This is a submod of the excellent Age of Petty Kings mod, if you haven't played it I recommend you go and try it out. This mod is standalone and doesn't require the original.

Add file Report Age of Petty Kings: Ice and Fire V1.3
Filename
Petty_Kings_3_V1.3.rar
Category
Full Version
Uploader
Joe021194
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Size
1.47gb (1,583,373,759 bytes)
Downloads
811 (18 today)
MD5 Hash
d8120e95cc972652f45419219d4e04cf
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Description

This version is stand alone, delete any previous versions before installing. To install extract the folder and then cut and paste the Petty_King_3 folder into your mods folder.

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Age of Petty Kings: Ice and Fire V1.3
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Guest
Guest

can't download?

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Joe021194 Author
Joe021194

Try again, i just tried there myself and it seemed to work fine

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Potentas
Potentas

I download it and when I start it up the basic M2TW starts up

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Joe021194 Author
Joe021194

Weird, could you talk me through how you installed it? Also is it steam?

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Potentas
Potentas

Hi sorry for responding so late when i download it i extract it to my m2tw mods folder than just rename it it one of my other expansions just like my other mods and yes i go through my steamlibary-steamapps-common-m2tw-mods and put the folder in their and rename it

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Potentas
Potentas

never mind i'm good now i got it running

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morgothislordofall
morgothislordofall

I love it! The seeing all generals in your faction tree is amazing! My brother and I have been playing hotseat together all night and love it. Very happy you added the two new regions to the Vale, imo they were much needed! I have not tested how strong the others are as I have edited the strength of the nights watch to hold them off for a long time. I almost forgot to copy my custom unit cards over when downloading this new version xD.

Loving what you are doing and I can not wait to see what you add next!

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Joe021194 Author
Joe021194

For some factions like yhe gardeners I didnt add all their lords becuase their family tree would have been enormous lol
Glad you are enjoying it

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Joe021194 Author
Joe021194

If you dont mind me asking ehat custom unit cards are you using and what for?

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Guest
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AegonTheEgg
AegonTheEgg

I really liked what you’ve been doing with the submod, both the previous instalments and this one - great work! I just had a few suggestions/questions that may be helpful in the longer run/for future installments:

-Removing the Paps, Pebble and the two settlements on Skagos makes sense when the number of sites runs out – would it possible though to put the rebel forces in a permanent fort (like those in the vanilla Britannia expansion?).

-To further power down the Others a bit you could consider downgrading their economy and technology – for instance through reducing their building options and giving them some other penalties (e.g. no smithy upgrades, no guilds, no ability to build new roads and ports).With them being undead not so much production, consumption, trade or population growth going on after all – a bit of a double edged sword I understand, with recruitment being money based.

-You could also consider reducing the (potential) number of Others settlements. If possible, Joramun’s fist could for instance be replaced by a permanent fort (there in canon not being a real settlement on the Fist), or for instance by merging Helman’s Harbour and the Ice River Clans into one territory (also opening up new slots for settlements elsewhere, and not too much action going on there anyways).

-You could consider turning the Wolf’s Den into the large city of White Harbour and a single recruitment region – ruled over by House Manderly after they were exiled from the reach (in canon this happened 700 before Aegon’s landing). Andal troops and a large city may change the dynamics of playing the Starks. Of course, this would require a solution for Dunstonbury/the Northmarch recruitment region in the Reach and may be a lot of work (I wouldn’t know – I’m a historian who loves to play mods but doesn’t build them ;) ).

-I personally like the Rhoynar troops in Dorne a lot, but they suffer from attrition as since the first mod it has not been possible to retrain them to restore their numbers. While the Rhoynar eventually assimilated into Dorne, at first in the small Martell kingdom, because of their significant population (Nymeria’s fleet consisted of 10,000 ships with refugees), they must have been a distinctive enough group to warrant at least small scale recruitment of new units and the retraining of existing units.

-Something funny seems to be going on with the roads around the Eyrie now. Also, the walls of Maidenpool and Duskendale partially sink into the underground a bit (not sure if something could be done about this).

Whether this (as I now see quite long comment) was helpful or not, I look forward to the next update. Keep up the good work!

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AegonTheEgg
AegonTheEgg

One final suggestion:

It might be nice to add some extra merc units, maybe including some Valyrian/Free
Cities units (which weren't particularly 'Free' at this point yet, but did exist) such as Myrish crossbowmen or some (to be devised) advanced but relatively cheap Valyrian units for the Targaryen faction. At Dragonstone a unique recruitment building, similar to those used by Byzantium in the Stainless Steel Mod, could for instance be placed. This would make the 'early' Targaryens a bit more different from their Andal neighbours and confer an advantage to compensate for the lack of dragons.

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atso1984
atso1984

how install this?
steam version

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Guest
Guest

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kemal3636
kemal3636

Hello. First of all, I'd like to mention that your mod is my favourite. However, in my humble opinion, The Others shouldn't be a thing unless we want them to spawn so. Knowing that, could you please release a patch that The Others will be removed from the game? So that anyone can just remove that faction upon their will.

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Kellersab
Kellersab

It wont start now said it cant find the kingdoms.exe when it could before

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atso1984
atso1984

extract the second file "Petty_Kings_3"
no Petty_Kings _3_V1.3"
and then dubble click "AOPK"

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Kellersab
Kellersab

It only gave me one file to extract

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Cole_Moore
Cole_Moore

This Mod looks to be the best of them all so far from the images and info about it. I'm in need of some tech help however...

I have had a kindoms.exe in my Medieval 2 folder for a very long time. That's the method I used for Third Age, Elder Scrolls, and Ice & Fire. I extracted this mod's zip folder to the Med 2 mods folder like everything else, but when I click on the batch file to start it up, I get an error message. It says 'cannot find kingdoms.exe make sure you typed it correctly.'

I'm confused. I've had kindoms.exe for two years. Above, atso1984 refers to extracting Petty_Kings_3 not Petty_Kings_3_V1.3. When I download the mod from here and opened up winrar, the only file ready for extraction is Petty_Kings_3_V1.3.

Can one of you tech guys clarify please? Thanks

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Atso198413
Atso198413

Steam Install instructions: If you are having problems launching the mod through steam then follow this guide, you are most likely missing the kingdoms.exe causing it to crash.

-Install your mod in C:\Program Files (x86)\Steam\SteamApps\common\Medieval II Total War\mods\

-Open folder “Medieval II Total War”

-Select the file “medieval2.exe” and create a copy in the same folder

-Rename the new file from “medieval2.exe” to “kingdoms.exe”

-Launch the mod

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Cole_Moore
Cole_Moore

Hi Atso198413, I already have a kingdoms.exe. I've had it for a long time and have used it for other mods such as Third Age and Elder Scrolls. For kicks and giggles, I copied medieval2 again and created a second kingdoms.exe. That didn't work.

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atso1984
atso1984

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Cole_Moore
Cole_Moore

I have done that. I've said that I already have a kingdoms.exe. I need a work-around for what's going on. IDK why it 'cannot find' kingdoms.exe when I'm looking right at the file.

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Guest
Guest

try this
go to the mods folder and open what ever folder you named the mod to (americas, crusades etc)Inside you should see the Petty_kings_3 folder.Copy this and past this into the mods folder than rename to the ext. you want (americas, crusades etc) Hope this helps!

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Guest
Guest

Cole_Moore I have the same issue as you, I had an extra folder that I had to enter to get to the exe, I thought that was the issue but now instead the exe goes to vanilla. I've also had the Kingdoms exe for ages. Did you find a solution?

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Cole_Moore
Cole_Moore

Joe, the mod's creator, is looking at this for me. If he finds a solution, I'll let you know.

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Guest
Guest

Why cant i recruit a diplomat/maester as House Bolton?

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Joe021194 Author
Joe021194

They dont start with the ability, build a maesters tower

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antwan4
antwan4

Whenever I start up the mod, it works until I start a campaign as any faction, then it crashes. I went into the files to try to see if I can fix it so I went into the "AOPK System Log" and it told me this:

22:01:20.987 [system.rpt] [always] CPU: SSE2
22:01:20.987 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
22:01:20.987 [system.io] [always] mounted pack packs/data_0.pack
22:01:20.987 [system.io] [always] mounted pack packs/data_1.pack
22:01:20.987 [system.io] [always] mounted pack packs/data_2.pack
22:01:20.987 [system.io] [always] mounted pack packs/data_3.pack
22:01:20.987 [system.io] [always] mounted pack packs/data_4.pack
22:01:20.987 [system.io] [always] mounted pack packs/localized.pack
22:01:21.065 [system.io] [warning] open: mods/Petty_Kings_3/data/text/diplomacy.txt.strings.bin is missing
22:01:21.065 [system.io] [warning] open: mods/Petty_Kings_3/data/text/diplomacy.txt is missing

How do I fix this?
(Also, I am playing through Mac but I was able to access the mod before this happened)

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