Take command of your army and expand your reign in Medieval II. Direct massive battles featuring up to 10,000 bloodthirsty troops on epic 3D battlefields, while presiding over some of the greatest Medieval nations of the Western and Middle Eastern world. Spanning the most turbulent era in Western history, your quest for territory and power takes you through Europe, Africa, and the Middle East, and even onto the shores of the New World.

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4gb patch/Large Adress Aware- they are included in the download and make sure to patch your game .exe with these for the mod to be able to run.

Patch your kingdoms.exe, and only do it once. It will make all heavy mods work and be more stable. Without the patch you may experience alot of crashes. If you have Steam it's the medieavl2.exe you will need to patch - you don't need to use this patch if you've done it for other mods already.

Installation CD:

It's stand-alone, you don't need HTW 4.5/4.6 to play this version - being a submod just means i didn't make the full mod, i continued work on Undying Nephalims older 3.8 version.

- Being a submod doesn't mean that you'd need to copy/paste this on-top of a different version - you do only need the downlod right here to play this version of the mod.

To install the mod using the CD-version, move the mod-folder named "Hyrule" inside of your Medieval II Total War/mods-folder - after first using the latest version of winRAR to extract the folder - by moving it out manually by dragging the folder with your mouse. And start the mod by clicking the .bat-file - for Steam use the ordinary method. Be advised that you must move the entire SEGA game folder out of program files to prevent issues on new computers, also you'd have to deactivate the UAC (User Account Control) as it interfere with mods making them not work. - Read more about disabling the UAC at TWC (Total War Center) or just shut it down totally).

For Steam watch the video of the installation of Warcraft Total War - should be the same for Hyrule but with the Hyrule mod instead of Warcraft:

maxresdefault

Download Hyrule Total War: Classic Ultimate here:



Download Hyrule Total War: Classic Ultimate (Final Version). - Mod DB


Hyrule Total War: Classic Ultimate (Final Version).


Beware that the mod will crash a lot more if you use the "First Person Mod"!


Final Version and update of the Hyrule Total War: Classic Ultimate SUBMOD:

1. Old Aquamarines have gotten their model replaced with the updated model from the Great Sea: Total War Demo released at TWC in 2014. The model is adding a Zora Dominion unit to the otherwise Lanayru Zora unit.



2. The Church of Majora has new skins/textures for their version of the Lanayru Mages and Aquamarines- they do now have purple Majora skins for their Zora Dominion models made by Neph. The green armor was textured made by Codeman over at the HC Discord.



3 The Vigjaro custom settlement, and the capital city of the Wizzrobe faction in the game, has been updated from it's 2013 version that were still in use by this submod- into it's 2015 version that Neph had updated it with in his official version of HTW. The new Vigjaro has a new statue of Zelda the first, instead of a statue of Hylia - and more importantly it will work fine when armies are sallying out from it. The old version would not work properly and the army inside of the city would never sally out of the city but move back and forth inside of it. Which has been solved now so it's much more playable thanks to Neph's 2015 update.



4. The custom settlement of "Kakariko" which is the Sheikah capital- had an issue with not being playable if the invader attacked from the side of the Gorons on the map. That southern front of the city had a big slope and invading armies couldn't move there. This has been fixed, as i did add a file called "descr_pathfindings" from Warcraft: Total War - that enables armies of any faction to move on any mountainous terrains. It might look odd seeing them march on high mountains but unlike before they will never get stuck. This file seem to have originated from Europa Barbarorum 2 so credit will be given to them for the file and work on it.

Other issues with mountainous terrain were also fixed with this file- expect the Goron Mountains, Darknut mountains or the borders of the Twilight lands to no longer have issues with armies starting on mountains and being unable to move from their starting location - causing the player to forfeit the battle. Instead they will ALWAYS be able to move now. You may still need to provoke the attacker into attacking from Kakariko by sending a unit out or such and attacking it- but previously you couldn't reach the enemy and now you can.

5. Goron Guardians/Berzerkers and Miners have the new rolling animation from version 4.6 of Hyrule Total War and made by Neph for the Goron Sumos- which is a much better looking and superior animation!

6. The issue with the Wizzrobe hero Cia not spawning for the AI when they are playing as the Order of the Wizzrobe has been fixed- i've added her script for the AI as well as in the previous release she was only spawning if the player played as the Order.



7. The Tokay Princess Otaylo has been implemented as a unique model from 4.6 made by Neph.



8. The Zuna leader Vorday also has gotten a new model from version 4.6 and made by Neph.



9. The Darknut custom settlements used the wrong Zuna Custom Settlement model in battles- this has been fixed and they are now using their proper Darknut custom settlement in all their regions.



10. The Forces of the Twilight under Queen Midna are no longer "faction detsroyed" if you lose the civil war against Prince Zant as Midna. Instead she will indeed spawn as Imp-Midna and be teleported to Hyrule in which you as the player will be able to play as her and re-assemble her army to maybe bring the war to King Zant and reclaim the Twilight Realm from him.



11. The "Mirror, Mirror"-event is now working as it should and only showing up once. I had to fix an issue where the event showed up every turn after it happened.



12. The Twilight invasion historical event is nos fully functional in the mod. King Zant and five generals of his (four of which are custom) will spawn and invade a specifically chosen city in Hyrule. Prepare to defend because the Forces of the Twilight has gotten help from Labrynna's Veran to enter Hyrule. Rumours suggest that the Black Tower is a portal to Hyrule.



13. All the Twilight scripts work- including the "Twilight Princess return"-script. 50 turns after Queen Midna is banished to Hyrule if you win the civil war as Prince Zant, and becomes King Zant, fifty turns after that Imp-Midna will return with an army of Repentants to take back her throne.



The Twilight Scripts were originally made by Undying Nepalim, also known as Neph or Nephyy- but they weren't working in the build i had and i've made them work properly now. I had to change things like what faction would be used for the invasion- instead of one Twilight faction winning the war and spawning thereafter, i had to use the other Twilight-faction for the actual invasion. I also added the invasion spawns and more heroes as generals such as Olg and Argorok.

14. Armored Moblin Grunts added as a new heavy infantry unit for the Moblins! There were an unused model in use only as an officer (not the general nor the captain) that i decided to make into it's own heavy infantry unit.



15. The Nal Ordona Ordonian capital custom settlement has been fixed- armies will now use the bridges of the city to enter it from the west and the south. They can no longer march over the body of water.

16. Undying Nephalim's Sky City made functional by Makayane!

Makayane remade the plaza-area of Undying Nephalim's Sky City- the lower area beneath the plaza has been removed, the two additional roads are now leading directly to the upper area of where the plaza where supposed to be located- and the plaza is now in-front of the entrance to the "Palace" of the Sky City.

The stairs to the plaza are now working as well. And the annoying issue with the camera going down towards the ground beneath the city has been fixed. The camera will now zoom out when you get close to the defensive positions, or close to the buildings.

Makayane also fixed the textures of a few grey untextured bits of the city.

As the player you will now also be able to place troops on all the balconies of the Sky City.

Makayane made them work in the mod. She also did make all the defensive fortifications work properly for the player when defending the city.

Another big change to the Sky City is that Makayane made it work in the campaign by making all the armies spawn on-top of the clouds, creating new paths for the AI to use, removing invisible buildings that blocked the movement of troops, removing two buildings that were in the way of the invading armies, making the clouds hide the invading armies until they reach the area close to the city itself- and by remaking the map heights of the strategic map in order for the ground to be way below the city adding for the immersion that the "Sky City" is actually up in the sky. You no longer need to move up to it like previously in the earlier version of the city, where it could be reached by moving up from the ground- all the armies used to start on the ground previously.

Also, the city wasn't playable at all before her work- she first made it playable in the sense that she made it possible to play on it- then she changed the city layout so that armies would start on the clouds instead of on the ground below. There used to be a circling move up to the city as the city is up on a very high mountain. Now you don't really see that as she has made the ground so far below the city thanks to the changes of map heights.

17. All the factions in the mod have diplomats, but the diplomats of the Oocca, Horonians, River Zora and the Gohma had been edited out- the Oocca doesn't speak to the insects of Hyrule, the River Zora are barbaric savages, the Gohma are a hive of insect-like beings who wants to consumate everything and the Horonians i just thought didn't need one.

Well, i've changed my mind on the Horon and River Zora factions- they do now have diplomats. For the others you can activate them in the EDB if you wish to have diplomats for the Gohma and the Oocca as well. It's a matter of simply removing the ";" from their entry.

I did the work of adding diplomats to all the races in june.

18. "Old Demise" Moblin Capital fixed by Makayane - the gate now works as intended.

19. Shadow Temple Stalfos Capital is added as a fort to the mod! I've made the settlement a fort in order for it to be playable in the mod.

20. Ground textures no longer black outside of the Shadow Temple!

21. Horon now starts with Holly as well. It's no longer held by Horon Rebels as it would be taken by the Subrosians anyway. I did feel that Horon could use two cities at the start of the game, seeing as how the Tokay and the Zuna got an additional region previously. And the Subrosian have three regions even though one doesn't count if the AI is playing as them. The three units that were a rebel garrison has become soldiers/mystics of Horon.

22. The Deku Monkeys are now regionals from the region/settlement of Turongo- held by Deku Monkey rebels. If you conquer the settlement you will be able to recruit them in your army unless you play as the Gohma, the Stalfos or Majora.

23. I've made all the Great Sea: Total War units become available only after Princess Zelda V (5) spawns through the event.

24. River Zora is starting with the region "Fort of Wings" and will hence have the Storm Zora from the start including their hero Mahxai.

25. The Lizalfos are starting with the Korkuloki settlement and will have the Volvagians from 4.6 available from there from the start- they did also get two new heroes- Trinexx, Lord of Turtle Rock, and Vyorsoth, Mother of Tyrants.

26. I did also add the small worm-creature as a new unit to the Lizalfos, as i had been inspired by Neph's new roster. The Rope-creature is pretty much the same creature but green instead of red.

27. The Gerudo and the Lizalfos both have access to the old Volvagians from their capitals as well. Previously the unit were not in the recruitment!

28. I had forgotten to add all the Gohma factional units to the campaign in the recruitment- the Gohma now can recruit Juveniles, Adolescents, Viridgohma and the Trap Door Gohma.

29. The Wild Life now has only Dodongo's in the Dodongo's Cavern- Vyorsoth and Trinexx are now in the Lizalfos faction. You'll also get King Dodongo as the Gorons if you conquer Dodongo's Cavern- as a general.

30. The Gorons can no longer recruit the Volvagians because they are enemies.

31. Makayane has created the Sky City strat-model on dec 8 2019.

32. Bantu Chieftain helped me rig the Oocca Commandant from a battle model into a strat-model. Unfortunately the model had way too large size, and the textures were also way too big in size. As such i got help from Makayane who re-rigged the strat-model general, and reduced the size of it's textures.
Gigantus over at TWC also helped out with rigging the Oocca strat-model as it originally had a glitched arm/hand like on the picture.

33. I've implemented the new Oocca strat-model as a general & captain but also as a diplomat and a priest for the Oocca faction. The diplomat will be edited out in the release. The new strat-model general is also in use by the Inquisitor.

34. I've activated the Wizzrobe/Oocca Spy which is the black Wizzrobe agent. I had forgotten about the spy totally.

35. More Campaigns:

Single Player Freeform Campaign - The ordinary campaign of this submod in which factions will spawn early, heroes will spawn earlier than in Neph's original mod and the alliances will be free.

Multiplayer/Freeform Campaign/Story Campaigns:

Freeform_Campaign_Locked_Alliances - The same campaign as the main "Free Campaign" one but with locked alliances.

Hyrule_Historia_Locked_Alliances - Neph's original turn numbers of when factions and heroes will spawn during the campaign, has additional heroes such as "Alive Akazoo" but they aren't many- with locked alliances!

Hyrule_Historia_Free_Alliances - The same campaign as the other "Hyrule Historia" Campaign but with alliances set to "Free".

All three of the "Story Campaigns" are Hotseat enabled, but could be played in ordinary single player if you just select one faction and make sure to de-select Hyrule if you aren't gonna play as them.

The main Freeform Campaign is also available in hotseat under Multiplayer/Freeform Campaign/Freeform Campaign.

36. Stalfos now has Goobalwee from the start instead of Turongo, and all their armies have the increased strength of their original spawn.

37. Horon, Tokay, Subrosian, Huskus and the Zuna can now recruit any and all mercenaries and regionals in the mod.

38. I've added the uncursed Ikana as an extra settlement to the Ikanian fort, and i did add the Shadow Temple (Stalfos Capital) as a fort close to Kakariko.

39. I've implemented all the 13 Sages of Hyrule from HTW 4.6 to the Oocca faction, and they do have all their traits implemented for them as well- as i did implement most of the traits from 4.6 and all the character names. The only traits i didn't bother implementing were the ones connected to faction bonuses and raiding which are features not in the submod anyway.

I've also implemented Demoko, First Sage of Time, and the leader of the Oocca faction- as a general. Liyer, appointed successor as First Sage of Time, has also been added as a general- unfortunately no custom models as the ones Neph used in his videos sadly were never released. They do have all their traits, their bodyguards and their pics/names but no custom models.

40. All the heroes with the exception of the mercenaries Malon and Ashei, are now the generals- you'll have Link, Fi, Ghirahim, Majora, Majora-Zelda III and any other beast, hero or giant as proper generals.

- The generals will spawn during certain events, or when certain goals are completed in the mod. Unfortunately it is impossible to add new events to this version of Hyrule.

But expect many heroes to spawn together with the other heroes- such as Ganondorf spawning together with Dakkon, Princess Zelda III spawning together with General Kazakk, Zelda V together with Tetra etc.

And as for other stuff i've also added things like conquering a certain settlement in order to get a certain hero. The Stalfos will as an example get Deadhand and Dethl as generals if they take Kakariko, and the Gohma will get Sulkaris's old form if they conquer the Forest Meadow Temple and if Saria of the Kokiri is dead as an example. Ordona will get Tsume if they conquer Timberfell.

41. I've added the proper succession order of the Oocca faction, and Demoko is now the faction leader with the title "First Sage of Time", Liyer is the heir with the title "Sage of Time"- and Ooccoo is just a general.

42. I've changed lines in the expanded.txt and changed the Oocca Envoy into "Oocca Inquisitor", the Horon Imam into "Horon Priestess" and the Ordona Priestess into "Ordona Reverend" and lvl 2 are now "Sage".

43. Rebels on the strategic map are now more numerous. I've also made them spawn more often so expect rebels to randomly show up on the map with a "Question mark" strategic model.

44. I've also fixed some mistakes in the campaign_script-file in which like five or so spawning heroes had "herooftime" to faction "herooftime"- resulting in heroes spawning in all factions when they should have only spawned for the Gorons, the Lizalfos, the Deku Tribes etc.

I've corrected all such issues and i believe the campaign do not CTD on ending turns randomly anymore between turn 30-50. It went on for 179 turns (an entire campaign) without a CTD on the map. It could still CTD if you right-click on too many units to view their info-pic i believe.

45. I've also replaced the "Ooccoo" captain card with a proper Oocca Commandant card for the Captains.

46. Horon/Kingdom of Hyrule Civilians implemented for the player only!

I've re-implemented Civilians through the Civilian script for the player only when playing as the Kingdom of Hyrule or as the Horonians. The Kingdom of Hyrule will get one unit of Civilians whenever their settlements are under siege and the player is playing as them. The Horonians will get everything from one to ten civilian units when their settlements are under siege depending on the settlement. The script is only for the player and will not activate when the AI is attacking the AI- or when the player is attacking the AI.

It's a unique feature if you play as Hyrule or Horon only. Implementing it for the player when attacking would have been cool- but there are too many potential issues with that. Enjoy playing as the Kingdom of Hyrule though, or as the Horonians- a faction originally intended to have a unit of civilians. The script will work without any CTD-issues and i've playtested it to make sure of that.

The civilians will spread out throughout the city thanks to Neph's civilian animation. The invader will try to kill all of them, and sometimes will hunt them all down- unless the invader takes the plaza and wins by the timer. In Horon the womenfolk will all die if you fail to protect them.

They can break easily, are only 62 in a unit to prevent them from spreading too far a distance- and unlike the Tokay Cannon Fodders they aren't unbreakable or 251 in a unit. The trick to playing as Horon is to simply try and survive, as they are peace-loving.

47. Moblin Children implemented as civilians for the Moblins!

The Moblins will need to protect their kids, or the Hylians might kill them all- a feature only for the player if playing as the Moblins.

Tetra Zelda V is no longer a custom battle hero, and the same is true for Linbeck by the way.

48. Lanayru Civilians implemented and working perfectly!

I've implemented the civilians for the Lanayru Province from the 4.6 files, and they work just like with the Moblin Kids, and the Hylian Civilians- defensive battles for the player only when playing as the Lanayru Province.

I've also made them work better in the mod, as they do now stand their ground and won't route tot he same spot as everyone else- i'm going to change the stats for the Hylian/Moblin civs as well as i prefer them standing and dying where they are instead of running to the same location because they broke and dying in one single location. They will have some stats and won't die immediately. Their morale will be increased from 0 to 9.

Also, i've removed the Princess Zelda 1 for the Sheikah in the custom battles to make room for this unit in the campaign.

I've made new unit/unit_info cards for all the civs.

49. I've changed the victory conditions for all the minor factions in the mod- such as the Tokay, the Horonians, the Zuna, the Subrosian and the Huskus.

Expect the minor factions to have way easier victory conditions. It isn't a bug if one of them is almost about to "conquer" the known world at the start of the campaign lol.

50. The Oocca has been nerfed- they don't start with much of an army, and their stats are now bad enough for them to be beatable. They are still strong and will become too strong if you let them. They need 100 in their religion before they can recruit any troops- so they are the weakest in the early game.

51. The Majora faction has been nerfed in the sense they also need certain religious requisites to recruit units, but unlike the Oocca the levels required are varied- as they do not have great priestesses. The numbers of their units have been changed to be like the Oocca- so expect stronger Majora demons.

52. Queen Laruto with her Aquamarine bodyguard has been implemented from the Great Sea: Total War demo made by the Undying Nephalim.

I've implemented Queen Laruto as a new hero for the Lanayru Province, and she will spawn late during both campaigns (earlier in the sandbox one, as other heroes may still be alive) but is seen in the picture on turn 4 due to me wanting to test her in the game to see that everything works as intended.

I've also made her unit_card by using Neph's old picture of her from TWC. A unit_info card has been created out of that picture as well- but she is a general and not her own unit in the game so the unit_info pic will not be used i think.

She has an Aquamarine bodyguard with the more recent Great Sea version.

53. New Scripts in addition to many improved or enhanced scripts:

;########################## Civilians#############################

;########################## Forced Alliances##############################
;########################## King Dodongo ##############################
;########################## Majora ##############################
;########################## Ghirahim ##############################
;########################## Dethl & Deadhand ##############################
;########################## Stallord ##############################
;########################## Trinexx, Lord of Turtle Rock ##############################
;########################## Sulkaris Restored ##############################
;########################## Vyorsoth, Mother of Tyrants ##############################
;########################## Mahgxai ##############################
;########################## Mercenary Tsume ############################## ;########################## Koume and Kotake ##############################

I've also included some extra files in the main directory such as the 4gb patch, the Large Adress Aware patch- and the 1.0 version of Hit & Run's "First Person Mod" for your enjoyment- which is all pretty much patches for the mod.

The first two are required for the mod to run at all. But you do only need to patch the main Medieval2/Kingdoms .exe-files once for any mod- so if you've done it for another mod you don't need to do it again for this mod.

The Immersion Mod is for playing in first person as the heroes, and the 1.0 version of it is superior than the 1.1 version in how well it works. Turning speed when turning around is much faster- and it's less unstable. Credit to Hit & Run for this file.

September 20 2019 Release changes:

1. New Alliances based on Neph's original ideas - and the Hyrule Historia videos. - I've remade all the Alliances to be more like Neph intended them to be, but with some minor differences compared to in the old version - they have alliances more based on the Hyrule Historia videos in some cases.

2. Added info-text for those heroes/units that lacked it. - I've added the missing information about Fi, Link, Tsume, Ghirahim, the Vagrudanon and the Gold Knuckles.

3. New victory goal for the Church of Majora - I've added the additional condition of holding Seshei (the Oocca Capital) in order for the Church of Majora to win the game.

4. Poe-mercs available as regionals for the Church of Majora - If you conquer the settlement of Meesiam as the Church of Majora, then you can now recruit the Poe mercs/regionals.

5. New unit_info-portraits for the Great Sea-units. - Yep, i've replaced my unit_info-cards with Undying Nephalim's official pics from TWC for the Great Sea: TW units. - Including the Lanayru Mages.

6. Captain Linbeck-hero with Pistolmen bodyguard for the Labrynna Regime. - I've implemented the Labrynnian Hero Captain Linbeck from the Great Sea: Total War demo, and he has a Pistolmen bodyguard.

I did also remove the Rito Ano Fencers Air mercs from the mod, as i disliked how they died in the air. They were originally intended for sea-battles after all. The land-based ones are still in the mod.

7. Gold Knuckle officers for the Bronze/Iron Knuckles. - I've made the Gold Knuckles officers for the Bronze and Iron Knuckles.

9. Improved Zuna starting economy - As i had gotten reports that they had a horrible economy at the start.

10. Rebel Silver Surfer Pathfinders/Pioneers fixed in the campaign!

June 25 2019 Release changes:

Features of the original 3.8 mod by Undying Nephalim (Nephy/Neph)

1. All the old Hyrule faction rosters.

2. Mission 19-29 of the Hyrule Historia Missions plus the "Final Mission" against Majora in Majora Prime.

3. Custom Battles with all the old factions.

4. Free-form Campaign using all the old scripts.

5. Community Patches from the year 2014 by Tedster1995 and SirLion that they provided for the official release of HTW before my submod started.

Features of the submod:

1. All the vanilla Medieval 2 strat-map agents replaced with Hyrule ones made by Undying Nephalim.

2. Every strat-map vanilla settlement-model replaced by custom ones made by Undying Nephalim.

3. All the battle-map cities from vanilla Med2 replaced with custom ones made by Undying Nephalim.

4. All the older factions will spawn in the early game and be a challenge in the Free-form campaign, unlike before where some factions never spawned, and others did but never had an impact because they stood no chance against the vastly expanded factions.

5. New units for many factions - borrowed with permission from the recent version of Hyrule (such as mounts, minor faction units and the Oocca units) or from the demo of the Great Sea: Total War expansion project (New Hyrule units). - Also, i've made new units by editing the models taking weapons from the new 4.6 units and merging them with the older models - involved UV-mapping and texture-work.

5. New factions in the Free-form campaign such as the Church of Majora and Oocca factions.

6. Majora will use never-before used or seen reskins for the Kokiri, Gorons, Hylians and the Zora - made by Undying Nephalim many years ago, but coded into the mod for the first time by me now. The Church of Majora will also use re-skins made by Codeman for the rest of the originally intended factions that Neph wanted Majora to use in their roster.

7. Most of the unused units of the old version will be used.

8. Scripts will be improved or finished.

9. New religions imported from the recent version - fixed UI problems for the Lizalfos and the Gerudo in the diplomacy screen.

11. All the animations of the HTW 4.6 version and the Great Sea: Total War demo have been implemented - meaning we can use all their units and every attack.

12. All the 4.6 projectiles/missiles with their textures and model-files have been implemented - they will look like in 4.6.

13. Videos made by Undying Nephalim, the creator of Hyrule Total War - edited for the Freeform Campaign, as in cut to fit the win, defeat, death and intro categories - by me, and i did use as much story as possible to give the cinematics a proper use in the mod now that the Ancient pack and the Twili pack are not working in the recent Hyrule, and the working packs are no longer available.

The videos are available unchanged on Youtube so i downloaded them from there and made them fit the campaign instead.

I've re-worked all the mission videos of the Hyrule Historia from the Ancient Era to the Fallen Sage - ending with the beginning of the Labrynna tale after the victory of Hylia.

You will now have videos playing when you start the campaign, when you win, when you are defeated and when you or the AI kill off other factions as most factions have their own death-movies unique to them.

14. New resources on the map has been properly placed on the old map manually - replacing old models and vanilla models on the map. New resources include much superior models seen in HTW 4.6.

15. I did take the time to implement oldschool captain-cards to all the factions, using the general-cards that were most suitable to use - all in all four files for alive captains and four for dead ones x all the factions.

16. I've replaced the battle-editor map which used a European one, with a Hyrule map - now you will know where you are on the map if creating Historical Battles.

17. Labrynnian lands are using the Lynna City without a tower as their generic settlement. The capital has the tower - i did edit the model to remove the tower and create the alternate version.

18. Heroes used to be simple officers with their own unit entries in the EDU - this meant that they would die just as easily as ordinary soldiers. The generals were not the heroes, but the generic general - causing the text of a dead hero to appear if the generic general died.

I've changed this and now most heroes of human size are the generals. Only heroes of different proportions are still not the generals. Here we have Nabooru as the general. She will take more dmg before dying now, and when she dies the message will show up.

19. I've done lots of smaller fixes, removed bugs, gotten rid of serious CTD-problems, changed all the faction selection screen UI's to get rid of a crash, added new 2d symbols for the Oocca and Zanti factions, changed the starting garrisons of all the rebel areas on the map, added rebels that could spawn to the map for all regions (even though spawns are rare), added regional recruitment units to certain regions, added mercenaries to the old slots etc. The rebels were a pain.

Also, on a final note - Do not forget to download the add-ons for this mod - the Gerudo Wars Mission Pack by Undying Nephalim, and the cinematic packs (videos made entirely by Undying Nephalim) edited by me to fit the campaign instead of historical battles.

Read this older article and watch that video for installation etc:

Moddb.com

Try these torrent-files, but they are simply torrent-files from my Google Drive so you'd still need a program like UTORRENT to use them - and then get the files through that program.

The Gerudo Wars Missions with videos:

Drive.google.com

Cinematics Campaign: Ancient Pack 1:

Drive.google.com

Cinematics Campaign 2: Twili:

Drive.google.com

Cinematics Campaign 3: Gerudo Wars:

Drive.google.com

Cinematics Campaign 4: Ancient Pack 2:

Drive.google.com

Cinematics Campaign 5: Oocca:

Drive.google.com

Cinematics Campaign 6: Fallen Sage:

Drive.google.com

Cinematics Campaign 7: Wizzrobe:

Drive.google.com

Watch this video for more in-depth details:


Oh, and i do have Undying Nephalim's permission.

Undying Nephalim's original project were based on the "Legend of Zelda" owned by Nintendo. Of course i have been working on an older version that has been out for years - utilizing the resources from all the three different versions of HTW. I know that Nintendo hasn't cared about the mod in the past - and my project is basically finished now. Of course all the rights are Nintendo's for their trademarks and characters,

I haven't earned money on this project, it's a free fan-made project based on the idea to make another fan-made project more complete.

Credits for the mod:

Hyrule Total War - from the first version, and up to Hyrule Total War Version 4.6 - Undying Nephalim (Nephy/Neph) - the sole creator of the mod and all of it's original assets.

SirLion and Tedster1995 - The community Patches and fixes of 2014 that are all included in this sub-mod - fixed many issues in the mod back then.

Hyrule Total War: Classic Ultimate Sub-Mod - Mr_Nygren, been working on improving the dec 2014 HTW 3.8 version alone, after permission from Neph!

Re-skins of most of the Majora regional rosters - Codeman over at the Hyrule Conquest Discord helped me with them, and their banners.

Link-crash and Ooccoo-hero - Warcraft TW modeler Bantu Chieftain helped me fix the Link crash, by moving the sword from the left hand to the right - then he also helped me with removing the Oocca Commandant helmet without it causing the muscles connecting the arms to disappear - so he helped with these two models.

- He did also make an Oocca strat-model out of the Neph battle-model of the Oocca Commandants but unfortunately it crashed and wasn't included, but it is in the files of the mod.

Installing Cinematic Packages and Hyrule Historia Missions etc!

Installing Cinematic Packages and Hyrule Historia Missions etc!

News

Hello, i have created a video and uploaded it on Youtube, in which i show you how to properly install the cinematic packages and Hyrule Historia Videos...

Warcraft: Total War: Version 1.6 released!

Warcraft: Total War: Version 1.6 released!

News 10 comments

Warcraft: Total War has been updated to version 1.6 - adding the Trade Coalition to both the campaigns, new victory conditions, the current Vrykul roster...

Warcraft: Total War: Version 1.5 released!

Warcraft: Total War: Version 1.5 released!

News 21 comments

Warcraft: Total War has been updated to version 1.5 - adding lots of new units for all the factions including the Minor Factions and a new faction, adding...

Warcraft Total War: Official Public Beta updated to Version 1.1!

Warcraft Total War: Official Public Beta updated to Version 1.1!

News 9 comments

The offical Public beta of Warcraft: Total War has been updated to version 1.1 - this means more unique rebels, new units for a few factions, ancillaries...

Add file RSS Related Files
campaign script

campaign script

Submod for KGCM 5.0.2 Patch

Very important patch, that solves CTD around turn 23.

KGCM submod 5.0.2 v2.0

KGCM submod 5.0.2 v2.0

Submod for KGCM 5.0.2 Full Version

Hey all! A new version of KGCM submod 5.0.2 is out with many new things! Check the description to find out.

Patch for KGCM Submod 5.0.2 OBSELETE

Patch for KGCM Submod 5.0.2 OBSELETE

Submod for KGCM 5.0.2 Patch

Paste this in the kgcm/data folder if you have installed the previous patch

Patch for submod for KGCM 5.0.2 *AZTECS MADE PLAYABLE* OBSELETE

Patch for submod for KGCM 5.0.2 *AZTECS MADE PLAYABLE* OBSELETE

Submod for KGCM 5.0.2 Patch

Small patch for this submod that adds Aztecs as playable, add all sounds from Kingdoms, adds new requirements for various units, more fixes to EDB and...

KGCM 5.0.2 Submod OBSELETE

KGCM 5.0.2 Submod OBSELETE

Submod for KGCM 5.0.2 Full Version 2 comments

This submod reworks many things (e.g all catholic factions now have access to many templar and hospitaller knights), adds many from various mods and submods...

DBMTesting 2.0 is OUT! - Now available on MODDB!

DBMTesting 2.0 is OUT! - Now available on MODDB!

Full Version 28 comments

I've uploaded the work of RAFMC1989 and his team, namely the DBMtesting 2.0 version that he uploaded on the MEGA-site, to this site - you will now be...

Comments  (0 - 10 of 55)
Loht
Loht

You're all invited to my discord <3 Discord.gg We play mods, and even vanilla campaigns, pvp, talk and stuff. ;)

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Guest
Guest

Hi the game not working with mod it starts but screen get dark and error appear,i really want to play this game with mod,already reinstalled game and mod but still not working.

Reply Good karma Bad karma+1 vote
Atlasfield
Atlasfield

You know what? someone should one day make a mod about Heroes of Might & Magic, it will be awesome and epic.

(Sigh)

The problem is just a dream...

Reply Good karma Bad karma+2 votes
Knez
Knez

Still the best total war game for me.

Reply Good karma Bad karma+4 votes
Guest
Guest

i download and install but ,there is problem that i have no kingdoms.exe .but i have already kingdoms pack.can someone help why i cannot start the mod.

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jerryduran18
jerryduran18

which you download it from?

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batariell
batariell

Which 3D modding tool are they using to make units models ?

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Guest
Guest

This comment is currently awaiting admin approval, join now to view.

ℱℓσℊℊℯɾ
ℱℓσℊℊℯɾ

Join this group if you area fan of the Total War series !
Moddb.com

Reply Good karma Bad karma+1 vote
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Medieval II: Total War
Platforms
Windows
Developer
Creative Assembly
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SEGA
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