This version is stand alone, delete any previous versions before installing. To install extract the folder and then cut and paste the Petty_King_3 folder into your mods folder.
The Main Changes in this version are:
- New regions: The Bloody Gate, The Gate of the Moon & Harrenhal (Harrenhal is not yet upgradeable)
- Lots of new Strat map models, every faction now has a unique capital (most of them are just reskinned versions of the same castle thought)
- The Others have been weakened but may require further tweaking, let me know in the comments.
- New Ancillaries: Such as Prince of the Steptones, Lamentation the Valyrian steel sword of House Royce, Vigilance the Valyrian steel sword of House Hightower, Truth an Essosi Valyrian steel sword that can be acquired at the steptones. There are more to be found in game!
- Factions family trees have been expanded to include the Minor houses that are loyal to that royal house (this won't definitely be permanent, let me know how you like it and if you really don't i can send you a file to change the family trees back to the way they were)
- More changes in game, I will release an article another day to cover it in more depth
Let me know how you get on with this version, please feel free to post any feedback/comments.
Hope you enjoy it.
can't download?
Try again, i just tried there myself and it seemed to work fine
I download it and when I start it up the basic M2TW starts up
Weird, could you talk me through how you installed it? Also is it steam?
Hi sorry for responding so late when i download it i extract it to my m2tw mods folder than just rename it it one of my other expansions just like my other mods and yes i go through my steamlibary-steamapps-common-m2tw-mods and put the folder in their and rename it
never mind i'm good now i got it running
Hi, how did you manage that? I also have a kingdoms.exe in the map Medieval II Total War but when I click the batch file to open the mod it can't find the kingdoms.exe file :(
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I love it! The seeing all generals in your faction tree is amazing! My brother and I have been playing hotseat together all night and love it. Very happy you added the two new regions to the Vale, imo they were much needed! I have not tested how strong the others are as I have edited the strength of the nights watch to hold them off for a long time. I almost forgot to copy my custom unit cards over when downloading this new version xD.
Loving what you are doing and I can not wait to see what you add next!
For some factions like yhe gardeners I didnt add all their lords becuase their family tree would have been enormous lol
Glad you are enjoying it
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I really liked what you’ve been doing with the submod, both the previous instalments and this one - great work! I just had a few suggestions/questions that may be helpful in the longer run/for future installments:
-Removing the Paps, Pebble and the two settlements on Skagos makes sense when the number of sites runs out – would it possible though to put the rebel forces in a permanent fort (like those in the vanilla Britannia expansion?).
-To further power down the Others a bit you could consider downgrading their economy and technology – for instance through reducing their building options and giving them some other penalties (e.g. no smithy upgrades, no guilds, no ability to build new roads and ports).With them being undead not so much production, consumption, trade or population growth going on after all – a bit of a double edged sword I understand, with recruitment being money based.
-You could also consider reducing the (potential) number of Others settlements. If possible, Joramun’s fist could for instance be replaced by a permanent fort (there in canon not being a real settlement on the Fist), or for instance by merging Helman’s Harbour and the Ice River Clans into one territory (also opening up new slots for settlements elsewhere, and not too much action going on there anyways).
-You could consider turning the Wolf’s Den into the large city of White Harbour and a single recruitment region – ruled over by House Manderly after they were exiled from the reach (in canon this happened 700 before Aegon’s landing). Andal troops and a large city may change the dynamics of playing the Starks. Of course, this would require a solution for Dunstonbury/the Northmarch recruitment region in the Reach and may be a lot of work (I wouldn’t know – I’m a historian who loves to play mods but doesn’t build them ;) ).
-I personally like the Rhoynar troops in Dorne a lot, but they suffer from attrition as since the first mod it has not been possible to retrain them to restore their numbers. While the Rhoynar eventually assimilated into Dorne, at first in the small Martell kingdom, because of their significant population (Nymeria’s fleet consisted of 10,000 ships with refugees), they must have been a distinctive enough group to warrant at least small scale recruitment of new units and the retraining of existing units.
-Something funny seems to be going on with the roads around the Eyrie now. Also, the walls of Maidenpool and Duskendale partially sink into the underground a bit (not sure if something could be done about this).
Whether this (as I now see quite long comment) was helpful or not, I look forward to the next update. Keep up the good work!
One final suggestion:
It might be nice to add some extra merc units, maybe including some Valyrian/Free
Cities units (which weren't particularly 'Free' at this point yet, but did exist) such as Myrish crossbowmen or some (to be devised) advanced but relatively cheap Valyrian units for the Targaryen faction. At Dragonstone a unique recruitment building, similar to those used by Byzantium in the Stainless Steel Mod, could for instance be placed. This would make the 'early' Targaryens a bit more different from their Andal neighbours and confer an advantage to compensate for the lack of dragons.
Or add dragons on the same principle as in mod: Westeros: Total War Dunkle Schwingen.
what do you think Joe021194?
how install this?
steam version
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Hello. First of all, I'd like to mention that your mod is my favourite. However, in my humble opinion, The Others shouldn't be a thing unless we want them to spawn so. Knowing that, could you please release a patch that The Others will be removed from the game? So that anyone can just remove that faction upon their will.
It wont start now said it cant find the kingdoms.exe when it could before
extract the second file "Petty_Kings_3"
no Petty_Kings _3_V1.3"
and then dubble click "AOPK"
It only gave me one file to extract
He meant in series not in parallel
(the one inside it)
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Why cant i recruit a diplomat/maester as House Bolton?
They dont start with the ability, build a maesters tower
Great mod! Just one question.
Can one recruit mammoths? And how?
Either way great job
I'm playing the mod, a great work for sure, the Others strenght it's fine but if i can suggest something is to not modify anymore their strenght but their recruitment time, slowing it down. They have too much full stacks compared for how are strong.
But the mod is great!
Whenever I start up the mod, it works until I start a campaign as any faction, then it crashes. I went into the files to try to see if I can fix it so I went into the "AOPK System Log" and it told me this:
22:01:20.987 [system.rpt] [always] CPU: SSE2
22:01:20.987 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
22:01:20.987 [system.io] [always] mounted pack packs/data_0.pack
22:01:20.987 [system.io] [always] mounted pack packs/data_1.pack
22:01:20.987 [system.io] [always] mounted pack packs/data_2.pack
22:01:20.987 [system.io] [always] mounted pack packs/data_3.pack
22:01:20.987 [system.io] [always] mounted pack packs/data_4.pack
22:01:20.987 [system.io] [always] mounted pack packs/localized.pack
22:01:21.065 [system.io] [warning] open: mods/Petty_Kings_3/data/text/diplomacy.txt.strings.bin is missing
22:01:21.065 [system.io] [warning] open: mods/Petty_Kings_3/data/text/diplomacy.txt is missing
How do I fix this?
(Also, I am playing through Mac but I was able to access the mod before this happened)
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will be updated soon?
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mod died or will be updated?
It will be updated, progress has just been slow lately
It’s good that you did not abandon the mod. I look forward to it :)
When will the update be approximately?
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Incredible mod, thanks for this work. Actualy i think it's the most complete mod for GOT and its a real pleasure to play it.
In my opinion, the only problem is the strenght of the Others. Maybe you could downgrade there economy or make the Night's watch more efficient... Is it possible to create a campaign without them? Or to publish the different ways to downgrade them?
Thanks again for this amazing mod
Does hotseat work for thisb
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Great mod but the others are way too overpowered. At least 40 full stacks in my game maybe more. They are currently taking the whole map.
Great mod like allways... i do miss the wildling however.
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Just one question of this great mod...
Can i recruit mammoths? And how?
Hello everybody, I have many questions.
First, are you going to create karstark and frey?
Second, my battle editor is not working, is it normal?
Third, is it possible to add banner men?
Thanks in advance.
ps: You have a great job, these mods are great. And the extended family tree is a good idea.