I was in no way involved in creating this mod, but I'm going to post this because people have been having trouble getting it running.
This is the Myth: Total War mod with some tweaks of mine to get it running on modern Med 2 TW.
The campaign isn't finished, as I have no expertise in that regard, and the map is too small for a full campaign without heavy editing.
I cannot stress this enough:
THE CAMPAIGN IS UNFINISHED. I'M UPLOADING THIS SO THAT PEOPLE CAN AT LEAST PLAY CUSTOM BATTLES AND APPRECIATE THE WORK THE ORIGINAL CREATOR PUT INTO THIS MOD.
I HAD NO HAND IN MAKING IT AND CANNOT FINISH IT.
I am not the creator of this mod.
I in no way made or helped to make any of the assets, 3D or otherwise, in this mod.
I'm making this clear for two reasons:
One, I don't want people to think I'm taking credit for anything in this mod.
All I've done is tweak a few things to get in running for modern Med 2.
Two, I don't want people to think that I can in any way fix or finish this mod.
The map has issues, and outside of the units and some of the UI, all of the resources are vanilla Med 2.
I can't do anything about that. I'm not a 3D modeler, I'm not an animator, and I'm not an artist.
All I can do, and all I have done, is try to make the mod more accessible.
The reason most people have trouble getting this mod running is that some units have values that the game can't support.
Some only had one man in a unit, some had armour stats that the game didn't understand (one of them still does, and I'm not sure why, but the mod seemingly runs fine regardless).
I imagine those values are why the original mod had special EXEs to use instead of Med 2's default ones.
Changing those values made the mod work for me immediately, but I dabbled a bit to try and see if I could do more.
Short answer, no. Long answer, the campaign is a bit more fleshed out, but by no means finished, or even in a state where it would be fun.
The map is accurate to Myth, but a lot of regions are ridiculously huge, and even using Gigantus' GeoMod tool, trying to split them up simply didn't work outside of one instance.
Alongside that, the map has a handful of pink spots, which I know to be errors, but I have zero idea what kind of errors or how to fix them.
Is everything recruitable in the campaign? I believe so. I implemented a rudimentary form of AOR for some units to add challenge, so they aren't all recruitable in one place, but they SHOULD all be in the campaign.
The only unit in the files that isn't playable is a Warlock unit. Its texture file is blank, and as stated, I'm not an artist.
Aside from that one exception, everything seemingly works fine, and the units are very true to Myth in appearance.
And that's why I'm posting my tweaked version of the mod.
There was some real love and care put into it, and it would be a shame if it just dropped off the face of the earth completely.
As it stands, firing up a custom battle in this mod now and then isn't much of a tribute, but it's the best I got.
While I can't finish this mod, if anyone knows how to fix the issues mentioned, I'd be willing to try my hand if you can tell me how.
One last note:
This mod is hard. The Light Side is meant to be outnumbered and seriously outgunned. You won't walk out of most battles without heavy losses.
You're meant to use Dwarves and Archers to whittle enemies down, and then send the Infantry in to clean up weakened units.
This doesn't work perfectly in Med 2 because the game wasn't designed for it, but it CAN work well enough once you get the hang of it.
With that said, enjoy.
I was there 3000 years ago following the WIP thread on TWC. I think the original author was Briarius or smth similar. Thanks for sharing this, I'm DLing for posterity.
Thanks man, I did the same with XVIIth century mod. I appreciate people that are willing to save little gems of modding from being completely forgotten!
The author was Briarius his last work was update animations for the Thralls. IDK if he did that before he stopped with no updates
Thanks dude! let me hug you! Before that I only had models from that mod. Grand mod!
Is there a readme to explain how to install this mod? I looked in the download but it's a bit confusing because there are several text files, some of which seem to be from the original mod... :(
If you're using steam, right click on Medieval 2, hit properties, click on installed files in the menu that pops up, and click browse. That takes you to the main Medieval 2 folder, and you should see the mods folder in there.
Take the Myth_Total_War folder, and drop it inside the mods folder.
Run the mod using the bat file inside the myth_total_war folder.
You should be golden then.
If you're not using steam, it's a bit more complicated, but you can use windows file explorer to find the medieval 2 folder, and once you've found it, the instructions are the same.
ADDENDUM:
You need to copy the Medieval2.exe and rename the copy to Kingdoms.exe for the bat file to work.
Can't believe I forgot that.
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I would love to see someone take up the task of finishing this mod, but just making it playable is a great service, thank you.