kingdoms grand campaign mod
MOD DOWNLOAD LINK
http://files.filefront.com/Kingdoms+Grand+Campaign+Mod+Final/;9202701;/fileinfo.html
Installation Notes (Please read all of this)
This mod will not work without Medieval II Total War Kingdoms installed! You do not need the game unpacked. The installer has been made as simple as possible to use. Just make sure you install to this directory path if thats where the main game is installed C:\Program Files\SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod. Important when you have installed the mod and play it for the first time it will build the new map. Dont worry about when you choose a faction and hit the start button! It is not a crash wait a few minutes and it will load eventually. Next time you start a campaign it will load straight away. Make sure you do not install this mod to the wrong place, installing to path C:\Program Files\SEGA\Medieval II Total War will overwrite the main game and could cause serious uninstall problems.
To uninstall the mod run the uninstaller in the start menu and then delete the folder kingdoms_grand_campaign_mod. A mod shortcut can be found in the kingdoms_grand_campaign_mod folder. You can place this on your desktop if you wish.
Kingdoms Content
-Retrofit mod by Unspoken Knight included.
-Kingdom of Jerusalem and Antioch added into the grand campaign.
-Every new unit from the crusades campaign added.
-New look interface for northern, southern and eastern european factions as well as middle eastern.
-New music added including the Teutonic music for eastern European factions.
-Heroes added to the campaign! including new hero Frederick Barbarossa.
-Hotseat mode fully functional and fixed! you can now defend in a siege.
Campaign and AI
-Improved battle AI thanks to Lusted.
-New campaign AI also from Lusted is more aggressive than in previous versions.
-Small garrison script to defend capital cities only!
-Recruit priority offset done for every faction in the campaign!
-New win conditions for each faction (outlive faction determines the AI's main enemy)
-Faction standing script completely redone, starting faction relations more historically accurate.
-Character movement points increased (military stays the same for 0.5 years)
-Money script for all AI factions for a harder AI opponent.
-AI debt script.
Map and Settlements
-Bigmap, including new regions, Gloucester, Exeter, Krak de Chavaliers, Valladoid, Ancona, Clermont, Reval and Hassleholm.
-Better map textures for bigmap thanks to DLV mod.
-Added Kings models to the campaign map.
-Big changes to the building tech tree, thanks to Stainless steal mod for even better army recruitment.
-Added guilds teutonic knights chapter house for HRE at the start and knights of santiago chapter house for Spain.
-Longer building times for 0.5 years per turn.
-Improved each level of gates slightly to compensate for lack of fire arrows for defenders in a siege.
-Every settlement on the campaign map starts with more advanced buildings and roads.
-Improved growth rate (thanks to Grandviz) so that settlements take longer to grow.
-Every faction starts with more regions and has at least a level "city" capital.
-Longer building times for 0.5 years per turn.
-More recruitment slots and free upkeep slots.
Units
-Burrecks high and early period unit skins.
-Size of all cavalry units reverted back to 80 men for bigger battles (new balance changes stay the same).
-More units added to the tech tree including Dismounted Gothic Knights.
-Dismounted Feudal Knights now recruitable earlier from the Drill square!
-Recruitable generals available at barons stables or above.
-Venetain Heavy Infantry (attack) stat_pri increased from 7 up to 9.
-Removed secondary fire from archers to avoid unrealistic fire spam (AI skirmish better with primary fire only).
-Slight increase in morale for all units for longer lasting battles.
-Cheap missile units now not buildable above bowyer!
-Removed elephant artillery from invading Timurids.
-Ballista not available above ballista_range.
Historical and Events
-0.5 years per turn, 1180-1400 (very long campaign)
-New historical faction leaders added to many factions in year 1180 AD.
-Becomes King script thanks to phutmaster for his idea!
-Victory, Defeat and Death movies added for KOJ and Antioch in the campaign.
-Events script redone to fit into 0.5 turns, mongols invade at around turn 80, gunpowder discovered around turn 130.