A beta branch of MossflowerTW mod for Medieval 2 Total War - Kingdoms.
Mossflower TW is a mod for M2TW - Kingdoms based on the works of Brian Jacques.
This is a derivative fan work, destributed freely, and contains no copyrighted material.
We claim no ownership over characters or themes presented in this mod.
I'd like to dedicate this mod to Arty, Nat, Am3ricanec, Jon the Dog, my family and the wonderful Med2 modding community.
This mod is in beta. Expect bugs and crashes. Please send your bug reports along with the log files here: Discord.gg
-== INSTALLATION ==-
- Navigate to your <medieval2>/mods folder.
- Extract the "mossflower" folder from this archive there.
- Run the Mossflower.bat for base mod or M2TWEOP GUI.exe to play with the Engine Overhaul Project (EOP).
This mod uses the Engine Overhaul Project (EOP). The list of features only avalaible through EOP:
- The seasonal settlement model change script
If you want to play without EOP, you may want to enable custom settlement models.
- Open the descr_campaign_db.xml file in the mod's "data" folder with any text editor.
- Find the "use_faction_creator_sett_models" line and replace "false" with "true".
-== C>
- Title card art by Artyeest
- Hood models by Orendi
- Stratmap tree models from Princes, Kings and Generals; suggested by Urbgen (Insularis Draco), permission by Makanyane
- Writing team Hyval, ColonelMatt88, Rogue Navigator, Arfamis
- Stratmap rework by Sunob Repus
- 12 turns-per-year script by GreenEyedDevil, with contribution from Urbgen
-== CHANGELOG ==-
v0.3
- Added character names from the Redwall series;
- Added character traits for different species: mice, rats, and others;
- Added hidden resources for recruitment of different species;
- Added new factions: Corsair Alliance, Holdings of Gingivere, Lilygrove;
- Added a non-playable Citizens of Mossflower faction as a "good" counterpart to neutral warlords;
- Removed the ability to transform castles into cities;
- Added many unique and generic buildings;
- Changed inaccurate campaign descriptions;
- Added many new units for multiple factions;
- Greatly expanded character movement range;
- Many UI changes;
- Campaign rebalance: economy, bonuses and penalties from governments, neutral agent spawn rates;
- Many new stratmap models;
- New stratmap flag symbols;
- EOP script that changes settlement models according to the season;
- 12 turns-per-year script with proper ageing;
- And more!
Have fun!
- FEB
sunday of joy
Glad you like the mod!
Thanks master
DK if this is the right place to post, otherwise I´ll delete and repost.
A few things to look into, all which is mentioned in my video. But the three biggest to mention.
The mod crashed in battles. DKW but it happens. Maybe some file missing but I dont see a problem in that (mayber there is)
The big island to the north (Hold Wilde) needs a river crossing or two. The units there are currently landlocked. Maybe add a starting ship to the Cossair alliance?
Generals having consripts as bodyguards. I suppsoe this will be worked on to give them bodyguard units? OR better units atleast.
Money money money ^^
Also kindly add some loyalty to starting generals? Fliped my **** internaly when Prince Jobst gave me the finger and took my main army >;(
Thank you!
I will certainly address these issues, thank you! Most are already fixed in the in-dev patch, coming soon-ish.