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.

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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...

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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  (50 - 60 of 316)
flarevaloc
flarevaloc - - 90 comments

With the Steam version of the game, crashes happen quite often, unfortunately.

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

Use the application to launch the game after applying large address aware that should fix it. This mod no longer runs good on Steam because of the new textures.

Reply Good karma+1 vote
flarevaloc
flarevaloc - - 90 comments

If you don't mind, could you please make a tutorial for installing the mod appropiately for the application lo launch? Never worked for me.
I had no idea and checked elsewhere for an alternative solution (Basically replacing one of the vanilla mods). Thanks in advance.

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fahk Creator
fahk - - 253 comments

In the MEDM folder look for the CFG file and make sure it is named MEDM. copy this code in quotes and put it in the cfg file
"[launcher]
kingdomsDir=..\..
swapMenuBackground=true
swapMenuMusic=true
swapBAI=true
autoLocateLogFile=true
autoBorderlessMode=true
steamCheck=true
firstRun=false
steam=false
[features]
editor = true
mod=mods/MEDM
[util]
no_animdb = true
[log]
to =mods/MEDM/system.log.txt
level = * error
;level = * trace
;level = ai.ltgd trace
[io]
file_first=true
[video]
no_background_fmv=true
grass_distance=25000
unit_detail = high
windowed=true
borderless_window=true
movies=false
show_banners = 0
[game]
unlimited_men_on_battlefield=1
label_settlements=1
event_cutscenes=1
auto_save = 1
allusers=1
micromanage_all_settlements=1
advisor_verbosity=0
[misc]
show_hud_date = 1
#remove the # in the next line if you want launcher to bypass straight to the last save when you start mtw2
#bypass_to_strategy_save=true"

In order to edit the cfg file you'll need to take it off read only memory in properties and then put it back to read only after you edit it.

Then apply the large address aware to the application and run the mod. If that doesn't fix then something else going on. Also, new version coming very soon looks like so might want to wait to invest a bunch of time in it.

Reply Good karma+3 votes
flarevaloc
flarevaloc - - 90 comments

thank you

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,412 comments

Just lost faction leader but after a few turns the faction heir is still not having the faction leader traits. Does he need to go to the capital to get crowned? If so how long does it take? I cant see anything in the traits file that indicate a solution. Any advice would be appreciated.

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

what faction are you playing, I'll have a look at the files.

Reply Good karma+1 vote
Guest
Guest - - 690,412 comments

Lithuania

Reply Good karma Bad karma0 votes
fahk Creator
fahk - - 253 comments

Ok thanks, I'll see if I can fix for next update in a week or so.

Reply Good karma+1 vote
SuperCamelVN
SuperCamelVN - - 19 comments

When I start short campaign the Mongols always win on turn 1.

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fahk Creator
fahk - - 253 comments

short campaign has not been worked on, just early, and high.

Reply Good karma+1 vote
Guest
Guest - - 690,412 comments

Hello.
I have a problem with the appearance of curtains in the graphics when playing any battle. These "curtains" do not allow a good view of the battle map.
Does anyone also get this graphical error?
Do you know how to correct it?
It only happens to me in this mod.
Thank you

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

I think I know what your talking about, its the death animations that are bugged from the archer bowstings. I removed several and hopefully that fixes things.

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

Unfortunately, I don't have an answer for you, it works fine for me and others. Maybe a graphic setting or setting some were that's conflicting.

Reply Good karma+1 vote
flarevaloc
flarevaloc - - 90 comments

It happens to me as well, I believe it's triggered by ordering archers to shoot arrows in the center of castles. I haven't seen it anywhere else.

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

I think I know what your talking about, its the death animations that are bugged from the archer bowstings. I removed several and hopefully that fixes things.

Reply Good karma+1 vote
Guest
Guest - - 690,412 comments

Ok. If it doesn't happen to anyone else, then it must be a problem with my graphics.
Thanks for answering. Greetings and encouragement with the mod!

Reply Good karma Bad karma+1 vote
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