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. -The game is meant to be a slow build-up of your nation, 6 turns per year early campaign only -Collect artifacts through battles such as special rings, shields, swords, axes, and breastplates. Enjoy the mod!

Some of the 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 and 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 and also allow 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 governor script.

6. Advanced Battle and multiple Campaign AI personalities 3 different catholic, 2 different Eastern, 3 different Greek and Orthodox.

Mod overview added later...

1) New Castles and Cities. Several factions have a new look to them. 2) Great Britain is larger for gameplay reasons and 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.


Some pics and more info about the mod:

Cuman Archers

medm1191

New Scotland Start

medm1

England Starting area

medm2

One of the new walls

medm3

and some more

medm4

many of these are made from brick textures from real castles...

medm16

medm1 1

exclusive to Venice...

medm5

more custom settlements...

medm6

There's still more but onto some units...

Cuman

medm7

cuman...

medm8

a few Bulgarian units

medm9


medm10

some random battles

medm11

medm12


New faction Volga Bulgaria

Starting area

Volga Bulgaria starting area

Bodyguard

Bodyguard

crossbow

20220530110923 1

archers

20220530111555 1

spearmen

20220530111508 1

more spearmen

20220530111530 1

light archers

20220530111415 1

Heavy ax

20220530111714 1

random battle

20220530121413 1

20220530121507 1

feedback is always wanted... thanks

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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Mod Preview

News 3 comments

Mod overview

1) New Castles and Cities. Several factions have a new look to them. 2) Great Britain is larger for gameplay reasons, and 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.


Some pics and more info about the mod:

Cuman Archers

medm1191

New Scotland Start

medm1

England Starting area

medm2

One of the new walls

medm3

and some more

medm4

many of these are made from brick textures from real castles...

medm16

medm1 1

exclusive to Venice...

medm5

more

medm6

There's still more but onto some units...

Cuman

medm7

cuman...

medm8

a few Bulgarian units

medm9


medm10

some random battles

medm11

medm12


New faction Volga Bulgaria

Starting area

Volga Bulgaria starting area

Bodyguard

Bodyguard

crossbow

20220530110923 1

archers

20220530111555 1

spearmen

20220530111508 1

more spearmen

20220530111530 1

light archers

20220530111415 1

Heavy ax

20220530111714 1

random battle

20220530121413 1

20220530121507 1

feedback is always wanted... thanks

Pagan Norway unit

Pagan Norway unit

News 3 comments

Hopefully this week I'll be able to release an update that I've been working on. New units for Norway one featured in images if you want a peak. many...

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 2 comments

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
A Medieval Mod: 1207 6.2 Standalone

A Medieval Mod: 1207 6.2 Standalone

Full Version 32 comments

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

A Medieval Mod: 1191 6.2 Standalone

Full Version 2 comments

A Medieval Mod: 1191 6.2 Standalone offers many bug fixes and gameplay adjustments.From fixing scripts not firing correctly and overall gameplay tweaks...

bat file

bat file

Patch

bat file for those who need to run the game. enjoy.

Patch 6.1c for 1191 OBSOLETE

Patch 6.1c for 1191 OBSOLETE

Patch

Fixed error preventing garrisons from being built in castles for the 1191 campaign.

Patch 6.1b for 1207 campaign only

Patch 6.1b for 1207 campaign only

Patch

Fixed error preventing garrisons from being built in castles for the 12007 campaign.

Patch 6.1 OBSOLETE

Patch 6.1 OBSOLETE

Patch 2 comments

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...

Post comment Comments  (20 - 30 of 316)
Guest
Guest - - 690,412 comments

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

Guest
Guest - - 690,412 comments

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

ariel127711
ariel127711 - - 86 comments

Will you be the kingdom of Saxony?

Reply Good karma Bad karma+1 vote
bosspartner
bosspartner - - 3 comments

Im starting, so exciting. its huge!!!

Reply Good karma Bad karma+2 votes
Guest
Guest - - 690,412 comments

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

Guest
Guest - - 690,412 comments

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

Guest
Guest - - 690,412 comments

Hello there and congratulations for your amazing mod.

I would like to ask if you have fixed a particular bug that I discovered.
When playing battles in forested areas, the trees were teleporting at random across the battlefield, making it a really annoying experience?
It was a shame, considering the excellent work done with the campaign, the units etc.
Have you fixed that bug?

Reply Good karma Bad karma+1 vote
fahk Creator
fahk - - 253 comments

I don't have that problem but it's an easy fix just go into the data folder and find the vegetation folder and just delete it. That will put trees back to vanilla style. I would just do a custom battle first see if its still messed up for you if so then delete vegetation folder. Then your good. Also thanks for the praise regarding mod!

Reply Good karma+1 vote
TheOnePaladin
TheOnePaladin - - 48 comments

I really would appreciate clearer installation instructions. When using steam, this mod seems to crash when trying to start a campaign. Also there are files that need to be moved to the main mod folder ? What I have been doing is extracting the mod. Extracting the patches (only for 1191) then moving the MEDM folder out into the mod folder because the mod cant find the kingdoms launcher. It seems to finally open but crashes when trying to start a campaign. Do you guys happen to have a discord because from what I see already the mod looks amazing.

Reply Good karma Bad karma+1 vote
fahk Creator
fahk - - 253 comments

ok let me see whats going on I'll try and update soon, maybe I made an error somewhere during the patches. I may have to re-test working versions for both 1191 and 1207 or just release both separately to avoid confusion. It works perfect on my end but, so that's good at least. So maybe hold off a few days I'll try and get it going before the end of week.

Reply Good karma+1 vote
TheOnePaladin
TheOnePaladin - - 48 comments

Okay so I tested it out and its the patches that are causing the crash for the campaign. Without the patches its fine and absolute fun. Thank you so much.

Reply Good karma Bad karma+1 vote
fahk Creator
fahk - - 253 comments

You should at least add the last patch which is only one file depending on the campaign your playing. It makes it so the household units will be recruitable by factions and since its just a building file it will not effect your current campaign. Until I get the rest worked out hopefully later this week.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X
Tags