A Medieval Mod: 1191 standalone: -Full list of features in the description. -Better ai both campaign and battle. -new units all around even from previous versions. -new interactive events such as traveling mercenaries. -Merchants are back but very limited, as with limited priests. -Religion now plays a bigger role in the order of your cities. -Should be harder to maintain order all around still might need tweaks. -The game is meant to be a slow build-up of your nation, 6 turns per year early campaign only -Collect artifacts through battles such as special rings, shields, swords, axes, and breastplates. Enjoy the mod!
Some of the features here:
Huge update here's a list of some of the new features:
1) New Castles and Cities. Several factions have a new look to them.
2) Great Britain is larger for gameplay reasons and also added more settlements to the region. Should provide much better gameplay.
3) New Faction- Bulgaria is now in the game with unique quality units to boot.
4) Cumans roster redone, they look super cool. It's more of a Western Cumania look/Slavic. You can still get Kypach-looking units a little further east.
5) In the spirit of Keiv I touched up their roster, models were the same but the textures really enhanced the faction. Also added a settlement for them.
6) Venice is now Venice again, took flack for changing them before.
7) Start date is 1191 also working toward making the mod more accurate with history, much has been changed so check out the new mod overhaul.}}}
1. All factions (reskinned) are playable on a very large campaign map. The mod is based on history but is fictional.
2. New Interactivity:
Traveling Mercs-every so often a mercenary commander may visit your capital offering services. This is an opportunity to gain unique units only available through this process. Be careful not to offend them because they may decide to raid your lands.
Jousting tournaments-see if your favorite can make it to the highest level of Champion of Knights, with a little luck maybe.
3. New buildings such as:
training garrisons-new recruits gain experience and also allow Greek and Italian factions to stage games.
merc camps-certain units can only be found this way.
crusader outposts and settlements-go on a crusade and wage war against the east with units from these buildings. (can only build in the east as a catholic faction)
woodsmen guild-create longbowmen with England with this guild. Just one of the many guilds to build.
4. New resource-dependent buildings such as:
Weaponsmith-Fight for regions with iron or silver to improve your army's weapons, (hint)it takes a little mining but is well worth the effort.
Occupy regions with a slave resource to gain a slave-only unit to help soak up the enemy archer's arrows.
Regions with furs and hides may increase the trade of your leather workers compared to other factions without them.
5. Many ways to play at the beginning of your campaign choose from a siege and captain script also a governor script.
6. Advanced Battle and multiple Campaign AI personalities 3 different catholic, 2 different Eastern, 3 different Greek and Orthodox.
Mod overview added later...
1) New Castles and Cities. Several factions have a new look to them. 2) Great Britain is larger for gameplay reasons and also added more settlements to the region. Should provide much better gameplay. 3) New Faction- Bulgaria is now in the game with unique quality units to boot. 4) Cumans roster redone, they look super cool. It's more of a Western Cumania look/Slavic. You can still get Kypach-looking units a little further east. 5) In the spirit of Keiv I touched up their roster, models were the same but the textures really enhanced the faction. Also added a settlement for them. 6) Venice is now Venice again, took flack for changing them before. 7) Start date is 1191 also working toward making the mod more accurate with history, much has been changed so check out the new mod overhaul.
Some pics and more info about the mod:
Cuman Archers
New Scotland Start
England Starting area
One of the new walls
and some more
many of these are made from brick textures from real castles...
exclusive to Venice...
more custom settlements...
There's still more but onto some units...
Cuman
cuman...
a few Bulgarian units
some random battles
New faction Volga Bulgaria
Starting area
Bodyguard
crossbow
archers
spearmen
more spearmen
light archers
Heavy ax
random battle
feedback is always wanted... thanks
Saxon Conscripts
Armenian Archers
Danish Knights
Aragon Knights
Improved Lithuanian Units
English Spearmen
Teutonic Mailed Knights
Armenian Heavy Infantry
French spearmen
Factions
Custom Cities and Castles
Random battle
--Huge thanks to the following for the concept ideas detailing from textures to models, scripts, music, and much more.
SS team, Last Kingdom, Wotw, BC, Bellum Crusis, Deus Vult, Dbm, Third age, Magyar mod, Rusuchi, Kostic unit ideas, Sship, RBAI, Dots, WotN, Kings Banner, Sandy units, nikossiaz real shields, Dolens awesome models and textures.
Mod overview
1) New Castles and Cities. Several factions have a new look to them. 2) Great Britain is larger for gameplay reasons, and also added more settlements to the region. Should provide much better gameplay. 3) New Faction- Bulgaria is now in the game with unique quality units to boot. 4) Cumans roster redone, they look super cool. It's more of a western Cumania look/Slavic. You can still get Kypach-looking units a little further east. 5) In the spirit of Keiv I touched up their roster, models were the same but the textures really enhanced the faction. Also added a settlement for them. 6) Venice is now Venice again, took flack for changing them before. 7) Start date is 1191 also working toward making the mod more accurate with history, much has been changed so check out the new mod overhaul.
Some pics and more info about the mod:
Cuman Archers
New Scotland Start
England Starting area
One of the new walls
and some more
many of these are made from brick textures from real castles...
exclusive to Venice...
more
There's still more but onto some units...
Cuman
cuman...
a few Bulgarian units
some random battles
New faction Volga Bulgaria
Starting area
Bodyguard
crossbow
archers
spearmen
more spearmen
light archers
Heavy ax
random battle
feedback is always wanted... thanks
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Work in progress unit roster redo for Moors, release hopefully in a few weeks or less. Feedback is always welcome. Fatimid update will hopefully be released...
Hopefully, within the next month, I'll be adding permanent stone forts. -Forts will be named and give revenue. -Forts will have permanent garrisons that...
A Medieval Mod: 1207 6.2 Standalone offers all the fixes from the 1191 6.2 campaign but with a later start date and a new faction in the Latin Empire...
A Medieval Mod: 1191 6.2 Standalone offers many bug fixes and gameplay adjustments.From fixing scripts not firing correctly and overall gameplay tweaks...
Fixed error preventing garrisons from being built in castles for the 1191 campaign.
Fixed error preventing garrisons from being built in castles for the 12007 campaign.
I fixed some things I neglected to put in trying to rush the release of the mod. Changes are down below, please give feedback even if don't like it. Would...
I encounter an error it says
03:53:54.437 [game.script] [error] Script execution error for <console_command>, at line 398, in mods/MEDMearly/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
give_ancillary psf_gar_Kazi-Kumukh_mongols psfanc_Kazi-Kumukh 1
err: character not found
03:53:57.806 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
I have a question, what year do we get high tier units? When do we get them?
First tine playing 1191 and 1207. Can someone help me this fort on map? Why cant i remove the general thats already inside? But i can put units in and out. What is the benefit for the fort? When can we use cannons?
1207. Will the empire of nicaea be renamed byzantine empire in the campaign?
Battle Editor Crash ??
Absolutely great mod, very detailed and polished =D
Btw would you consider making a late era campaign (1320 forwards)?
Great mod I love it I'm playing as Byzantines 1207 campaign. I think you should add a script when Empire of Nicaea captures Constantinople to rename Byzantine Empire. And my biggest issue is the Mongols. After 40 turns of rxhausting war with them they keep spawning full stack armies, is it a bug?
there is a limit to what they spawn, you can easily adjust by going to campaign script for the 1207 and find mongol invasion script and just lighten the amount of troops they get per spawn.But they are meant to be a pita and a struggle for survival...
Glad you enjoy the mod also it needs some work but I'll need to get motivated to fix some fairly easy game mechanics
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Hey fahk, I love your battle map settlement textures!
Would you mind if I released them (just the settlements and blockset folders) as a submod for SSHIP, along with Aura's Theodosian Walls strat map textures?
ya go ahead