Full release of Roar of Conquest: Late Middle Ages VI.
Here is the Late Middle Ages VI release for Roar of Conquest! For those of you who would like to know the changes made in this most recent version, refer to the article here: ROC: LMA VI Changelog To give credit where it is due, and most certainty deserved, my mod incorporates assets from the following mods:
- Stainless Steel 6.4
- Broken Crescent 2.4
- Meloo Fix 1.27
- Regional Knight Orders For All
- Yiu_DJC M2TW Unit Addons Mods
- Call of Warhammer: Beginning of the End Times
Installation Guide
1) After downloading Roar of Conquest, unzip the folder.
2) When you have unzipped the folder, find the location of your mod folder in Medieval II Total War on your computer. It should look something like this: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods
3) Drag the Roar of Conquest folder into the mod location in Medieval II. Once you're done, the file location should look like this: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\ROC LMA VI
4) When you open ROC LMA VI in it's location, you can create a shortcut by right-clicking on the file 'ROC LMA VI' application, and then selecting the option 'create shortcut', provided you have done the following:
- Go into you Medieval II folder, C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War, and scroll down until you find a file marked medieval2 and listed as the file type application.
- Right click on it and select the option "create copy", then paste the copy in the same location.
- Right click on the copy to rename it, and type in the new name kingdoms.
- Viola, the mod will now work! For a more visual presentation on how to do this, watch this video here starting at the 6:00 minute mark: Youtube.com. While this video is talking about a different mod, his guide for making it work applies to all mods for Medieval II Kingdoms, not just the one he refers to in the video.
Included in this upload is the map reset batch file that was previously it's own download, so you will not have to do separate downloads. If your campaign does not seem to be loading properly, try running this batch file first and see if it fixes the problem.
I have also included a Large Address Aware app in this download, along with a text file, title 'LAA', instructing you how to use it. Basically, the file allows your game to use more memory than the original Medieval II engine allowed, which prevents your game from crashing because your campaign or battle exceeds the hardcoded memory limitations of the original game.
And now you are done! I hope you enjoy the game; now, go forth and conquer!
If you are experiencing any crashes or problems in your mod, please locate the 'system.log' file located here: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\ROC LMA VI. Open the file using Notepad, and then copy whatever text is on the log. Please paste the log report at this Discord link: ROC Discord under the text channel roc_bug_reports
Thanks for keeping the mod alive
The changes are a bit crazy, but it should be really fun to try. I can’t wait
Great 🙏
No matter what I try, I cant get this to work. I have the steam version, and yes, I have followed the instructions (as well as any and all instructions I found online, google and reddit), I copied the medieval2.exe and created my own kingdoms.exe; it just does not work. It keeps giving me the unable to locate kingdoms. exe error.
Did anyone came across a similar issue?
Is the kingdoms.exe in the main Medieval II folder? And did you make sure that you created a copy of medieval2.exe, and not create a shortcut?
Different guest but I think the EXE keeps failing because my Medieval 2 is not saved at the C drive? Mine's in the D drive.
That should not make a difference; usually the error is that you make a shortcut of the .exe instead of making a copy.
Also, try to run it as administrator; that is the common fix for this type of error.
First of all: thank you for the continuing hard and inspiring work!
I read through the changelog and have one question concerning conquered regions: is it no longer possible to recruit e.g. English Longbowmen when playing as another nation and conquering England?
A few neighboring factions can recruit Longbowmen if they conquer England, like the Scots, but for the most part no. If you are Venice and invade England, for example, you will not be able to recruit them.
hi lord can i ask you why i can't play the mongol faction in the latest release
In this current version of the mod, the Timurids replaced the Mongols as a playable faction. The Mongols may come back as a playable faction in the future though.
How do I change the turns per year?
If you go into your "descr_strat" file, you can change the timescale value to your personal preference.
Hey so I can't recruit Templar Longbowmen as Crusader States even with the proper ranges? Is this a bug?
Have you gone past the first turn? Some units are scripted, so you need to go through the first turn so the script can load to unlock the unit.
is there a way to change character's aging to 1 year per 2 turns? i tried changing the timescale in descr_strat but that has no effect on character aging.
Did you start a fresh campaign to test it? Modding the aging is not save-game compatible.
yes i did
I'm afraid I don't know enough about the timescale to offer any more help...I'm sorry.
Keeps failing virus scan. Anyone have the same issue?
I wouldnt worry about that dude. SOmetimes parts of these mods get false positive hits. If the modder and known and trusted Id ignore it. But thats me
the save files of LMA_V are not compatible.
I mean, is kinda obviuos at this time, but I want to know anyway, because I want to delete the previous versions for space matters, so if it's worth to keep the saved games.
No, the save files are not compatible for any update; too many things are changed to allow you to use saves from previous games in newer versions of the mod.
esse MOD é uns dos melhores.
I have the steam, I have followed the instructions and i am getting the same error again : unable to locate kingdoms. exe error.
Try to run it as administrator; that is the common fix for this type of error.
Hi I've just followed the read me in the mod file and everything worked perfectly until I finished my first battle, the game seems to crash at the end of any battles no matter what. I followed the LAA instructions and patched both the med and kingdoms applications, any help would be appreciated thank you for all your hard work the mod rules
Do you have a copy of the 'system.file' from after the crash?
I really love the mod.
The addition of new factions and new units for already existing factions is a God-gift, however i've noticed that some units lack a voiceline (pretty much all cuman units don't have voicelines) so pls fix, otherwise it's a solid mod
The reason they don't have voice lines is that they don't exist for those units; creating voice lines for the units that don't have them may be a project for the future.
hi will it work withouth using LAA ?
It can work without LAA, but it is far more likely to crash without it.
This comment is currently awaiting admin approval, join now to view.