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

New Scotland Start

England Starting area

One of the new walls

and some more

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


exclusive to Venice...

more custom settlements...

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

cuman...

a few Bulgarian units


some random battles


New faction Volga Bulgaria
Starting area

Bodyguard

crossbow

archers

spearmen

more spearmen

light archers

Heavy ax

random battle


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.
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

New Scotland Start

England Starting area

One of the new walls

and some more

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


exclusive to Venice...

more

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

cuman...

a few Bulgarian units


some random battles


New faction Volga Bulgaria
Starting area

Bodyguard

crossbow

archers

spearmen

more spearmen

light archers

Heavy ax

random battle


feedback is always wanted... thanks
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...
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...
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...
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...
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...
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.
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.
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.
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.
very good work! hope the building system and the economic will be simple, there are many mods that have too much buildings and the economic balance totally broken.
Is it normal that when I start a campaign with the byzantines in 1191 i get a "The mongol empire is victorious message"?
no, somewhere somthing was either incorrectly installed or something. Double check the folders.
Seems to be some bug with fort garrisons? Conquered Arenburg as Novgorod from the Teutonic order and their general "Sanctus" keep respawning every turn outside the fort while I don't recieve any units.
Thanks for the heads up, I found the problem and fixed it. Its not a perfect fix because that would require a ton of coding but at least it won't spawn units out continuously. I'll release with next update or patch.
Grand!
I reckon the units can just stand there but might cause targeting issues for AI armies, devastation for the owning faction and cost upkeep for the AI otherwise. Awaiting the next patch then!
Hey Im trying to test out your mod tho i get the unable to locate kingodoms.exe error when i try to run it it doesnt happen to any other mods just this one
can you describe what you did during the process of installation and trying to start it. Maybe I can help then. also is this the 1st time installing it?
ye my first time and i simply moved the mod folder to mods and then the 6.1 patch as well as 6.1b and c for each of the campaings
D:\SteamLibrary\steamapps\common\Medieval II Total War\mods\MEDM
once inside the MEDM folder apply large address aware to the MEDM 1191 application and launch mod through application. Thats it, if not working then something is wrong on your end. also make sure the cfg file is also named MEDM
wouldn't you by a chance have a .bat for the mod to run i get the problem with mods launchers and only able to run them thru bat
I uploaded a bat file, you'll still need to run large address aware or you'll get crashes.
great thank you :) now it works all good