Updated as of 2022-04-20 - Lagertha has an updated model in both battle and on the map - normal-file fixed by Peaman, Speeda325 made some personal modifications to the mod where he added new stats/balance/costs between units, new ancillaries/traits such as proper titles when you conquer for example Bebbanburgh and 1 turn later will become "Lord of Bebbanburgh" as Uthred as an example, recruitment redone byy him as well for all factions to be like Gwynedds in which you need to develop cities and construct later barrack-levels to get better units, I've added all my new strat-models from WotN: The Baltic, I've fixed the lidsmenn that were glitched, Alba/Scotland has a new mounted javeliner shared with Ui'Neil, Ui'Neil has the rest of the planned roster by Absinthia - borrowed from De Bello Mundi, all the starting garrisons nerfed and remade and the new units implemented to the recruitment. The Magyars-horde-faction, the Vikings-rebel-like-faction and the Rebels are no longer playable.
2022-04-20 - Lagertha has an updated model in both battle and on the map - normal-file fixed by Peaman on 2022-04-17.
Updated as of 2022-04-04
- Speeda325 made some personal modifications to the mod where he added new stats/balance/costs between units, new ancillaries/traits such as proper titles when you conquer for example Bebbanburgh and 1 turn later will become "Lord of Bebbanburgh" as Uthred as an example, recruitment redone by him as well for all the factions to be like Gwynedds, in which you need to develop cities and construct later barrack-levels to get better units.
- I've added all my new strat-models from WotN: The Baltic, I've fixed the lidsmenn that were glitched.
- Lagertha has an updated model with a different shield-texture than in the other mod.
- Alba/Scotland has a new mounted javeliner shared with Ui'Neil.
- Ui'Neil has the rest of the planned roster by Absinthia - borrowed from the mod De Bello Mundi with permission.
- All the starting garrisons nerfed and remade and the new units implemented to the recruitment.
- The Magyars (horde-faction), the Vikings (a rebel-like faction) and the Rebels are no longer playable.
- The Vanilla Medieval 2 Music has been re-implemented but if you want to use custom music just read the readme inside of "Last_Kingdom/data/sounds.
I will write an article soon.
Speeda325 wrote about his work:
"Changes. Everything is WIP but if someone else wants to finish the rest they can if they give credit
The Main thing is to see if any of these changes would be worth adding to the mod. if so i will clean then up and make them work better (kind of like a test run)
there are 3 main changes
1.Unit states and text
2.Ancillaries
3.Barracks
1. Changes to all the unit stats and some costs - almost all units have the same total defence value but allocated in different areas
some units have changed text
Units with no visual armour will have no armour stats.
there are culture specific bonuses.
. Southern factions get +1 to metal armour as they have better metal
. Northern factions get +1 to fur as they need thicker fur in the north
. Magyers get +2 to Metal Armour (i think its been a while) as they need to be dangerous
some units (O'Neill horsemen) should be recruit-able for alba
2. Ancillaries for titles (eg Lord of Bebbanburgh) including title for king of O'Neill and Gautland Everything is WIP so some places wont have any
to obtain almost all ancillaries a character has to be in the desired settlement with 100% movement
then end the turn, there will be a chance to get the lord title (atm its around 100% but will change later)
some are locked behind conditions such as the king of the picts, to get this the leader must unit Pictland and have 100% movement and end the turn in
Inverness.
3. completely changed the use of barracks for the factions (now they are like Gwynedd)
Alba is the strongest early game as they mainly have armoured less units, late game the others have the lead as they have more heavy units.
Note that the Ancillaries have text, but iv mainly done it for Alba
Most things will need to be re balanced i think/changed but the base is good"
I've added the Ui'Neil-horse to the Kingdom of Alba like he wanted and many other units for the Ui'Neil.
Updated and improved version of this mod as of 2018-12-02 - it's more of a minor update/patch and i call it 4.0.
- The patch is improving the Gwynedd economy at the start.
- It's adding missing cavalry units to the three factions that didn't have it at the start.
- And Normandy now has an early garrison which is a full stack as the old garrison were too small, and they do need to kill off West Frankia/Western Frankish Empire to win - West Frankia needs to kill off Normandy in turn!
This was done because in order for Normandy to get Norman units they'd need all of the West Frankia areas on the map.
- Frankish factions are no longer allied to Normandy - as the alliance between Normandy and West Frankia happened only after Paris fell to Normandy and the deal was struck afterwards.
West Frankia doesn't have all their regions on the map, so they would be destroyed when that happens.
- Normandy will get Norman units when they hold all of West Frankia's territory - unfortunately West Frankia cannot survive this due to their other regions missing on the map.
- Population Growth Bonuses added for settlements as they upgraded too slowly!
Enjoy the update!
Updated and fixed version of this mod v 3.9 uploaded today! - 2018-02-06.
A 3.9 patch!
Changelog:
- Menu symbol for the Vikings scripted faction in the diplomacy screen fixed by WarcraftHero.
- Strat-map sounds/voices for the three new factions of Gautland, Oneill and West Frankish Empire fixed by me.
- Invisible rebel stacks in the Oneill starting settlements removed, changing the mod totally for the Oneill faction - it will no longer just stand at it's starting location doing nothing if played by the AI, and if the player is in control it will no longer have trouble moving in it's own territory.
Install in two ways if you have the CD-version:
1. Just extract the downloaded RAR-file using a program like WINRAR (it's free, just search for it on google and download it and install) and after that go inside of the downloaded folder and cut the folder inside of it (with the same name) out from that folder and just place it inside of your \SEGA\Medieval II Total War\mods-folder.
Start the mod by clicking the bat-file with the name "Execute.bat" - NOT the "pagan Normans" or "Baptized Normans"-ones. I don't know if they work with my additions. Use the executive to be safe!
2. The other option, and this is if your game is unstable - install TLK version 3.06 first, and then remove the folder from your mods-folder and place this one in instead. But i think the first option should work fine for most.
Version 3.9 changelog:
- Three new factions - West-Frankish Empire, Gautland and the Ui Néill.
- Two new rosters for old factions - Kingdom of Gwynedd & the Kingdom of Munster.
- New units for most factions - Denmark, Alba, the four Saxon factions.
- Updated old rosters, with changed composition of rosters for East-Frankish Empire, Vestfold and Hordaland.
- New portraits for many of the new units.
- New starting alliances and win-conditions for the Irish factions and Hordaland, for Vestfold and Alba and for the Gautland and Denmark factions.
- A few new songs for the Kingdom of Gwynedd on the strat-map - taken from the Arthurian Total war mod for Rome Total war.
- Balance for all the rosters, new and old - and the new units.
- Regional recruitment between the three Irish factions, the Viking factions with Gautland added as well as Denmark's new units and of course between the four saxons and the two Frankish Empire-factions.
- Plus additional fixes, improvements and additions.
- I have trouble uploading the new version to MODDB from my current location, so it will be uploaded tonight when i get home.
Credits:
Version 3.9:
- Danova - For the base-mod of TLK.
- Absinthia - For the creation of new Saxon, Ui Néill and Gwynedd models - plus three of the new Albian models and four/five of the new Munster unit models.
- The War of the West-team - for the creation of the bigger part of the new Munster roster, based on their "Kingdom of the Isles"-roster - and for some basic units in use by the Albians and Saxons.
- Myself (Mr_Nygren) - For all the work on this submod, as i used the assets created by others but did all the work on updating the old TLK 3.06 into this version myself. - Coding, portraits, implementation of new units and factions, gameplay and everything else basically - such as the music-mod.
- WarcraftHero - For the Gautlandi new symbols, and for fixing a gamebreaking issue with diplomacy regarding the Gautland faction after it had been implemented.
- Jurcek1987 - For fixing the Gwynedd General model i think, as it had some issues.
- Paleologos - For providing me with his backup of the Absinthia Romano-Britton roster, after i found an old thread at TWC where he had been sent those units by Absinthia himself.
- Gigantus - For providing support.
Version 3.8:
- I myself (Mr_Nygren) did all the implementation of the settlements.
- Rhaymo and DBM - for the creation of the custom settlements in use by all factions.
- Rhaymo allows the use of DBM assets in other mods - alas i have permission to use the custom settlements.
- The EoR-mod and Deutschland etc - for the new slavic textures applied to the custom settlements by Rhaymo - the Viking custom settlements have re-textures from EoR.
- I am also an official developer of EoR (East of Rome) and Deutschland himself approved of this - i've gotten Darius permission to use assets from"The Danube Limes" in WotN - and as the custom settlements are Rhaymo's and were free to use for everyone i'd say permission exists for the re-textures also.
Version 3.07:
I made this submod only by myself- but there are some people who deserves both credit and mentioning:
Danova & team - For the base TLK-MOD!
Absinthia - for the WotN-units such as the Franks, the Northumbrians and the new Vikings - also a thank you to Leif Ericsson for the Vigamenn - Absinthia and Horsa were fine with me using the units, as i am also a developer on WotN currenly - and they told me that Leif would probably be more upset than happy if i didn't include his unit (the Vigamenn) also. I guess i was fine with Absinthia giving thumbs up on that one. TLK and WotN were created by different teams around the same time period - and i know about Horsa and Danova having a sharing agreement which we are playing upon in WotN: Grand Campaign.
Thanks to Heathen Storm also if you have done anything on the units.
But mostly, this was all Absinthias work and he should have credit for the bigger part of the rosters.
Thanks to Darius - for allowing me to use parts of East of Rome: Danube Limes in Wrath of the Norsemen - as this is an "expansion" in the middle of the two WotN-releases - with a clear WotN-connection - i assume this was fine as well - because i got permission for the big one. And this is the same thing but set only in Britain and smaller parts of Europe. Thanks for allowing the use.
Then i wanna thank Wino - for his advice on using Total Commander to help me add his changes on-top of my own submod - thanks man! Would have been very hard without that program.
Thanks to crosscheck86 for his "Swedish Accents"-modification - which i added in with permission from him, and which adds Swedish voices to the Norsemen and Danes! There were no Danish nor Norwegian voices to be found. And it suits the Swedish rebels well.
And finally to Rhaymo, the creator of DBM - for using some of the music of his mod. Not that he ownes the music but it was still in use in his mod.
I wanna thank Derek Fiechter, an artist - for letting me use his song "Celtic Music Instrumental - Avalon" in the mod - on condition of mentioning him.
Some preview videos:
The Last Kingdom: WotN Expansion submod: NEW Kingdom of Gwynedd VS West Frankish Empire:
THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Northumbria VS the Kingdom of Wessex:
THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Mercia VS the Kingdom of East-Anglia (NEW):
THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Denmark (Updated) VS Jarldom of Gautland:
THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Munster (NEW) VS Hordaland (Updated):
THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Connacht (old) VS the Ui Néill (NEW):
THE LAST KINGDOM: WotN EXPANSION SUBMOD: Kingdom of Alba (Updated) VS Jarldom of Vestfold:
THE LAST KINGDOM: WotN EXPANSION SUBMOD: East Francia (Updated) & Normans VS Magyars:
should this be installed over the old version or as its own file
oh actually nvm
It seems like (as a viking faction) you just build one building (muster hall) and then you can recruit all units? Are there no 'tiers'?
Yeah its the worst part of this mod.
No tiers, and the original team had a system with religion - took forever to get later units.. I hated that system and removed the demand on high religious levels.
- There were no barracks with levels so i couldn't simply add that.
Still I see your point. But it makes the mod, despite being better than the original in countless ways objectively, worse and less fun to play. With no units new units to work towards there is nothing to do but take territory. Imagine if vanilla was made like this!
On top of that the unit cards don't match the general style at all and many of the units are not memorable at all compared to the original. I'd go as far to say that the only good thing this submod adds is ul neill in ireland as all the other new factions are either copies of another faction (like the frankia's) or messy and pointless like the swedish faction (I don't remember its name). It's a submod that actively makes the mod worse by ruining what was so perfect in the original.
I don't agree because I wanted diverse rosters and not every roster to be the same.
Hello,
I have been trying to set this mod up since the new release in Dec 2017.
The downloaded file does not contain the files required to set up the mod.
Any one offer advice as to locations for all files required? This has been on my wish list to play for several weeks now. All tutorials for installation are in foreign languages ...I have been able to set up 5 other mods without any difficulty and it appears I need more files!
Thanks in advance for any help.
It has all the files reqired, you just lack skills in modifying Med II.
- You need Medieval II and it's expansion installed.
And preferably you need the CD-version of the game as well, after which you place the mod-folder inside of the Medieval II/Mods-directory.
If you use Steam just do the ordinary thing.
what is the "ordinary thing"? i had installed tlk without any problems but i cant seem to get this sub mod to work.
You are not supposed to install TLK first, and then add this submod - you are supposed to just place this submod in your mod-folder and do not need prior versions.
Thanks for reply. I prefer the Steam version to playing my very old CD version. Steam works fine for all the other mods. I have been installing downloaded files to Med 2/mods where my other mods are. I lack something to get Lost Kingdoms running. I will play Rule Britannia till DAC upgrade is released in next 3 months.
When it's at the right place it should just be a matter of clicking the executable.bat.
- It should work like any other mod using Steam. But i am no expert there - if you have the CD-version and want to play then place the mod in the mods-folder of your Med II directory and start by just doubleclicking the executable.bat (not pagan or norman).
Can you download this mod on Steam?
Nope.
I wasnt able to run it too using steam. After you copy the files to the mods file just open steam right click on the M2TW game go to properties, set launch options and insert:
--features.mod=mods/Last_Kingdom
Hope it helped. If you want to play the vanilla version just remove the launch script.
I have spent hours trying to make the submod work i have TLK 3.6 version can you help me pls
It's standalone.
Is this alpha,beta,full release or final?
Full release as written in the description of the file above - a mod is almost never final.
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How is the modification installed?
Does anyone have the instructions as to how to incorporate this mod into the Steam version of M2TW Kingdoms
I get the message,"Windows cannot find 'kingdoms.exe' make sure you type the name correctly" How do i fix this, i zipped this mod to the medieval 2 mods folder and i clicked executive and this pops up.
Copy your 'medieval2.exe' file in the medieval 2 folder. And rename it 'kingdoms.exe'
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"Can not open file as archive"
Is anyone else getting this problem? It's really ******* me off that I can't even open the ZIP.
Use the most recent WinRar.
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Should I just install this version. Or do I have to get a previous version and add the files from this one into the other one?
Just install this version.
Ctd in 10 turn,as viking faction when entering the battle with Irish :(
The Viking-faction is a scripted faction so I don't think it was intended to be played.
When i play with the Normans, about 8/15 turn if I try to conquer or just doing click on the settlements "Caen" and "Cherbourg" the game crashes. Has this happened to anyone else?
Thanks
It happens to me as well. Don't know what to do
does this mod work for steam?
what do I do when It says odin help us and only thor might know what
I love the last kingdom and this mod shall be the best comfort for killing time and good gaming experience.
Ok I need to say this. But when I start up a game as wessex or mercia. In some city's I can build the 'unique' buildings. Like the monuments like stonehenge. They have the symbol of the placeholder from rome total war. Could you please fix this as it is really annoying and breaks immersion
Though I havent tested other factions so the problem may exist in other factions also.
It's not a big deal and probably was the case in prior versions as well.
i'm having crash when i end the turn. and shows ''odin help us'' how do i fix it ?
I'm joining the questoin, I have the same problem
Do I need to install all the previous updates (3,6 and 3,8) before installing 3,9?
No.
How to install version 3.9 You have version 3.05. When I install version 3.06, the game remains on the download screen. Exactly how to install, respectively,
Just install 3.9 as you don't need the earlier versions - it's stand-alone.
How do you install this expansion? No guide anywhere
You just place it inside of mods in the main Medieval 2 directory - it might need an update for Steam to make it easier to start on Steam.