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  (60 - 70 of 316)
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

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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.

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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!

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Guest
Guest - - 690,412 comments

man , loving the battle just complete the textures of medieval foot knights and chilvaric foot knights for all faction and for Knights Hospitaller , and english knight etc give there horses armor they are just on normal horses despite being very calvary
And at last try retexturing the holy cross

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caledoniaxe
caledoniaxe - - 32 comments

Here's what I noticed, playing as the Byzantium.

1. Bulgaria's AI hasnt changed. They remained passive and only until they were attacked by Serbia did they started moving their army around. Yes, army. They barely seem to train troops. Also, their troop composition only consists of auxiliary and militia troops. No horses. No archers. No variety

2. There are a lot of rebel settlements that are still barely touched by the time I wiped out the Seljuk Turks. Also, it crashed and won't let me continue my game every time the turn comes to the rebel's.

3. Venice somehow kept declaring war on Papal States for each of every turn I make. I wonder if this is a bug coz I've seen this problem with another mode I tried before which ultimately turned me off. Everytime u press end turn, you'll see a notif about Venice declaring war on papal states.

This has significantly improved and but would still need a lot of improvement. I think the rebels not handled properly by AI is what caused the crash that I cant override no matter what I do. Sadly I think my campaign as Byz is lost.

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fahk Creator
fahk - - 253 comments

For your crash try this--In the data folder and find this file "export_descr_character_traits" and renamed it to something like "export_descr_character_traitsORIGINAL" I have a file just underneath it called "export_descr_character_traits_no_triggers_use_for_ctd" rename that to "export_descr_character_traits" run campaign for a few turns. It should hopefully get you passed the crash. Play 2-4 turns and swap the files back and you should be smooth sailing. I did that exact thing and ran the campaign another 20 turns and no crash.

I'll get with bitterhowl and see if he has an idea on passive ai and catholic factions attacking papal states. It might have to do with Byzantium combination of greater production and overall army strength. I did play Serbia the other night and was defeated when Sicily and Byzantium both attacked me.

Some adjustments were made I'll test them out before next patch

Reply Good karma+1 vote
Rayan_1999
Rayan_1999 - - 5 comments

Volga Bulgaria is not working
When I start Camping the game crash

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fahk Creator
fahk - - 253 comments

double-check your file installation, it definitely works.

Reply Good karma+1 vote
caledoniaxe
caledoniaxe - - 32 comments

The mod has a lot of potential. Graphics are nice.

What I noticed are the following tho:

1. The A.I. are somewhat passive even (in Easy Mode) compared to other mods like Stainless Steel or Bulat Steel.

2. Playing as the Byzantines, after taking Sis in Armenia Cilicia, I was expecting to be able to train my Byzantine troops but it turns out I can't. So what happens is that in order for me to retrain my units which were trained on fortresses or citadels, I would have to go back to Adrianople.

3. I wish there were ancillaries like King of Jerusalem once you conquer the area or King of Sicily, King of France etc.

The passiveness of the AI is what made me decide to stop playing the game for now and wait for your fixes. Hopefully, you'll see this and reply.

Great game, ngl. But it defo needs a lot of improvement for it to be greater.

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fahk Creator
fahk - - 253 comments

did you install 4.1 because that cai is new and isn't passive. should try that patch. Also removing the aor and just going with religious percentage for next update.
Thanks for feedback.

Reply Good karma+1 vote
caledoniaxe
caledoniaxe - - 32 comments

Yes, I did apply the fix and you're welcome friend.

Here's what I noticed with the game and the new fix:

1. Yes, the CAI did improve a bit although there were instances when they were still passive. Like the Bulgarians in my game, as the Byzantines, I conquered two of their settlements when they attacked me. Later on, they decided to ally me and went against the Cumans. It literally took them more than fifty turns before they managed to conquer the town outside of Sredets because they just kept sending small stacks. Idk what the reason for this is but I find it weird.

2. Still, I'm glad you're doing something about the recruitment coz it's what turned me off to continue my second campaign as the Byz again.

3. I wish you would have ancillaries like for instance with the Byzantines: Exarch of Italy, or Rex Sicilae if you manage to take control of the entire region. For me, it adds so much flavor and it is what I loved in Stainless Steel. Don't get me wrong. I already like the new additions you made which sets this mod apart from the latter (like the settlements)

I just wish there were ancillaries (titles like Dux, Exarch, Emir, Catapan, King) for this to be more "role-play" type of thing if you catch my drift.

Wish you best of luck and will await your new updates. Rock on!

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fahk Creator
fahk - - 253 comments

ancillaries maybe in future, right now focusing on serbia and new textures for all stone walls for every faction. as well as adjusting aor for units. Bitterhowl has new cai update that will also be implemented hopefully more aggressive than his last.

Reply Good karma+1 vote
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