A Medieval Mod: 1191 standalone: -Full list of features in the description. -Better ai both campaign and battle. -new units all around even from previous versions. -new interactive events such as traveling mercenaries. -Merchants are back but very limited, as with limited priests. -Religion now plays a bigger role in the order of your cities. -Should be harder to maintain order all around still might need tweaks. -Game is meant to be a slow build-up of your nation, 6 turns per year early campaign only -Collect artifacts through battle such as special rings, shields, swords, axes, breastplates. Enjoy the mod!

{{{{newest features here:

Huge update here's a list of some of the new features:
1) New Castles and Cities. Several factions have a new look to them.
2) Great Britain is larger for gameplay reasons, also added more settlements to the region. Should provide much better gameplay.
3) New Faction- Bulgaria is now in the game with unique quality units to boot.
4) Cumans roster redone, they look super cool. It's more of a western Cumania look/Slavic. You can still get Kypach looking units a little further east.
5) In the spirit of Keiv I touched up their roster, models were the same but the textures really enhanced the faction. Also added a settlement for them.
6) Venice is now Venice again, took flack for changing them before.
7) Start date is 1191 also working toward making the mod more accurate with history, much has been changed so check out the new mod overhaul.}}}


1. All factions (reskinned) are playable on a very large campaign map. The mod is based on history but is fictional.

2. New Interactivity:
Traveling Mercs-every so often a mercenary commander may visit your capital offering services. This is an opportunity to gain unique units only available through this process. Be careful not to offend them because they may decide to raid your lands.
Jousting tournaments-see if your favorite can make it to the highest level of Champion of Knights, with a little luck maybe.

3. New buildings such as:
training garrisons-new recruits gain experience also allows greek and Italian factions to stage games.
merc camps-certain units can only be found this way.
crusader outposts and settlements-go on a crusade and wage war against the east with units from these buildings. (can only build in the east as a catholic faction)
woodsmen guild-create longbowmen with England with this guild. Just one of the many guilds to build.

4. New resource-dependent buildings such as:
Weaponsmith-Fight for regions with iron or silver to improve your army's weapons, (hint)it takes a little mining but is well worth the effort.
Occupy regions with a slave resource to gain a slave-only unit to help soak up the enemy archer's arrows.
Regions with furs and hides may increase the trade of your leather workers compared to other factions without them.

5. Many ways to play at the beginning of your campaign choose from a siege and captain script also a governer script.

6. Advanced Battle and multiple Campaign AI personalities 3 different catholic, 2 different eastern, 3 different greek and orthodox.

INSTALLATION:
-Find the mod folder in your steamapps/common/Medieval II Total War/mods/
-once there you should see 4 mods that came with the kingdom's expansion.
-Pick one of those mod folders for this example we'll use americas mod and rename it to something like americas.original
-now create a new folder called americas and drop the files into that folder.
-start steam choose to play americas and it will run.

Here are just some of the new units of the mod:

Saxon Conscripts

Armenian Archers

Danish Knights

Aragon Knights

Improved Lithuanian Units

English Spearmen

Teutonic Mailed Knights

Armenian Heavy Infantry

French spearmen

Factions

Custom Cities and Castles

Random battle

--Huge thanks to the following for the concept ideas detailing from textures to models, scripts, music, and much more.

SS team, Last Kingdom, Wotw, BC, Bellum Crusis, Deus Vult, Dbm, Third age, Magyar mod, Rusuchi, Kostic unit ideas, Sship, RBAI, Dots, WotN, Kings Banner, Sandy units, nikossiaz real shields, Dolens awesome models and textures.

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Pagan Norway unit

News 3 comments

Thoughts on the new unit just completed in images?

Mainly overhaul of how recruitment works. 90% of the units or more will have a religion modifier to recruit. Hopefully will be coming this week or early next. Christmas may hinder progress.

Brief look at the mod

Brief look at the mod

News

This is a very slow-developing mod. Long build times for structures and 6 turns per year. Many new units very clean minimal clipping especially on western...

Moor update coming

Moor update coming

Feature 3 comments

Work in progress unit roster redo for Moors, release hopefully in a few weeks or less. Feedback is always welcome. Fatimid update will hopefully be released...

Stone Forts Preview

Stone Forts Preview

Feature 1 comment

Hopefully, within the next month, I'll be adding permanent stone forts. -Forts will be named and give revenue. -Forts will have permanent garrisons that...

Add file RSS Files
1191 patch 1.2

1191 patch 1.2

Patch 2 comments

This is more of an under the hood patch to help the ai play better. Also has some new nice map features around the Balkans. ****YOU ONLY NEED THIS PATCH-1.0...

1191 patch 1.1      OBSOLETE

1191 patch 1.1 OBSOLETE

Patch 13 comments

-You do not need patch 1.0 for this. -small patch fixing a few errors and mainly adding optional files for the player.

Medieval Mod: 1191 patch 1.0 OBSOLETE

Medieval Mod: 1191 patch 1.0 OBSOLETE

Patch

small patch. -Adjusted regions, settlements, and starting locations for Teutonic Order to be more accurate for the time frame. This did weaken them so...

A Medieval Mod: 1191

A Medieval Mod: 1191

Full Version 18 comments

Huge update here's a list of some of the new features: 1) New Castles and Cities. Several factions have a new look to them. 2) Great Britain is larger...

OBSOLETE    patch 2 for 4.0

OBSOLETE patch 2 for 4.0

Patch 1 comment

drop this into the data folder, patch one is included in this one so if you have not applied patch one just add this one if you have applied patch 1 again...

OBSOLETE      4.1 patch

OBSOLETE 4.1 patch

Patch

-a couple of bug fixes for 4.0 -drop in data folder -you do NOT have to start a new campaign

Comments  (0 - 10 of 131)
Guest
Guest

Great mod, I've played a bit and enjoyed it quite a lot. Played a bit with Bulgaria and found out that first all of your starting generals start with 0 loyalty which seems to be a bug, I've also found out that you can build the church of the holy sepulcher everywhere,I don't know why. I also played a bit with Kingdom of Jerusalem, but it seems that after some point around turn 30, I can't no longer train the hospitaller and templar knights, and I can't train any heavy cavarly in the Outremmer, also I found a weird bug,where after Venice captured the fort Nice, I got a fort general trying to enter it. He couldn't as I didn't control the fort, so the result was my general standing next to the fort and no general for Venice, When I captured the fort in the Ascalon province, I didn't get a general for it at all. Also the regions and the actual map are not aligned, which is a bit weird. Overall the mod is quite enjoyable!!!

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fahk Creator
fahk

Hey, thank you for the feedback. I'll have to check some of those bugs. As far as forts go they're kind of hit and miss atm. I'm debating if there even worth the effort to build upon. The script that controls the garrison for them indeed bugs out sometimes and I've run out of ideas how to fix them. Overall I still think there worth it for now. I may make optional with out them.

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Guest
Guest

It's a non-steam compatible mod, or just for steam users?

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fahk Creator
fahk

either will work

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SirRobertGuiscard
SirRobertGuiscard

Absolutely brilliant mod! The best Medieval 2 mod next to Divide and Conquer and together with Last Kingdom I play this mod almost non-stop currently! Just a question for developers: "Do you know the submod for Stainless Steel "Battle for the Baltic?" Also a brilliant work and they have the best skins for Rus there. Would be so happy if you could add them to this mod. They simply look the best and most authentic! From generals to diplomats, merchants and other agents. If you were to add to that, then for me personally the mod would just be perfect! But even without these skins, this mod is a lot of fun for me and just wanted to leave a big thank you there! Keep up with this great work!

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fahk Creator
fahk

Hey thanks a ton for the comment, glad you're enjoying the mod. After I add Volga Bulgaria to the mod I was actually gonna make a pass over the Russian factions most likely. I'm not familiar with the Russian units of that mod but I do remember browsing the mod back in the day. If you wanna pm me some links or pics I'll check it out. Just don't wanna dl another large mod atm.

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xWolfgangx
xWolfgangx

Hello, I literally just made this account to say that the mod, as awesome as it may be, just does not work. It crashes way too often, I've read everything you said to do, I've tried running in compatibility mode (Windows 7), I tried running as administrator, I tried renaming the Americas DLC to play the mod, I tried running through the batch file and the regular .exe, I redownloaded it and re-installed it 3 times since you mentioned to re-install because of any potential corrupted files, and literally nothing has worked and every time I play a campaign it crashes on the first turn, or it'll crash randomly upon entering siege battles, The only thing that works relatively okay is regular land battles. So i'm truly at a loss for words on how to get it to work like everyone else. And please, before you say you can't help me and it's on my end, that just doesn't make sense, I did everything to the letter and it still doesn't work and I'm not the only person here experiencing these issues, it can't be that it's all on our end, there has to be something within the mod itself causing it to crash. Not trying to devalue your work since it's great and would be a better experience without the constant crashing.

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fahk Creator
fahk

I'm not really a computer guy but maybe we can figure it out.
and also maybe someone in the community would be nice enough to help.

1-What kind of system do you have?
2-Can you send me a log or in pm.
3-I don't use Large address aware but I read that can help?
4-Have you tried using the bat file instead of renaming a mod folder such as teutonic/americas
5-how many turns do you get before a crash, is it every other is 10-20 also does it crash during your the turn cycle/ or during battles? so on...
I'm gonna post an image of how it is set up on my pc since I can't do it here so you can see if it's the same so please check it out

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xWolfgangx
xWolfgangx

I have a Windows 10 desktop computer, I unfortunately don't have the log file since I uninstalled the mod, due to some limited space and until I can get it working. I did try using the bat file, I tried everything I could think of honestly. Usually I couldn't even get past the first end turn and then it'd crash on whatever factions turn, a couple times I was able to complete the first end turn but then it crashed after about a minute but that was it after that it was the same every time no matter how many times I tried or what method I tried differently it always crashed during the first end turn. I tried fighting a siege battle on the campaign map as Jerusalem to test it out and it crashed while loading the battle. Custom land battles work fine though, no issues at all there. I also have nothing running in the background that I think would interfere in any way. I can download the mod again and try it and see what happens, I'll keep the log this time and send it your way.

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fahk Creator
fahk

I also read somewhere I don't remember where but it was another mod and the guy did a fresh install of kingdoms and that fixed his problem.
TBH I doubt the log file will show anything but never know.9

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