts Thread is closed You have posted in this thread. Posting Permissions. An incredible reworking of Bigmap with many more settlements added many map fixes plus better map textures. A very well balanced campaign, every faction is harder to play compared with vanilla. Very few rebel settlements at the start.

Factions start off with realistic borders instead. Historical accuracy is way more accurate than vanilla. With this mod mod player will have a total of 31 factions which along with previous ones include apacheans for the new world flanders for europe and added back the Timurids to the middle east. Along with all this there many more core enhancements included in it. Cookies help us deliver our services. Launching the mod - After installing everything, i was left with no way of launching the mod.

So a little trick i did to make it easily available is the following. If that does not work, you're one of the unlucky ones and you will have to do the Regedit instructions. Read carefully. Hit Start Put 'regedit' in the run box. Units provided by buildings are a lot different - high tier building no longer allow recruitment of low tier units, possibly to help AI or to clean up the UI.

Castles are massively nerfed because base castle buildings no longer provide any recruitment options, and you actually need to build stables and barracks which also build really slowly. On the other hand, a lot of castle units get free upkeep as long as they're castle garrison. Pope is as bitchy as ever, and due to a lot fewer rebels, he's going to be excommunicating people left and right a lot more than in vanilla.

I never liked that part of the game, and I wished they toned it down. AI gets a lot of free money on hard and very hard. On any difficulty levels, if it goes into severe enough debt, it gets a lot of money to get it out of debt. And then there's garrison script. Garrison script Unlike later Total War games, Medieval 2 settlements have no automatic garrison, and AI often leaves them with minimal defences. That allows player to really easily destroy all factions.

As AI isn't really fixable, to counter that, a lot of mods add garrison script which spawn a lot of troops when garrison is besieged.

I'm not convinced this is a great idea - I hated it when I didn't know where garrisons are going to happen and how big. Once I generated a list of which faction would spawn what kind of units where, it was actually decent. So here's the script. Once it triggers for a settlement there's 10 turn timer before it can trigger again.

Only AI gets free troops. Some factions have script for settlements that don't belong to them at start of campaign. Some are also free in forts, I think these are castle units. Generally all militia units including cavalry militia and castle infantry are upkeep free while garrisoned.



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