If anyone has interest I may add some more stuff in 2024 please add in comments ideas. Was thinking of adding a raiding script and maybe redoing the Hungarian units. thanks
A Medieval Mod: 1207 6.2 Standalone offers all the fixes from the 1191 6.2 campaign but with a later start date and a new faction in the Latin Empire...
A Medieval Mod: 1191 6.2 Standalone offers many bug fixes and gameplay adjustments.From fixing scripts not firing correctly and overall gameplay tweaks...
Fixed error preventing garrisons from being built in castles for the 1191 campaign.
Fixed error preventing garrisons from being built in castles for the 12007 campaign.
I fixed some things I neglected to put in trying to rush the release of the mod. Changes are down below, please give feedback even if don't like it. Would...
A Medieval Mod 1191 6.0- Now includes an optional campaign 1207 featuring The Latin Empire. Along with new high-quality portraits, new units for Latin...
just some minor fixes... ixes the wrong ladder and siege towers size (too small) for a variety of large cities, mainly southern euro and greek. fixes...
A Medieval Mod 1191 5.0 release, new units new ai new settlements. Please help and report if you find any bugs enjoy the mod.
-Kiev revamp -Novgorod revamp -Epic battle sounds implemented -Militia western unit overhaul
-this is an optional file. It will limit your spies and assassins to be trained only in the capital and in fewer numbers -also turns off perfect spy in...
***you only need this if you downloaded the mod before 2-16-23 I reuploaded build 3 to include this patch and fix a few launch issues. This is the first...
====Main Features-Redo of Georgia Roster-implemented a garrison script, the way it works is you must have an army quarter's building for it to trigger...
*****APPLY AFTER you apply patch 2***** fix for missing mesh causing ctd for a couple of new rum units and fixes wrong mesh for Turkish archers. Also...
***APPLY AFTER PATCH 1.0***** Complete redo of unit models for Sultanate of Rum, Abbasid Caliphate, and Ayyubid dynasty. They are resources heavy but...
***apply after build 2 main download Patch for A Medieval Mod: 1191 build 2. Includes many new units some fixes and more. Check out the description for...
A new version of the mod is out, lots of new cool stuff, from new factions to play many new units and many fixes.
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...
-You do not need patch 1.0 for this. -small patch fixing a few errors and mainly adding optional files for the player.
small patch. -Adjusted regions, settlements, and starting locations for Teutonic Order to be more accurate for the time frame. This did weaken them so...
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...
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...
-a couple of bug fixes for 4.0 -drop in data folder -you do NOT have to start a new campaign
Whats new in version 4 1 Byzantine has been redone completely new skins models and textures. 2 Moors completely redone, including Sudanese and Bedouin...
1 fix for rebel ships around greater syria and Ar-Raqqah. 2 fixed a double pasting of code in export descr character traits boosting heretics too much...
Tons of new features and adjustments to an already loaded mod.
Added 40 Named stone forts to the world -permanent garrisons -provides income -other fixes
This small patch will greatly help the speed of turns some folks have been complaining about.
For those who don't like the long build times and slower recruitment, this should help. Just drop this in the data file.