A mod focusing on the year 1065 in an alternate timeline where the Saxons had a large rebellion, and the Normans took longer to take England. New playable factions are: The Kingdom Of Wessex The Duchy of Wales The Duchy Flanders The Kingdom of Norway With the De-Hording of The Timurid's and The Mongol's. With the Timurid's starting with a hold on Jerusalem and Damascus, and the Mongol's controlling Sarkel. Other gameplay features include every faction being able to horde. Including the player. the activation of a hotseat campaign through the 'medieval2preference' file being edited. The creation of the pagan religion. The factions that are pagan include: Wales Scotland Norway Denmark Poland Another major improvement is the expansion of the British Isles' regions. With the adding of: Cardiff Manchester Oxford Cornwall Minor Changes: No Borders Next Heir Ancillary Norman Knights given to Normans Reworking of Byzantines into the Eastern Romans with New units to boot Playable Papacy End

Add file Report Medieval World Expanded Mod (v1.1)
Filename
MedievalWorldExpandedV1.1.zip
Category
Demo
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YaBoiNegro
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1.82gb (1,958,555,624 bytes)
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365 (1 today)
MD5 Hash
fbb3eed5a04c4695a7c461d13482ebe6
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Description

The First Release of the mod. Known Bugs: Churches diverting to pagan ones sometimes when you leave the game when playing as a catholic faction. Occasional crashes so save often. Leave reviews if you have found any bugs or have any suggestions.

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Medieval World Expanded Mod (v1.1)
Comments
morgothislordofall
morgothislordofall

Sounds like it could be a cool mod, it will not start for me though lol

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YaBoiNegro Author
YaBoiNegro

Explain the circumstances for that? When does it crash? how does it not start? Cause then I need to fix that.

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morgothislordofall
morgothislordofall

The bat will not start the mod on its own. Not sure how to make a bat that starts the mod, when I try and use another bat it seems to start the base game.

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Dravilt
Dravilt

Rename to some Kingdoms then start from steam and pick the one you named. But its not the best thing to do. Best thing to do is to copy the Target and paste it to Launch setting.

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aorcsphere123
aorcsphere123

agreed

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YaBoiNegro Author
YaBoiNegro

Yeah this guy is right. I use this though. 'https://forums.totalwar.com/discussion/132407/medieval-ii-how-to-run-mods-after-22-07-2014-update'

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Guest
Guest

i use disk

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YaBoiNegro Author
YaBoiNegro

You need to use a steam version sorry

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Guest
Guest

Playing as Wales, I'm consistently encountering unspecified errors when ending my turn in Winter 1068. Three independent games from the beginning, with the same crash point.

Up until the crash I was having fun tho. Great work!

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YaBoiNegro Author
YaBoiNegro

Maybe you could try going about your game a different way. However I will look into it. Thank you I appreciate it.

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JorvenGreshnar
JorvenGreshnar

It seems to crash after 20 turns. is there a way to fix it?

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YaBoiNegro Author
YaBoiNegro

is that exactly 20 turns? Cause I need the exact turn timer to try and fix it

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Medieval II: Total War: Kingdoms
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YaBoiNegro
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