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Rise of Three Kingdoms is a total conversion mod for Medieval II: Total War: Kingdoms, with the aim of the mod being to completely recreate the Three Kingdoms Era (190 to 280 CE) as accurate and true to history as possible.The mod features hundreds of historic characters with their own unique biographies and titles, dozens of period accurate armaments, representation of dozens of famous military units from the era, unique mechanics to either usurp the throne and establish your own dynasty or support the restoration of the Han, historic mission trees for the five main factions from the era, and the inclusion of various non-Han peoples such as the Nanman, Xianbei, Nanyue, and Goguryeo.

History
The previous and original version of this total conversion mod, "Three Kingdoms - The Fight for Supremacy," was a modification for Rome: Total War. However the developers modified the Rome.exe and included the complete game in their uploads. These made the modification illegal, thus TWC never allowed them to advertise the upload links or have an own forum. Later, Gigantus started a new project; he decided to port the old conversion to a better engine, namely the Medieval II: Total War: Kingdoms engine. Seether and others joined shortly after and released the first Beta in 2013 and, later, v1.4 in early 2014. After real life was sorted out, Gigantus and Seether joined forces once again in early 2018 to continue production of the mod. Version 6.2.00, released on 04 February 2023, stands as the current and final version.


Current Team

Gigantus - Mod Leader

Seether - Lead Designer, Jack-of-all-Trades

Fahnat - 2D Art and Other Media

cedric37 - 2D Art


To check out the Official Mod Preview, click Here

To go to the mod DOWNLOAD page, click Here

It is highly suggested to use the 4GB Patch with this mod, as it allows Medieval II to use greater system resources, allowing greater stability and performance for modifications. The easiest way is to Google "4gb patch" and the first result should be from NTCore. When you run the 4gb_patch.exe, apply it to medieval2.exe

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RSS Articles

Greetings once again, everyone.

As had been stated previously by me, version 6.0 (and the subsequent v6.1 update) was fully intended to be the very end of the mod's development cycle and I was totally content with where the mod stood in terms of it's finalized content. In fact, I had rather been enjoying not actively modding anymore, as well as all of the free time I now found myself with. However, with the discovery of a game-breaking bug in the v6.1 Update, I couldn't just let such linger and felt it my obligation to have an official patch to clean up the issue. But while the bug fix itself was easy and small, I decided to put together some more meaningful content for a proper update to the mod. The more I started digging around, the more things I found that could be fixed, cleaned up, polished, or overhauled. In no time at all, me wanting to produce a "meaty" update became a much more in-depth and extensive project than I had originally intended. And so, here we are with the new v6.2 Update.

Throughout the entirety of the mod's existence, there has only been one "culture" amongst all of the factions. Culture is a technical term for Medieval II Total War, specifically regarding the varying of UI elements, portraits, look of settlements on the campaign map, and settlement battle maps for factions of different cultures. For this update I decided to create entirely new cultures, so that the different cultures can have unique-looking settlements on the campaign map. Specifically there is the Korean (Goguryeo), Hundred Yue (Nanman), Mountain Yue (Shanyue), and Hu (Xianbei) in the 194 campaign, and the Qiang (Liangzhou) in the 190 campaign. There are not different UI elements for each culture (because that type of 2D art is not my forte) and there is also not different battle maps for each new cultures' settlements (that is too huge of a project at the moment); all cultures will still use the default Chinese battle maps. With that said, here is a progression of the new Hundred Yue settlements from (L to R) town to huge city and following that is an example of the new huge city model for the Han Chinese

NanmanSettlements

hugecity

Along with the major changes in campaign settlements and culture, we were also fortunate to be given use of the incredibly awesome trees from the yet-to-be-released 'Princes, Kings and Heroes' mod by makanyane and wilddog. While there is a wide-variety of trees available, many were not suitable for the climates or biomes that this mod covers, and so only specific trees from PKH were selected for our climates, making modifications and changes where needed or necessary. Their work is truly amazing and the trees they produced are indescribably better than anything else that has ever been produced by the M2TW modding community. Honestly, words cannot do justice to the brilliance of mak and wilddog's work, so a screenshot is definitely needed to display their work. For an example of this, below is an image of our existing city-size Han Chinese settlement (with fixed wall textures) nestled up to a small patch of autumn forest, then a screenshot of the deciduous forests of western Jing meeting the tropical jungles of northern Nanzhong in the winter-time months.

terrain

decitotrop

While the changes to the campaign map are perhaps the biggest and most obvious, there is a fairly large list of fixes, adjustments, and changes for this update. One of the more tedious was completely overhauling 'heat fatigue' ratings and ground type combat bonuses for all units, so that now units from the north and south of China will have advantages and disadvantages in both the terrain and climate they fight in. Just one example is that northern troops will suffer extra fatigue in the south, while southern units will have combat penalties in the snow. Along with those changes to the battlefield, nearly every terrain texture on the battlefield have been updated, along with the inclusion of new voices for over 30 heroes when selecting their unit in battle. There was also some improvements to the models of a few units, namely the bodyguards and light-tier units of the Shi Clan (Nanyue), giving them improved uniformity and quality matching those of other factions, as well as some minor improvements to the Xiliang Cavalry and Energetic Tiger unique units. As I mentioned before, the changes for this update are fairly extensive, and far too much to explain here, so please check out the complete changelog on the update's download page for a full list of changes. And with that, here is a screenshot of the improved Xiliang Cavalry as they charge into battle.

xiliangcav

The Version 6.2 (Huangchu) Update can be downloaded here and has instructions on how to properly install the patch (point installer at Medieval II Total War folder).

IMPORTANT NOTE: You must have the Rise of Three Kingdoms v6.0 Full Release installed prior to installing this update. This update is NOT save-game compatible (will break saves).

Happy gaming!

Rise of Three Kingdoms Version 6.0 Full Release

Rise of Three Kingdoms Version 6.0 Full Release

News 3 comments

All-in-one, definitive final version of the Rise of Three Kingdoms mod for Medieval II Total War.

Rise of Three Kingdoms Version 5.6.1 Hotfix

Rise of Three Kingdoms Version 5.6.1 Hotfix

News

The v5.6.1 Hotfix corrects an elusive issue in which the mod would crash when conquering Chang'an in the mid-to-late game, overhauls and rebalances javelin...

Rise of Three Kingdoms Version 5.6 (Guandong) Update

Rise of Three Kingdoms Version 5.6 (Guandong) Update

News 2 comments

The v5.6 Update makes some significant fixes and improvements to the mod, including the addition of the Guandong Coalition event, greatly expanded name...

Rise of Three Kingdoms Version 5.5 (Yonghan) Update

Rise of Three Kingdoms Version 5.5 (Yonghan) Update

News 2 comments

The v5.5 Update makes some significant fixes and improvements to the mod, including the updating and removal of colored backgrounds for all unit cards...

RSS Files
RoTK v6.2 Update

RoTK v6.2 Update

Patch 8 comments

The v6.2 Update adds several new cultures to the mod - including unique settlements for the campaign map -, completely revamped trees, foliage, and ground...

[OBSOLETE] RoTK v6.1 Update

[OBSOLETE] RoTK v6.1 Update

Patch 6 comments

The v6.1 Update fixes some outstanding issues and bugs in the final version, as well as finalizes content related to Area of Recruitment (AoR) in regard...

Rise of Three Kingdoms v6.0 Full Release

Rise of Three Kingdoms v6.0 Full Release

Full Version 7 comments

All-in-one, definitive final version of the Rise of Three Kingdoms mod for Medieval II Total War

[OBSOLETE] RoTK v5.6.2 Hotfix

[OBSOLETE] RoTK v5.6.2 Hotfix

Patch

The v5.6.2 Hotfix corrects an issue where, after starting "Liu Bei's Journey" missions in the 194 campaign, being unable to load saves related to those...

[OBSOLETE] RoTK v5.6.1 Hotfix

[OBSOLETE] RoTK v5.6.1 Hotfix

Patch 4 comments

The v5.6.1 Hotfix corrects an elusive issue in which the mod would crash when conquering Chang'an in the mid-to-late game, overhauls and rebalances javelin...

[OBSOLETE] RoTK v5.6 Update

[OBSOLETE] RoTK v5.6 Update

Patch 8 comments

The v5.6 Update makes some significant fixes and improvements to the mod, including the addition of the Guandong Coalition event, greatly expanded name...

Comments  (0 - 10 of 794)
Guest
Guest - - 687,512 comments

It's seem like the new tree didn't appear for an unknow reason. try reinstalling the game yet still just a black block. try using the previous version(6.1) and didn't have this issue either.

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Seether-ModDB Creator
Seether-ModDB - - 423 comments

In the Main Menu > Options > Video setting > Show Advanced Options, there is a box on the bottom-middle (underneath Grass Detail) for "Campaign Shadows". Is that checked? I just did some testing and found that, if the box for Campaign Shadows is not checked, then there will be no trees on the campaign map - instead, just black boxes where the trees should be.

Reply Good karma+1 vote
Guest
Guest - - 687,512 comments

The season script breaks for hotseat campaigns, because it advances by a month every player turn instead of once per round. Trying the month progression to the rebel or unaligned faction should fix this issue.

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Seether-ModDB Creator
Seether-ModDB - - 423 comments

Was not at all aware of that. I’ll look into it further

Reply Good karma+1 vote
Guest
Guest - - 687,512 comments

miao militia causes crash during battle in 190 campaign

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Seether-ModDB Creator
Seether-ModDB - - 423 comments

For a specific faction? All factions? Regular or custom battle, or both?

Reply Good karma+1 vote
Guest
Guest - - 687,512 comments

for all factions during both campaign and custom battles

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Seether-ModDB Creator
Seether-ModDB - - 423 comments

Okay, I will look into it. I’m thinking it may be an animation issue

Reply Good karma+2 votes
Seether-ModDB Creator
Seether-ModDB - - 423 comments

Download the below file and place it in your Medieval II Total War/mods/rotk/data190/unit_models/ folder and allow to overwrite. Then, when you start the mod, select option #2 from the launch menu.

I did a quick test and it appears that save games for 190 campaigns should be fine to use.

EDIT: Fix in v6.2 update

Reply Good karma+2 votes
Guest
Guest - - 687,512 comments

thank you for quickly fixing the issue

Reply Good karma Bad karma+1 vote
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