This demo has been archived by the uploader because it is out of date and no longer supported.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 demo.
**This is a standalone build that doesn't require vanilla Falcom or v1.4.1!**
An updated standalone beta build with some bugfixes, balance changes, and new goodies to mess around with. The campaign is still not playable. And don't play as the Jin Dynasty; they'll probably crash the game.
Instructions:
Method 1: Launching executable
-Download and extract the .7z file. You should get a folder called "ORoE_Beta_5" with a folder called "british_isles" inside of it.
-Rename this folder to "falcomtw3."
-Paste "falcomtw3" into your "Medieval II Total War\mods" directory. You should not be overwriting anything; if you already have a folder named "falcomtw3" in there, rename that to something else.
-Run the "Executable.bat" file in "falcomtw3" to start the mod.
-To uninstall, just delete this mod folder.
Method 2: Expansion replacement
-Download and extract the .7z file. You should get a folder called "ORoE_Beta_5" with a folder called "british_isles" inside of it. (You can rename this to "americas," "crusades," or "teutonic" too if you want)
-Go to your "Medieval II Total War\mods" directory and rename the already existing "british_isles" folder to something else, like "british_isles_original." (Or rename the already existing "americas," "crusades," or "teutonic" folders, if you chose a different name for the mod)
-Paste the "british_isles" (or whatever you renamed the mod) folder from the "ORoE_Beta_5" folder into "Medieval II Total War\mods." You should not be overwriting anything.
-Launch the Britannia (or the corresponding name) campaign as normal to start the mod.
-To uninstall, simply delete this mod and rename your respective Kingdoms campaign folder to its original name.
New factions:
-Republic of Novgorod: A balanced faction overall without any glaring strengths or weaknesses
-Shahdom of Persia: A heavy cavalry specialist with limited access to war elephants
New units:
-Halberdiers (Castile, Portugal, Papal States, HRE): Mid-tier halberdiers
-Ribauds (France): Militia-tier light infantry
-Exploradores (Castile): Elite javelin cavalry
-Julban (Egypt): Elite foot archers
-Fida'iyin (Egypt, Persia): Stealthy infantry, similar to hashishin from vanilla
-Javelinmen (Castile, Portugal, Romans): Low-tier javelinmen
-Javelinmen (Dai Viet, Korea, Mongols): Low-tier javelinmen
-Archer Militia (Dai Viet, Korea): Militia-tier archers
-Suong Quan (Dai Viet): Elite crossbowmen
-Tuong (Dai Viet): Elephant archers
-Jeongnogun (Korea): Mid-tier crossbowmen
-Hankyu Kihei (Japan): Cavalry archers
-Free Company (Europe; mercenary): Mid-tier crossbowmen
-Chevaliers-Errant (France; mercenary): Heavy cavalry
-Javanmardan (Persia; mercenary): Mid-tier axemen
-Wako (Japan; mercenary): Low-tier swordsmen
-Ronin (Japan; mercenary): Elite swordsmen
Fixes and changes:
-Tattoos on Vietnamese units no longer look carved into their skin
-Mid-tier Vietnamese units now have grey pants instead of white
-Updated models for mushtarawat, ghilman, mamalik, karariyah, shuj'an, tabardariyya, and khassakiyya
-Ghilman, mamalik, karariyah, shuj'an, tabardariyya, and khassakiyya now wear silver armour
-Unique general models added to Dai Viet, Persia, and Japan
-Tuong Binh are now elephant grenadiers instead of crossbowmen and have a smaller unit size
-Jinetes are now a lower-tier unit
Balance changes:
-Nerfed bodyguard units across the board
-Buffed two-handed units
You should change the name of the file from british_isles to falcomtw3, or else it won't work for people and they won't understand why.
I'll keep that in mind for future versions.
Dude this version does work for me did the same thing as i did before, thank you so much man can't wait for the inca and campaign.
Are you the same guest that said that vanilla Falcom works? If so, replacing Falcom's data folder (located directly in the "falcomtw3" folder) with the one from this submod (when unzipped, it'll be located in "ORoE_Beta_v5/british_isles") might work. Nothing outside the data folder has been edited, so it should be fully compatible with Falcom.
One method that might work with CD versions is renaming the "british_isles" folder you gain from this mod to "falcomtw3", then trying to run "executable.bat" directly from there. This was the originally intended way to run many mods before Steam came along and complicated things.
If that doesn't work, you can try joining the mod's Discord server and asking around. I've had some people tell me they had to use a different method to install it because the Steam and CD versions are slightly different, but I have a Steam copy so I can only really help there.
No dude sorry for the poor word choice but I said this version does work for me thanks a lot dude, and thank you for the help but it works just fine now now waiting for an awesome campaign :).
Ah no, that was my bad for misunderstanding lol (I'm used to reading about the opposite thing happening). Glad to hear that, though!
Only mercenaries in this mod ?????
No regular units
There are quite a few "regular" units in this mod. In fact, of the 300+ units currently implemented, only around 30 (about 10%) are mercenaries.
You can easily tell which units are mercenaries and which are a part of a faction's core roster by their placement on the custom battle unit list. Anything before the artillery is a factional unit, while anything after is a mercenary. All artillery units other than the Great Cross are factional.
Are you planning the use M2TW Engine Overhaul Project that would allow you to add more regions to the map?
We did plan on eventually implementing it because of the increased religion limit, but I wasn't aware that the region limit was broken. It probably isn't something we'll worry about for the initial release, but we'll definitely consider it. Same goes for if the unit and faction limits are broken.
What is estimated release date?
oh, boy. I'll wait till the campaign is playable. Nice work