Full release of Roar of Conquest: Late Middle Ages VIII.
Here is the Late Middle Ages VIII 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 VIII Changelog To give credit where it is due, and most certainty deserved, the 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
- Tsardom Total War
- XVIIth Century TW
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 VIII
4) When you open ROC LMA VII in it's location, you can create a shortcut by right-clicking on the file 'ROC LMA VIII' 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 should now work! For a more visual presentation on how to do this, watch this video here: How to Install Roar of Conquest: The Late Middle Ages VII
Included in this upload is the map reset batch file. If your campaign does not seem to be loading properly, try running this batch file first and see if it fixes the problem.
The mod also included a Large Address Aware app 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!
Note: This update is not save-game compatible. If you have installed a previous version of the mod, this update will replace that version entirely.
Also, if you are having trouble getting the mod to run, please try to 'run as administrator'; it is the most common fix for this problem. Now, have fun, and 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 VIII. 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
Super, all in one, thanks a lot!!!
is this in the English version?
Yes.
Gracias for update
It keeps saying unable to find Kingdoms.exe
can somebody help please?
We got same problem
You need to create it. Instructions are in the installation instructions.
I followed the instructions completely and it still says unable to find Kingdoms.exe even though it's right there
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I installed the game again and demands Kingdoms why I have it
I have kingdoms I have everything but the new mod does not work old works well but this one does not
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is there a portrait sub-mod for this mod?
Not that I am aware of.
I'm loving it so far! Keep up the good work! By the way, are you still going to
update this?
There is a patch planned, and we have some ideas for a future update involving the campaign map.
People, please add the new world as in vanilla !!!
You cannot have all this upgrades and tweaks in this beautiful mod and yet for some reason decided to exclude the new world....
it would be the perfect oportunity to put to the test those gunpowder weapons and new mechanisms !!!!!!
Awesome work, lighter than S.S. or other gigantic mods!
Too many scripts in mods of one-core-cpu-designed games like M2TW
make the game unbearable for most pcs so well done from this aspect!!
I would just like to ask the creators to add the new world in the campaign with its indigenous factions as in vanilla !!!
You cannot have all this upgrades and tweaks in this beautiful mod and yet for some reason decided to exclude the new world....
It would be the perfect oportunity to put to the test those gunpowder weapons and new mechanisms !!!!!!
* The comment of the guest above is mine, i made it as a guest but then i registered in MOD DB to not have to await the admin´s approval.
Im not the author but on top of remaking the map that would require enormous recoding of all positions and scripts.
Not to mention it's impossible to add more factions.
I find the mod is awesome the way it is
I don't know if anyone else has encountered this, but the AI in VIII seems bugged out.
Tried playing in VH Campaign difficulty. For example, playing HRE in VH usually means within 10 turns you'll be swarmed from all four sides of the map. Yet every time I start a campaign, every faction immediately starts allying itself with almost all others, be it Islamic or Christian. There's no sign of any conflict anywhere. Nobody's attacking anyone including me, even the scripted warring factions in the beginning of the campaign promptly make peace with each other. This never happened with the previous version.
That's part of the new AI in the mod. Rest assured, the factions start attacking each other within the first 20 turns of the campaign, and the making and breaking of many alliances between the AI makes for less predictable campaigns in comparison to previous versions of the mod.
Edit: I can understand your confusion, though; it was a bit of an adjustment for me during the playtesting stage, but it grew on me, and it was well-received by the mod team and mod testers as well.
Thank you for replying. And yes, after 20 turns or so, hell indeed breaks out! It seems to me that at first I got too freaked out at this change to the previous AI. Now I'm enjoying this change to the fullest. Thank you again for all the hardwork you and your team is doing. Keep it up.
P.S. It would be a treat if you could add a dedicated factional mercenary recruitment building for every faction in the next update, like the ERE has the Hetairae building.
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Good day! Does the new 'file upload' date mean it had an update?
Yes, this is my question as well.
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Mod is beautiful, but you can see that these gamonia from Steam do not send a Kingdoms file and it's probably especially with the SEGA company because Mod simply showed that the models are better than the Creator Hehehe
\ It seems that Steam has updated its version and there is a great problem with firing fashion or update microsyf has again made a brothel
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my PC can't really handle this mod :')