This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Mod-foldered, standalone version of the mod. Small-scale hotfixes can be found on the Discord server. This version boasts three stable fully playable campaigns, also available in hotseat, legendary battles from the era and custom battles. Let me know what you think in the comments (and if you REALLY hate it, in a DM 😬).
This is the updated beta release of 'Insularis Draco', an overhaul submod of 2014's 'Invasio Barbarorum II: Conquestus Britanniae'. I worked on this for for than two years, redoing, reskinning and generally overhauling pretty much anything that was in this mod. I did it fully out of love, though, it's my favourite M2TW modification and I'm simply obsessed with the time period of 450-700AD.
CHANGELOG (of sorts, as the real number of changes is far too much to summarize:
- Added 9 new playable factions which drastically alter the way the campaign progresses: the Cumbrian Britons of Rheged, the Gaels of Leinster, the Danes, the Northumbrian Angles, the Southern Picts of Fife, the Ulster Gaels in Northern Ireland, the Visigoths, the Rhineland Franks, the Briton-Gaels of Dyfed. All of these factions have several unique units, some of them (like the Goths) have almost completely new rosters. I renamed the Concilium Britanniae to Powys, the kingdom Vortigern's descendants ruled.
- Redid the overall experience of the campaign map with hundreds of new strat models (from King, Prince and Princess models to recruitable Bards, Scops, Priests, Augurs)
- not only do Kings and Princes look differently from other characters on the strat map, the King ages and takes off his helmet to reveal grey hair and a sleek royal diadem after he turns 50.
- redid every faction icon and colour scheme, including for every single model for every single faction
- hundreds of historic events like Gaelic, Pictish and Anglo-Saxon raids, huge Visigothic, Burgundian and Slavic invasions, the fall of the Roman Empire, the Plague of Justinian, the appearance of Saints, Seeresses and Poets (partly from the Holy Men Script addon, but many more from my hand).
- no more forced diplomacy between certain factions, though I gotta say it's not smart to trust in some Fœderati 😬 Several historic events alter AI, but the player's choice is always intact.
- reworked the Aerial map textures, changing the feel of the campaign map. All new self-made textures of highland hillsides and subtle marshland.
- cleaned up the coasts, added cliffs (white ones, obviously 😀), swamps, new settlements, an endless parade of minor villages and details to the campaign map
- added campaign scripts to improve the AI and their disastrous economies
- rebalanced all unit stats, sizes, recruitment and added tons of unique units (over 100 new units added overall)
- imported a bunch of nice looking units from other early medieval mods
- redid the entire menu to add texture and a more Dark Age aesthetic
- redid all building cards according to culture (this was a mammoth job)
- significantly decreased loyalty for characters and increased rebelliousness for soldiers, so it's very important to have a Faction Leader with high 'Legitimacy' (Authority)
- part of this legitimacy comes from the royal house you're from. Every faction now has 1-4 unique inheritable royal bloodline traits (historical - and legendary, where needed) which give the characters certain bonuses and maluses. The campaign map is now (even more) filled with tiny historical tidbits and flavour.
- changed the font of the entire game, which REALLY took it to another level. Very happy with that. Thanks to the SSHIP team whose font I took and did something crazy with which actually worked, thank god =)
- redone the UI almost completely now, including event images, buttons, the radar map, eeeeeverything. This was a great deal of fun and I think this will make the mod stand out. Very little UI elements from vanilla now remain, yet I've tried to keep it readable and aesthetically homogenous.
- reworked the map to be more historical and dynamic
- added TheEliteDwarf's amazing (but unused) hillfort models from a superseded version of Divide&Conquer, which now adorn the campaign map for Pictish and Brittonic factions. I'm still in doubt whether I should give them to the Goidelic factions as well.
- made a complex system for a sort of ethnicity based AOR recruitment based on trade resources (so the player can literally see which ethnicities are present in the region by looking at the map and seeing minor villages)
- all factions can now convert (officially) to 2-3 religions, via script.
- added several options for holy men for every faction. Christians (Catholic, Pelagian, Arian) can recruit Missionaries, Heathens and Druidists can recruit Scops/Bards and Roman Pagans can recruit Augurs.
- This, coupled with the ability for everyone to change religion via script, means that every faction has about two or three available priest figures. When you change religion you lose your previously recruited priests, sadly. Wouldn't do to see monks preaching the gospel of Woden, would it?
- added scripted mysterious Seers, male (Celtic) and female (Germanic). These characters (just three, at the moment, will add more later when I feel divine inspiration =P) appear for certain factions, give their prophecies and then disappear after 1 turn. Their prophecies are vague and slightly poetic, and warn the player about imminent danger or opportunity. Sometimes their prophecies are just hogwash =)
- made the construction of very lucrative catholic monasteries on the strat map possible (this replaces mines as no nation in this time would've been able to fund mine construction)
- finished my Kingship trait systems: all faction leaders now have traits based on how powerful they are. Being more powerful & famous comes with some disadvantages as well as advantages. The option of becoming a variation of High-King (of Britain, Ireland, Scotland, the Franks, Teutons or the Anglo-Saxons) is now available to all factions except for the Romans. After 476 their faction leader can become the Augustus of the Gallic Empire, though, so that's some consolation at least =).
All these higher titles come with nice sounding epithets in Old Welsh, Old Irish, Proto-Norse and their Germanic variations. Things like 'Bryten-wealda', 'Sæ-Konungr', 'Rex Francorum', 'Guletic', 'Penn Dreic', etc... Lots of yummy historical goodness!
- finished my system of cultural social strata traits. So new generals or adopted or in-law characters no come from a variety of social backgrounds and have traits dependent on that. Romans have about 6 ancestral ethnicities (Goth, Alan, Briton, Gallic Aristocrat, Italian, Frank), and the rest of the factions have 3 unique social backgrounds: serf, freeman and nobleman.
- added the quotes from Arthurian Total War, which I absolutely adore. They did turn out to include about 30% made up ones, so Benfras and I went about replacing the bogus ones with good stuff from Gregory of Tours and lots of Welsh sources. Let's leave the 'making stuff up' to the primary sources.
A couple of things I'm still struggling with and would really appreciate help/suggestions on:
- Faction Accents and sounds in general. Can't seem to find the right files
- disabled the forced 'attack' command for scripted armies in the case that their faction already owned that settlement. This might be something that was causing crashes.
- removed vanilla movies for events
- added a script which makes Irish factions hate the player's Irish faction when it conquers Tara (Temair). This is to further simulate the precarious position the High King with Opposition (Rí co Fressabra) is in when he claims the High Kingship without first dominating the island. - added an event text, only visible to the relevant factions (so usually only factions present in Ireland and Britain), when Tara is conquered by a Goidelic or even foreign factions. This way, if a Danish king wants to establish a Kingdom of Dublin, he'd know what to do. Sadly foreigners conquering Tara will have to face some public order maluses - if Tara ('Temair') is lost to rebellion, a seperate event message will appear and it will bring great shame to the man who lost the city.
- this feature has also been expanded to Dyfed and the two Pictish factions in the case they should wade into the mess that is Irish High Kingship.
- Completely replaced Jutish names with those known from king lists and sources. No more random continental germanic names and the occasional nameless dude
- the battle model of the Cyninges Cempan unit is now the minor general/unit officer model for Anglo-Saxon units.
- set up a huge 8 army recreation of the Battle of the Catalaunian Plains between Attila (and his allies) and the Romans (and their allies) at the start of the campaign for all relevant factions: Romans, Visigoths, Thuringians, Salian Franks.
Withdrawing from the battle is not an option. You'll be stuck inside the cinematic view, without UI. So don't do that! I'm working on streamlining this.
- added a script which hides the UI in between turns (unless a battle takes place, of course). This gives the mod a more cinematic look and doesn't put any extra stress on turn times.
-further added visual candy with individualized faction intro camera movement at the start of your campaign
- the Battle of Finnsburh (from Beowulf) added for the Danir and Frisians (who later get a visit from a well-known if vengeful thane of Hnæf's)
- shiny new battlemap banners for all factions with converting help from @Lanjane!
- added dozens of new units for the Thuringians, Visigoths to differentiate the two very similar factions.
All Germanic factions (except for a couple) can now recruit elite units of three Warrior cults, those of the Boar, Bear and Wolf.
- redid the entire campaign map's coastlines and riverbeds. This was a huge undertaking but the result is an equally huge improvement.
- re-enabled standard Council Missions
- redid most tooltips, adding period-accurate (well, presumably) terms in Old Welsh, *Pictish, Old Irish, Old English, Proto-Norse, Old Saxon, Old High German, Gothic, *Frankish/Old Dutch, (Late) Latin, etc... and their translations, beneath. Old Welsh and reconstructed Pictish was reviewed by Benfras without whom I would still have lots of mistakes!
- replaced anachronistic ambient settlements on the battlemap (like huge monasteries and manor houses from the 15th c.) with tiny rocks, integrating Makanyane's Ambient Reduction Mod.
- brought the Visigoths’ unit roster and recruitment somewhat up to date and differentiated them from the Thuringians, with whom they share some 'East-Germanic' traits. They can now recruit all their available units, levy to elite. And they’ve got a nice bonus: in the southern reaches of Gaul they can recruit Aquitanian Town Watchmen and Lancers from their Roman Muster building.
- added lots of units for the Wendish and Alan Muster buildings. Some of these 'sub-factions' will make an appearance later on in the campaign.
- reshuffled mercenary hiring zones to better fit cultural spheres. Finally succumbed to my desire to add a mercenary unit of the fearsome yet mysterious 'Attacotti'.
- put start and end years on certain mercenaries (Slavs only hireable after 480, Legionary Veterans before 480, Huns are widely available in Gaul before 465 and then disappear, so get them while they're hot)
- reshuffled and boosted the Alaman unit roster as it was simultaneously overpowered and severely lacking. They are still an offensive infantry-heavy faction with decent elite but very good medium tier units.
- fixed small faction icons on the strat map, finally
- fixed many mistakes in EDB and names
- fixed battle editor, now we only need the historical battles to not KTM (they're a WIP)
- added new transition screens with beautiful archeological artifacts
- added mid-tier traditional units for the Brittonic factions and made the overall textures match up better. Added several upgraded looks for older units, such as the Segitydiaun.
- changed the Thuringian starting position in the Catalaunian Fields battle so 1. they don’t get that buggy assistance request and 2. their left flank doesn’t walk right into Visigothic cavalry when entering the battle
- went through all Brittonic rebel armies and town garrisons, replacing excessively Romanized and elite units with individualized local flavours. Same with Goidelic and Germanic rebel armies.
- redid Goidelic and some Pictish elite units to give them less armour (as historically they didn’t have any) - redid building construction times and costs to be more feasible and ‘worth the effort’.
- re-added Hogback Stones building for Alt Clut, Recet and Danir
- added some holdover units from Roman Britain: the Hunters of Banna and the Bargemen of Arbeia (two forts on Hadrian's Wall), Citizens of Lindum (only trainable in the regions of Linnuis/Lindesege/Colonia Lindum) and the Teglu Craven bodyguard of the Pennine Britons.
- added further detail and diversity to Pictish unit rosters, including a jav/lancer type and others, and more unique officers
- created new faction icons for both Alt Clut and Dumnent
- made unique textures for the Torchauciaun, the Brittonic factions' elite infantry unit.
- rebalanced several factions' recruitment, especially in the elite unit range
- added lots of custom battle maps, too bad the Historical Battles don't yet work
- redid the menu of the Battle Editor. Try it out!
- increased archer unit sizes to 60
- Benfras added lots of historical goodness in the trait descriptions and corrected some Old Welsh errors there
- fixed numerous errors on the strat map and unit recruitment
- changed some unit textures (Promoti)
- removed high mountains and some weird things on the geographical level
- added a Pictish skirmisher unit
- Diealot succeeded in finally adding the gorgeous intro cinematic from OtherRealm Productions from youtube to the mod!
- Belovèse streamlined the Campaign Script: from 945 monitors to 407!
- FINALLY re-enabled Historical Battles, added the first two: the Battle of Badon and the Crossing of the Rhine. Planning to add extra historical battles as DLC (free, obviously) so it doesn't affect the main mod's file size too much. Many people never play Historical Battles.
- MAJOR CHANGE: added two custom campaigns set in Ireland (657AD) and Britain (550AD) at later dates based on Lugh Lamfhada’s maps from his mods 'Ireland Total War' and 'Dawn of a New Era'. Rebuilt them completely from the ground up, populated them with historically correct family trees and varied armies, added Bloodline traits, appropriate buildings, ports in the right place, new regions and other new features. Britain is fully playable and detailed as all hell, Ireland is a bit empty at the moment and needs some TLC.
- removed the precursor throw ability from units as many people were saying this was buggy. All units that had that now behave like a regular missile infantry unit, except for the important detail that they can't 'skirmish'. Increased the range of javelins/pila. This makes jav units much more potent!
- redid the battlemap UI using culture-specific color schemes and artwork. Also redid all unit attribute buttons. This was a lot of work and totally worth it!
- made a 5-turn-per-year Season-based trait system which gives bonuses and maluses for all characters on the strat map in the Britain campaign. Spring, Summer, Autumn and two turns of winter (which have all sorts of nasty maluses like lessened movement points, etc)
- slowly working on a similar Month-based seasonal traits system for the Ireland campaign, since that one is 12 turns per year!
- Belovèse and I are working on a Fianna-mechanic, a whole new challenging feature which will make Ireland even more of a free-for-all! The feature includes five all-new elite Fianna-themed units exclusive to Ireland.
- added more units (such as, finally, a Pictish crossbowmen unit!) and streamlined the existing ones.
- Integrated the mod into GitHub and thus made it safer to edit and potentially freer of bugs and mistakes.
- This change log is hopelessly outdated: the mod has evolved and become twice as good since I last updated it :)
CHECK THE LAST TWO POSTED ARTICLES FOR THE MOST RECENT CHANGES. They're pretty extensive: too extensive to list here :)
Credits:
_INSULARIS DRACO IS
UrbgenKinbran (AKA the Foolish Mac Modder): Mod Lead.
Belovèse: Scripter, Streamliner, Git Coach and Clean Up Team all by himself.
Benfras: Resident Welsh Scholar and Historian of the Britons, Principal Denier of Arthur.
_CONTRIBUTORS AND ASSET GRANTERS:
- The original teams of 'Invasio Barbarorum II: Conquestus Britanniæ' and 'Arthurian: Total War' for making my two favourite TW mods of all time.
- Main font by JLMP from the SSHIP team
- NEW in this version: Razor's absolutely stunning late antique Roman models from his defunct mod 'Fall of Rome: In Hoc Signo Vinces'
- Pictish Prince & Captain models from Arthurian: Total War
- Picto-Goidelic and Brittonic castle strat models by TheEliteDwarf from Divide & Conquer
- Brittonic first tier hillfort model edited from TheEliteDwarf’s asset by FEB from Mossflower TW!
- Germanic castle strat models and Anglo-Saxon King strat models from ‘Wind of Scandia’ by Athanarih
- In-battle second and third tier hillfort settlements from Europa Barbarorum IIMines, Iron smeltery and Suebian King strat models as well.All other in-battle settlements are from De Bello Mundi and Vanilla M2TW.All imported into our mod by Makanyane!
- Barbarian Large and Huge City strat modelsand a bunch of great looking units by East of Rome
- Germanic General strat models, several battle models by Absinthia from Wrath of the Norsemen
- Several Danish units battle models from Wrath of the Norsemen
- Slavic, Hunnic and Gothic unit models from East of Rome
- Makanyane's Ambient Reduction Mod & higher cliffs from PKH
- Intro movie by OtherRealm Productions on YouTube
- AI money script basic premise by Jadlicz
- Marmoutier Abbey strat model and Pictish Crossbowmen retextured from Jurcek's awesome Tsardoms mod!
- Custom animations like the javelin volley, overhand spear grip, slingers and axegrip are from De Bello Mundi! Big thanks to this incredible mod which made their assets free of use (for credit, obviously) <3
_Finally a big thanks to
- Everyone on the 'Insularis Draco' Discord channel, the ModdB comments section and the thread at TWC.
- Outlander, Diealot, Danny, Drachentoter for keeping the server alive and clean!
- The immensely helpful 'Medieval 2 TW Modders' Discord server and especially Gigantus, Jadlicz and Makanyane who're always ready to help.
- Terminator, Wlodowiecz, the ModdB editor team and Lanjane for promoting the mod on their respective channels!
Urbgen, I'd love to join your Discord server, but your Discord link is invalid or inactive; you might need to set it to be permanent, or else continue to update it.
Discord.gg
I thÃnk this is a permanent one :) Welcome to the Discord!
It's invalid again. :(
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Ok so the Beta version just got updated Mar 7th, 2022. The recent changes are updated in the File Description(at the bottom of the list find: "RECENT CHANGES") please read them.
Join the Discord to receive news about the Mod development!
New Discord link:https://discord.gg/9aSbXqXxZa (permanent this time I hope)
One of my favourite mods for Medieval 2: total war kingdoms. I've played this mod a lot back in the years from the first official release back in 2011 until somwhere in 2014-2015, which was made by the original IB2 mod team. And I must say, the changes you have made since that first release is astonishing by far. A gem that's been very much polished, and yet is it still a beta version but it feels like a completed version and more. Thanks for this
UrbgenKinbran, I guess it's time to revisit this game again after all those years.
Regards,
Jahvenius (Total war center: Jolenko)
Thanks! Very welcome to join the discord to discuss it further.
I cannot install It :(
I like your profile pic, I think you'll also like the mod =)
Come to the discord ('Homepage' under 'Profile' on the top right), we've got a lot of FAQs and troubleshooters.
Will you guys be adding specific units to the Old Saxons?
I haven't worked that much on the Old Saxons yet, but I'm getting around to them soon. They've got a couple of new units already, but not that many.
If you have suggestions, I'd love to hear them!
Yes I do actually! They had a class of warrior nobles called the edhilingui (related to the term aetheling) that you could add as an elite chainmail armored heavy infantry unit. They also had a class of freemen called the frilingi who were lower class freemen, that could be added as light infantry or skirmishers.
Thanks, these are great. I'd have to find the Old Saxon versions of those, because these are latinized terms. I'll look into it.
I actually have an Old Saxon dictionary, although you can also find the terms online. They did have a word for Thegn, spelt Thegan. That could be used for an elite heavy infantry unit. One word for lord that they had was Drohtin, so maybe the general’s bodyguard unit (could be heavy infantry or cavalry, that’s up to you guys) could be called Drohtin’s retinue/bodyguards. If you’d like a third unit, ėthiling was the term for nobleman.
Also, would it be better to change the voices on Old Saxon generals/lords to the HRE one the Alemanni have? It sounds unfitting hearing them with a Mediterranean accent.
yes, the accents are, in my view, the last thing we need to fix before we're ready for a full-on release. I've given the continental Germanic factions the German accent (big shame about the constant referencing of 'ze Kaiser' though), the Goths and the North-Sea-Germans (Anglo-Saxons, Frisians and Danes) get the Eastern European one which is all but ideal but works to differentiate them from the continentals.
The British factions get the 'Welsh' accent from British Isles (which is English without references to 'England' and 'St George' and the Gaels get 'Irish' (which is Scottish with the 'for Scotland' and 'For st Andrew!' ones taken out.
The music, map, look of the units, fantastic. I love that battles aren't five minutes like so many mods make them and the fact that non-elite units don't fight to the death when surrounded. Really like the religion script as well. Small things like the font, events and many small village settlements really help to increase the immersion.
I personally dislike that your starting economy forces you to expand early and rush your neighbors in order to stop bleeding money. There's no point in giving the player so many turns to win the campaign and low-population, non-developed settlements if you can't take time to build the latter up. Larger factions should turn a profit fairly easily, not struggle to make money, while small factions should only just be able to make a profit early game, not immediately go into the red. Unless at war with multiple other factions you shouldn't burn through money so easily. Just makes it an unnecessary slog of expansion, for me at least.
The Rome 1 style and Medieval 2 unit and building cards glaringly clash with one another. It's obvious one doesn't belong. Overall, in my top five favorite medieval 2 mods that is unique and not just a kingdoms expansion/vanilla merger with some gimmicks but could be improved and hopefully to still be worked on.
Thanks for the perfectly constructive feedback. Love to hear you like it, very good to hear the criticism.
The money-hemorrhaging at the start is due to the unit upkeep of elite units with which every faction starts. I hope to balance it out someday, as there are certainly some factions that don't get this problem, or others for which it can easily be solved by disbanding about 5-10 units. If I'd start off with the Gallo-Romans, I'd immediately disband all of my troops and start again with levies, avoiding direct conflict and building up my economy and cities first.
I'll have a look which factions have this problem in the most extreme form. Suggestions welcome!
Rome 1 style? You mean only in the unit and building cards? Because the small building icons were made by me and the rest is usually a holdover from the original mod. Redoing all four cultures' building icons was a huge undertaking (it took me months) and honestly I can't be bothered with redoing the building details images, unless I could find an easy way to go about it. It's honestly too much (boring and unpractical) work.
The unit cards are a different story. They could do with some tlc, definitely!
Any other issues?
A couple months further and I can confirm we are totally redoing all unit models and a WOTN-style Germanic roster redo is already finished. Only the Picts and Irish are left in their original state now. We’ll get round to them in the future.
Where are the instructions for installation?
I'll add a very basic one, maybe, because there really is no need: you download the file, unzip it, plop it in your 'mods' folder and you're ready to go! Have you tried any other mods?
Crashes on startup
Not sure what else to do as there's no real tutorial here
Have you tried our discord yet? It's the best place to troubleshoot it. In the meantime, I'll see if we can get a tutorial going.
discord link please
It's right at the top of the mod profile. Under 'Homepage'.
Roman comitatenses throwing their javalins causes a crash
Don't want to deflect but this is the first time someone has said this. Something must be wrong with your download. Or with your unpacker? Join the discord for in-depth troubleshooting.
How do you install this mod? I see there are two folders.
The folder InsularisDraco needs to go into your mods folder. If you've installed other M2TW mods you should be fine!
Is there a way to disable the streamlined Roman buildings forcing you to not be able to train units after a certian level or being restricted to either one kind of unit or the other kind of unit?
You’d have to edit export_descr_buildings.txt for that!
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first let me say thank you for this mod, another thing i want to say is that i have problem in middle game the turn based is stuck in one faction, i can still move my camera arround and the sea still have its animation. But still everything else dosen't move (The AI). is there any solution for this ?
thank you
Hey, I ran into a similar problem and fixed it. If you get this again, try pressing 'space' or try 'toggle_fow' to see the unit in question. It's probably a scripted army that's retreating and taking an extremely long time to do so.
If you love late antiquity, you'll love this mod. Kudos to the creator. It is so immersive and you really feel the desperation if you are playing Kingdom of Soissons (Rome). Your little state in Gaul is all that's left to represent the WRE.
Excellent! 10/10
Always get these crashes on endturns: don't know whats wrong. When I start the savefile again it usually works for like a turn...
16:56:55.825 [game.script.trigger] [trace] Trigger <0108_Update_Untrustworthy_Factions_Minor> fired
16:56:55.965 [system.io] [trace] file open,,38A28D18,3031938
16:56:55.965 [system.io] [info] open: found temp/campaign_battle.rpy (from: B:\SteamLibrary\steamapps\common\Medieval II Total War)
16:57:06.862 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
16:57:06.862 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
16:57:07.055 [system.rpt] [error] What a mess! Better check the log for errors.
Closing shop now, better luck next time!
If you need to troubleshoot come to the Discord server!
First question I'd ask is: have you in any way renamed the modfolder to anything else than 'InsularisDraco' or 'insularisdraco'? If so, don't!
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Hi, there are two folders, in what order you install them? thanks!
There's just the one named 'InsularisDraco'. It's the only one you need.
I really think some instruction for how to install and run the mod would be useful... I have installed it and when I run the bat it just play ordinary vanilla Med2. I have a totally clean installation of the base game and no other mods.
I'll look into it!
Basically you only need to plop the folder into your 'mods' folder and then open the game like you would any other mod (and never rename the mod folder!)
ive done this and medieval 2 still loads up is there anything specific that has to be done?
Come to the discord please, we’ll help you out.
Hey sorry to bother, I've tried to find a working link to the discord but couldn't. I was very excited to try out the new beta but it crashes to desktop on start-up. When I look into the log, I see there is a lot of missing ui textures and all kinds of scripting errors. Thanks in advance and of course, for continuing to improve a mod I was already in love with.
The link at the top of this page should suffice. It’s permanent and it always brings me there.
On your CTD: We’ve had no similar reports that couldn’t be fixed by some quick troubleshooting. Welcome on the discord for some of that!
I have to know, what’s that glorious song / theme on the main menu?
It’s the main theme from the Merlin Miniseries with Sam Neill :)
By Trevor Jones!
what is the file MACOSX for i don't understand
nothing. I mod on an apple macbook. You can just delete it.