KekvitMod23_complete.zip
Kekvit Mod V2.3 by Kekvit Irae
For use with Medieval Total War with Viking Invasions expansion only. To install, simply unzip (using WinZip) into your default MTW directory.
I pretty much used my own ideas combined with some neat ideas from mods out there to make this. Let me know what you think.
Enjoy Kekvit Mod? Want to show your support? Then head on over to Ospery Publishing (http://www.osperypublishing.com) and read some of their fascinating books. I personally use the Man-At-Arms series to create my new units.
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Changes from the original game
Faction changes:
~The Irish and the Scottish are now playable. The Irish are only available in the Early era, and the Scots are available in all eras.
~The Mongols are now playable in the Late era.
~The Swiss are playable in all eras.
~The Danes own Norway in all eras.
~The Swiss are no longer the same color as rebels. Now you wont be confusing your territories with rebel territories. In fact, the closest color to the Swiss now are the Mongols.
~To compensate for the loss of Switzerland, the Germans now own Pomerania in the Early and High eras.
Province changes:
~Increased the farm income in Switzerland
~Gave Scotland, Switzerland, Sinai, and Novgorod Iron as a resource. Scotland has also been given Wool.
Unit changes:
~Crusade units may now be built by their respective factions.
~The Knights Templar may only be build during the Early and High era.
~Religious Fanatics may now be built by all Catholics and Orthodox factions.
~Foot Knights of all types may now be built by their respective factions, including the Hospitaller Foot Knights.
~Almughavars are now the unique unit for the Aragonese, with a valour bonus in Aragon.
~Swiss Halberdiers, Swiss Pikemen, and Swiss Armoured Pikemen are now restricted to the Swiss only.
~Saxon Huscarles are now available to the Germans in Saxony in all eras.
~Sherwood Foresters are now available to the English in Mercia in all eras.
~Rus Spearmen are now available in all eras.
~Ballistas now penetrate through enemy soldiers when hit.
~All non-Gunpower artillery ranges have been increased.
~Berserkers are now available to the Danes. Just build a Swordsmith Guild.
~Longboats are now available to the Danes in all eras. In addition, building times have been decreased for Longboats.
~Viking Carls, Huscarles, and Landsmenn are now available in all eras.
~Berserkers are restricted to Norway and Denmark only, to prevent a very powerful unit from getting even more powerful with a weapon upgrade from Sweden.
~The French now have new unique units! The French Feudal Knights and French Chivalric Knights have a higher charge rating and armour rating than their other catholic counterparts, although the Late Royal Knights still dominate both units stat-wise (except for the charge bonus). These two units replace the normal Chivalric and Feudal Knights for the French.
~The English now has a new Longbow unit to play with. The Welsh Longbowmen have a drastically increased range (almost double that of their normal counterpart), but they can only be built in Wales during the Late period.
~The Swiss have Royal Knights as a royal unit now, instead of Swiss Armoured Pikemen. Having access to the SAP in the Early and High era is far too unbalancing. That, and the fact that it's impossible to retrain existing SAP units before 1321.
~Wales no longer gives valour bonuses to Longbows. They now give valour bonuses to Welsh Longbows.
~Pictish Cavalry are now buildable in Scotland using a Horse Farmer.
~The Swiss now have their Swiss Armoured Pikemen as their royal unit again, but this time only in the Late era. They still have Royal Knights in the Early and High eras.
~The Turkish have two new units: The Anatolian Armoured Sipahi and the Armenian Archer. The Sipahi is well armored, and should be used sparingly in the desert, and the Archer is fast and mobile, but lacks in almost all melee combat ability. The Sipahi can only be built in Anatolia, while the Archers may only be built in the Armenian Provinces (including Georgia). Anatolian Sipahi also carries two heavy spears to use before they engage in melee (they are NOT missile units, primarily).
~All Muslim factions now can play with the Palestinian City Guard. These heavy units keep the peace in Jerusalem, especially during the Christian crusades. While not well armoured, they can hold their own against heavier units. The City Guard can only be built in Palestine.
~All cavalry now fears the Pikemen, Swiss Pikemen, and Swiss Armoured Pikemen to represent a rider's fear of charging into a mass of deadly spears. The only exception to the rule is the...
~African Heavy Camels are now available to both the Alhomeds and the Egyptians during the High and Late era. Their daring and strength are without peer, compared to other camel units, but sometimes that daring can get them into trouble. The Heavy Camels may be built in all African provinces, from Morocco to Sinai.
~Because Saint George is the patron saint of England, his military order can now be called upon in Crusades by England, or built as normal units using the Chapter House. While the Knights of Saint George participated in the battle of Agincourt, the flag, white surcoat, and red cross were ordered by King Henry V for the entire English army to show their dedication to their patron saint. The Order Foot Soldiers and the Knights Templar are no longer available to England as a result, being replaced with the Foot Knights of Saint George and the Knights of Saint George, respectively.
~Reduced the number of men that are in all of the crusading units, to balance out their power.
~Genoese Sailors are now Italian only.
~Naptha Throwers are now equipped with a ballista. Historically, the Ottoman Empire used ballistas to launch firepots as a means of garrison defense. They have the same range as the Longbow, but are still horribly inaccurate. At higher valour levels, they can be quite effective. They have been renamed to Atabeg Garrison Infantry.
Building changes:
~Merchants now need a Port to be built. Trader Posts have been untouched.
~The Shipyard Guild no longer needs a Cannon Foundry to be built.
Projectile changes:
~Increased the accuracy of the Heavy Spear.
Texture changes:
~The Knights of Saint George and the Foot Knights of Saint George now have new review panel graphics, showing the red cross of Saint George.
~The Knights of Saint George now has a new texture for each individual man in the battlefield. Using the Teutonic Knights as a model, I replaced the colors with the red and white of Saint George, including the red cross on the shield.
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Changes in KekvitMod 2.3
~GA mode now works perfectly... somewhat. It is now safe to view the new factions' GA list.
~Sicilians and Italians now have earlier access to ocean ships.
~Scotland and Ireland are back into the fray!
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Changes in KekvitMod 2.2
~Cathedrals and Grand Mosques are no longer unique, for those who are rich enough to build multiples of them.
~Peasants of all religions, not just the Christian ones, now require the Muster Fields.
~Muster Fields are now available to everyone.
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Changes in KekvitMod 2.1
~French Feudal Knights now correctly get the valour increase from Ile De France.
~Chapter Houses require a Monestary and a Church, and Ribats require a Mosque and a Swordsmith.
~Catholic and Orthodox Peasants now require the muster fields. Originally, the fields were dead weight.
~Gave the Russians and the Novgorod the ability to build Feudal Knights.
~Gave the Russians and the Novgorod the ability to build Royal Estates to build the knights.
~Changed the Welsh Longbowmen review panel picture to match the battle icon.
KekvitModv2.zip
KekvitModv2a.zip
KekModv19NU.zip
Kekvit Mod V1.9NU (No Units)
by Kekvit Irae
For use with Medieval Total War with Viking Invasions expansion only.
Installation is simple and automatic. Just unzip the entire contents into the root directory of MTW, overwriting the files. WinZip, by default, will put files in their specific folders.
Be certain to keep a backup of the old files in case something happens and you want to revert.
Enjoy Kekvit Mod? Want to show your support? Then head on over to Ospery Publishing (http://www.osperypublishing.com) and read some of their fascinating books. I personally use the Man-At-Arms series to create my new units.
IMPORTANT!
If you have a previous version of KekvitMod already installed, follow these steps:
1. Open up Windows Explorer
2. Browse to your MTW directory (usually C:\Program Files\Total War\Medieval - Total War\ )
3. Go into the Battle\UnitIcons\ directory and delete the following files:
AfricanHeavyCamel.LBM
AnatolianSipahi.LBM
ArmenianArchers.LBM
FootSaintGeorge.LBM
FrenchChivalricKnights.LBM
FrenchFeudalKnights.LBM
KnightsSaintGeorge.LBM
LithuanianScouts.LBM
PalestinianGuard.LBM
WelshLongbows.LBM
4. Go back to the root directory and browse to the campmap\Info_Pics\Units\ directory and delete the following files:
AfricanHeavyCamel.BIF
AnatolianSipahi.BIF
ArmenianArchers.BIF
FootSaintGeorge.BIF
FrenchChivalricKnights.BIF
FrenchFeudalKnights.BIF
KnightsSaintGeorge.BIF
LithuanianScouts.BIF
PalestinianGuard.BIF
WelshLongbows.BIF
5. Go back to the campmap\ directory and browse to the review_panel\Units\ directory and delete the very same files.
6. Go back to the root directory and browse to the Textures\Men\ directory.
6a. Delete the following files from the ActionsPage\ directory:
AfricanHeavyCamel.txt
AnatolianSipahi.txt
ArmenianArchers.txt
FootSaintGeorge.txt
FrenchChivalricKnights.txt
FrenchFeudalKnights.txt
KnightsSaintGeorge.txt
LithuanianScouts.txt
PalestinianGuard.txt
WelshLongbows.txt
6b. Delete the following files from the BurnCav directory:
AfricanHeavyCamel_S.txt
AfricanHeavyCamel_W.txt
6c. Delete the following files from the Burnousb directory:
ArmenianArchers_S.txt
ArmenianArchers_W.txt
LithuanianScouts_W.txt
6d. Delete the custom0 directory entirely.
6e. Delete the following files from the HlPlArSH directory:
PalestinianGuard_S.txt
PalestinianGuard_W.txt
6f. Delete the following files from the MailHCav directory:
FrenchFeudalKnights_S.txt
FrenchFeudalKnights_W.txt
AnatolianSipahi_S.txt
AnatolianSipahi_W.txt
6g. Delete the following files from the MKnight directory:
KnightsSaintGeorge_S.txt
KnightsSaintGeorge_W.txt
6h. Delete the following files from the MSHelm directory:
FootSaintGeorge_S.txt
FootSaintGeorge_W.txt
6i. Delete the following files from the PlateCav directory:
FrenchChivalricKnights_S.txt
FrenchChivalricKnights_W.txt
7. Browse to the Items\ directory found in the Textures\Men\ directory.
7a. Delete the AnatolianSipahi\ directory from the Shield1\ directory.
7b. Delete both the AfricanHeavyCamel\ directory and the FrenchChivalricKnights\ directory from the Shield2\ directory.
7c. Delete both the FootSaintGeorge\ directory and the PalestinianGuard\ directory from the Shield3\ directory.
7d. Delete both the FrenchFeudalKnights\ directory and the KnightsSaintGeorge\ directory from the Shield4\ directory.
7e. Delete the KnightsSaintGeorge\ directory from the Shields\ directory.
7f. Delete both the ArmenianArchers\ directory and the LithuanianScouts\ directory from the Weapon1\ directory.
7g. Delete the AnatolianSipahi\ directory, the FootSaintGeorge\ directory, the FrenchFeudalKnights\ directory, and the PalestinianGuard\ directory from the Weapon2\ directory.
7h. Delete both the KnightsSaintGeorge\ directory and the FrenchChivalricKnights\ directory from the Weapon3\ directory.
7i. Delete the PalestinianGuard\ directory from the Weapon4\ directory.
7j. Delete the KnightsSaintGeorge directory from the Weapons\ directory.
8. Install this version of KekvitMod by unzipping (using WinZip) into the root directory, allowing the files to overwrite.
Version 1.5:
Download.
by Kekvit Irae
For use with Medieval Total War with Viking Invasions expansion only.
Version 1.4:
Download.
by Kekvit Irae
For use with Medieval Total War with Viking Invasions expansion only.
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See also
Mods
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No-Mercs.zip
No Mercs Mod
by Kekvit Irae
NOTE: Requires the Viking Invasion expansion to work.
This mod eliminates the Inn from the map and building window, preventing the AI (or yourself) from building gunpowder units in eras where they arent allowed, and prevents the temptation to build massively overpowered (but expensive) armies very early in the game.
To install, simply unzip the Early/High/Late.txt files into your campmap\startpos\ folder (no files need overwriting), and the build_prod13.txt file into your root MTW directory, making sure you backup the original incase you want to play the game in the future with Inn.
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First_Crusade_small_v2.rar
Download the exe version here
MTW VI by Grell
IMPORTANT: This is a smaller version (otherwise it is sipped at 9.8 Meg) without the portrait graphics files which you can copy over from Vikings yourself, what is required is back up the Golden Horde portraits, i.e. C:\Program Files\Total War\Medieval - Total War\campmap\Portraits\Pagan and replace the Admiral and General folders with the ones in C:\Program Files\Total War\Medieval - Total War\campmap\Portraits\Vikings\Pagan. Also to prevent the Jewish Rabbis having a blank portrait screen copy the Portraits\Orthodox\Preist Folder into Portraits\Catholic and Portraits\Muslim.
This is a finished version of a mod I which contains 10 completely new playable major factions with Glory Goals enabled(without any old ones being over-written excpet Novgorod). New factions with correct histroical Kings names and graphics are:
Navarre
Bohemia
Flanders
Sweden
Genoa
Kingdom of Jerusalem
Scots (adapted from Vikings)
Welsh " "
Baltic Pagans " " (Uses Vikings Portraits) Have Druzhina as their leader unit.
Cuman Tribes (replaced Novg, Uses Vikings Portraits) Have Cuman Royal Cavalry as their leader unit
Danishmendid Turks Uses Turk Leaders
I have edited the Heroes.txt file so that Godfrey King of Jerusalem gets his brother Baldwin, and Roger I the Norman Sicilian King has his brother Robert, Bohemond and his nephew Tancred (these are missing and one goes to the Italian faction in the official campaign) other Crusader figure are added including Robert Duke of Normandy, Raymond of Toulouse, Count Robert of Flanders, and the two who returned in ignominy having failed to complete their Crusader vows, namely Stephen of Blois and Hugh de Vandemois.
I have also unlocked/added/created 3 new agent units, the Jewish Rabbi, the Catholic Zealot and the Chrisitan Heretic (the latter 2 having new campaign map graphics, etc).
The Viking Pagan shrines have been added for the Cumans and Baltic Pagans to use, I have also added the Christian Abbey, Chapel and Shrine and added Iron Mines, making the Metalsmith lvl1 and 2 available to all, with Metalsmith 3 and 4 requiring an Iron Mine, Iron and Salt can now also be traded as well as mined and I have added in Forest as a resource. From Vikings I have also added in Amber and Pewter.
Far too many changes have been made to the unitprod11.txt file to list fully, some of the main ones are: added Frankish Cavalry and Frankish 2H Swordsmen, Norman Knights, Medium and Light Cavalry, Feudal Spearmen, all of the footknights are trainable and so are the crusader units (e.g. Order Foot, Knights Templae, Hospitalier Foot, etc). "Fixed" what I saw as anomalies, i.e. you could have mounted crossbowmwn in early but not normal crossbowmen, Lithuanian Cav had ridiculously high training reqs, etc. I also changed rebellion levels (now much higher with better troops). Danes and Swedes can use the Viking units, but have some less units in the later Ages.
Installation: All of the files need to be copied for the new factions to work (although I suppose you can stick with the official inaccurate Danish and Sicilian shields. I also get a bit pedantic about poxy looking Kings and Generals and have relpaced the ones I found particularly offensive:). It is probably best to just set auto unzip to folders as anuall unzipping to each file location could take a while.
NOTE1: It is much better to install a "clean" version of MTW and the Expansion and the add this mod. I re-installed a clean version and copied over the zip file contents and everything worked fine. If you are having problems with this mod, do this. Also it is necessary to declare these new factions in ALL of the startpos.txt files, I have done this to the Early.txt, High.txt, Late.txt and Tutorial.txt ones which come with the game, but if you have added in your own the new factions also need to be decalred there. This is because all startpos\campaign.txt files which refer to the same crusaderunitprod11.txt must have the same factions.
NOTE2: Battles involving the new factions can ocassionaly be unstable and crash, I have tested them all Cumans are 100% fine (because I replaced Novgorod) others generally work fine for units which dont require facshields, which are most early units including Early Royal Knights, High Age units which tend to use facshields cause some problems, e.g. ChivSergeants, etc. Although I have had loads of battles with the Kingdom of Jerusalem using Knights Templar and Hospitalier (which use facshields) no problem. Just be aware that some units may cause a crash when the battle screen is trying to load. I Quick Save often (Ctrl-S) and if there is a crash reload and resolve the battle using the Auto Resolve option. Annoying I know, still trying to fix this, but I have never had a campaign map crash and believe me the 9 extra factions are worth this small inconvenience.
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Bohemonds_Outremer_1100AD_v1.0.zip
----- OUTREMER 1100 A.D.
-
- THE EARLY ERA - AFTER THE FIRST CRUSADE
- by Bohemond
-
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Single Player Campaign mod for Medieval Total War
Recreates the History of the Norman Principality of Antioch and
the Frankish Kindom of Jerusalem
To be played with : MTW 1.1
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v1.0
Original Release - 09.11.2002
Re-Released - 28.05.2003
(c) Christian Wendt
webmaster@christian-wendt.org
Credits: Many thanks to Wellington for helping me with
changing the castleflag!
Many thanks to ToughStuffMcGruff for his praise :-)
------------------------------------------------------------------------------------------
1) LEGAL STUFF
This is a free mod - you can do with this files whatever you please, but please don't redistribute them without giving credit to me by including this file.
Any kind of positive or negative feedback is highly welcome!
2) USE AT YOUR OWN RISK
I do however not take any responsibility for any kind of damage caused with this files in any way.
3) PRECAUTIONS
Because this mod changes some important files, you might want to be able to uninstall it completely.
Therefore, before you start using this mod you should make a backup of the following files/directories from your main Medieval Total War directory (use the whole folders if you're lazy like me, or look up the individual files in the archive if you must save every Megabyte..):
I would even suggest that before you use ANY MOD FOR ANY GAME, you should backup the game folder in its original state before you install the mods. You can then later simply delete the modded folder and must only rename / copy the backup.
affected folders:
Medieval - Total War\battle
Medieval - Total War\campmap
Medieval - Total War\loc
affected files:
Medieval - Total War\crusader_unit_prod13.txt
Medieval - Total War\crusader_build_prod13.txt
A set of original files is included in MTW_OriginalFiles_v1.1e.zip. Those files might however interfere with other mods for MTW on your system.
Please take special precautions if you have not updated to MTW 1.1 yet.
ATTENTION: if you play this mod, you will not be able to recruit assassins, nor will the A.I. - I removed them because I hate the way the A.I. uses them. My apologies, today I know there is a better remedy ...
4) INSTALLATION
Unzip Bohemonds_Outremer_1100AD_beta.zip into your main Medieval Total War folder with "Use folder names" enabled.
If you like to hear Arabic background music on the strategic camp go to Medieval Total War\Sounds\Music and run outremer_switch.bat once, which will switch the necessary files. Running it again will switch back to Standard European Background music.
I've included it because I find it much more athmospheric this way.
5) PLAYING THE CAMPAIGN
Start the game and select:
SinglePlayer
New Campaign
Expert
Outremer 1100 AD
6) UNINSTALL
* Copy the files you backupped in step PRECAUTIONS into your main Medieval Total War folder. As a last resort you can also use MTW_OriginalFiles_v1.1e.zip.
* delete Medieval - Total War\campmap\Outremer1100AD.txt
* delete Medieval - Total War\Sounds\Music\outremer_switch.bat
7) ABOUT THIS RELEASE:
The mod is called Outremer 1100 A.D. and recreates the situation in Outremer 1 year after the first Crusade.
This is a re-release of the original mod. Half a year ago I had great plans for this mod, but now it looks like I will not work on it for a long time. I therefore want to share it with all players who, like me, want to play the Crusader states. As far as I know there is no other mod about this period.
It is quite finished but it could use some more balancing. Please let me know what you think, because it is this experience which can turn a good into a very good campaign.
Right now the mod is intended to be played as either The Normans or The Kingdom of Jerusalem. An introduction is included in outremer1100AD.doc - in the final release I plan to include a complete background history but this is a lot of work and one of the main reasons this release is not final ... but please don't hold your breath for I have a life.
So far I can only assume you are already familiar with Balduin & friends.
Playing it as the Fatimides, the Seldjuks or Byzantinum is also recommended, but personally not my cup of tea.
QUESTIONS:
This is intended to be a historically accurate mod. I could therefore need some help. Please check if the following leaders show up at the beginning of the campaign:
THE NORMANS:
Prince Tancred I
Joscelin de Courtenay
Baldouin of Le Bourg
KOJ:
King Balduin I
Raymond de Toulouse
Hugh de Saint-Omer
The reason for my request is that they show up on my system every time I start the campaign, but I am not sure if this works on any system. It's no magic, I try to accomplish this by fine-tuning names.txt after all units are placed. I also have completely reworked names.txt and it shows real Norman and French Crusader names, and I'm quite proud of the result. The only snag - no more correct Italian names. Why CA made the Sicilians use Italian names is beyond me. Certainly this mod is not the best choice if you want to play as The Italians.
I also would like to know if its too easy or if its too hard. Right now I would rate The Normans as Moderate, The Kingdom of Jerusalem as Fairly Hard. But if I play as The Normans, Jerusalem is normally wiped out in less than 20 years. However, The Normans AI is doing fine and can become quite powerful. I only plan to play the KOJ, so this is OK for me.
I am now eagerly awaiting your feedback!
Your humble servant
Bohemond |
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Almohad Campaign Save Challenge.zip
You wanted a save game challenge, this is THE challenge!
Imagine ruling almost the entire world in a 100 years only to make a single mistake, which almost destroys you.
History:
Starting the early period, the Almohads dominated the Spain and Egypt while France and England wiped each other out. The remaining rebels were easy enough to conquer while fighting the war with the Turks on the Eastern front, or so it seemed until the rebels declared allegiance to a reemerged England ruler forcing a war on two fronts. After destroying the English and securing the Western position, finishing off the small remainder of the Turks seemed inevitable, until the Germans (longtime allies) attacked and the new allies the Byzanites took their side. Securing the Eastern position at Georgia and near Constantinople, the Almohads withdrew from Turkish owned Khazar to protect their Eastern front from the Byzanites, and concentrated their forces on the powerful Germany. Upon defeating the Germans, the Italians and the Papacy have almost whipped each other out, although the Italian fleet still remained a threat. While securing the rest of the Central Europe the Byzanites declared a war by attacking one of the boats positioned at far North. Destroying the Byzanite fleet while moving against them on land has caused the Italians to sacrifice their fleet with decision to attack the Almohad fleet in paranoid fear. Connecting the lands after several difficult victories against the Byzanites, the Polish and the Hungarians, the Almohad ruler gathered and organized his forces in Bulgaria with intentions of advancing against the Byzanites. The ruler himself (recently appointed) attacked the isle of Cyprus with a small force crushing the rebels but destroying the port in the process.
Now, 100 years after the Almohads emerged, the ruler is stuck on an isle without a chance of transporting to the mainland, while his armies are in Bulgaria without the facility to ship until the next year.
The Challenge:
All the lands you control have rebelled and the factions that have been dead for years have reemerged.
You have no allies, and the ruler is as good as dead.
On the bright side:
You have a large amount of money in the treasury, powerful armies in Bulgaria, and a year to make enough changes to save some heirs and maybe some provinces.
Your immediate opponent Byzantium is nearly destroyed while England and France will be busy fighting each other.
MajicHigh
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MTW_17Kings_VI.zip
MTW VI by R. Mark Colborn.
*******************************************************************************************
User's Notes for "Seventeen Kings" Campaign for Medieval Total War
Notes and Campaign by R. Mark Colborn.
Updated Version: contains changes for non-VI version (e.g. v3) and a VI version ("Seventeen Kings v118)
Famous Quote: "Beware the Wallachian vampire!" (Go ahead, play Hungary, "you know who" is there but under an assumed name.)
Campaign created in April 2003.
VI Campaign version created June-July 2003
*******************************************************************************************
INSTRUCTIONS FOR USE
Copy the "SeventeenKings_v118.txt" file into your Medieval - Total War\campmap\startpos directory.
The Campaign is now available for Single Player play using the "New Campaign" option.
There should be no risk in using this file. I can't take responsibility for your computer blowing up, but -- let's face it -- if that happens because you installed the campaign text file, it's probably because you tipped your chair over and fell on your tower.
Also, any confusion or loss from misunderstanding the actual Middle Ages is the responsibility of the user and the designer will have no liability for failed exam questions, guffaws at the water fountain, etc. No, the Burgundians never ruled Lithuania and, no, the Swiss did not drive the French out of Lorraine. No, the Brits did not campaign in Europe relying heavily on Celtic Gallowglass warriors, but do it anyway! (They're tough!!!) And no, Aragon did not rule Brittany in 1000AD! This is a game. What you see here did not actually happen. (Why did I do this? Keep reading.)
*******************************************************************************************
DESCRIPTION
"Seventeen Kings" is a campaign which offers the player the choice of seventeen playable factions, all more or less balanced and all capable of victory. The kings are designed as "peers", meaning that each nation has approximately the same number of starting regions -- an average of five -- and well-stocked armies approximately equal in power. The campaign begins on an altered timeline, 1000AD as the High Middle Ages.
There are no other files -- this is a campaign only and does not alter your AI, description, building prerequisite, etc., files.
*******************************************************************************************
FEATURES:
* All factions included (except Papacy) are playable, seventeen in all. The game can be won with any faction.
* All factions start with an average of 5 developed regions so you can begin production of "combined arms" immediately.
* All factions include castle- to fortress-sized keeps, so less time is spent on building
these. Go right to work on what you want that region's specialty to be.
* Most factions include a healthy helping of our respective favorite troops: Order Knights, advanced troop types, Longbows and boats, hordes of Eastern Cav, tough Byzantine and Turkish troops, gypsies, pikes, etc.
* Altered region economic values to permit larger standing armies. I always felt there should be enough money generated from the regions so that you could field an army that was larger than eight guys and their cooks. You can still break your bank in this campaign, primarily if you build without expanding, but you will experience an easier start and 2.5x the regional normal income.
* Added additional offices related to the advanced versions of the military buildings (spearmaker3-4, swordsmith3-4, Bowyer3-4 and Horse_farmer3-4). Can create excellent commanders by combining offices and titles carefully. You will enjoy having a brilliant commander or two in addition to your duds.
* Adjusted some regional titles to make them more meaningful, especially as regards royalty. Additionally, regions with long histories of military prowess receive a little more combat bonus, like Prussia, etc.
* Manipulating the starting date and definition as "1000 AD - High" allows plenty of time to play with our favorite troops. In short, I wanted items like bills and longbows and needed to advance the timeframe to get them.
* In addition to MTW's normal ambiances, I have worked to focus every faction toward a different experience of play. Playing the Hungarians is very different from the Byzantines, or the Burgundian/Novgorod/Prussian, or the Russian Steppe lords, or the Danish vikings.
* Because MTW originally did not permit simultaneous play of Novgorod and Russia -- you can believe I was beating my head on the wall for a while till I figured this out -- I (mis)used the Burgundians to play the Novgorod territories, including favorites Lithuania and Prussia.
Why Burgundians? For no sensible reason except that they were available and I desperately wanted to put Prussians in play, anachronistic though it may be.
* Play as the stalwart Swiss! Historically, they were steady and dangerous but isolationist.
These guys are fun with special pikes and halberds and make for yet another MTW experience.
This campaign postulates their development along similar technical lines, but with much more expansionistic tendencies, not to mention some previous victories vs their neighbors. If you have to fight against them, you will know the pain of taking a bridge from these guys!
* This campaign requires the Viking Invasion version of MTW. It will not load -- should not even present itself -- if you do not have VI. For MTW with no VI, install SixteenKings_v3 also in this zip.
***********************************************************************************************
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All Out War V.1.0.zip
Dave Romischer
-To Install
Extract files then copy ALL OUT WAR File to the directory C:/Program files/Totalwar/MedievalTotalwar/campmap/startpos
-To Uninstall
JUST DELETE THE FILE!!!
notes:
-You can play all factions except the papacy and the rebels.
-Yes you can play the mongols.
-There are less rebel providences.
-Every Faction is more agressive.
-Because of this there are more revolts.
-I wouldn't advise playing with Glorious Achievements.
-Most of the Factions Keep their Regular Territories.
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Historical Early.zip
Historical Early Period Campaign for MTW: Viking Invasion
First of all: Thank you for downloading my campaign! I appreciate it very much, since this is only my first one.
Background:
This campaign for Medieval Total War: Viking Invasion, uses exact historical positions relevant to the period in which the game starts. A map of Europe in 1087 is included to show the positions. Notice that many factions are very strong, for this is how they were. The countries of Italy only hold Sardinia and Corsica, while Germany holds all of Northern Europe. All factions are playable in this campaign. The following factions are available.
Almohads
Byzantines
Danes
English
Egyptians
French
Germans
Italians
Polish
Novgorod
Spanish
Turkish
Aragonese
Hungarian
Sicilian
Papacy
The game ends in 1560, so play the whole game through.
Province owners are as they were, except for the following provinces:
Lorraine, Burgundy.
They originally belonged to the Holy Roman Empire, but I couldn't leave France with only three provinces.
Installation:
Copy the EARLY text file into c:/program files/total war/medieval: total war/campmap/startpos
This is for people who have Viking Invasion expansion for Medieval: Total War.
To uninstall, simply delete this file.
Note: Please back-up your original EARLY text file in c:/program files/total war/medieval: total war/campmap/startpos, in case you don't like this campaign.
See you later, and I hope you have fun with my campaign!
TheSilverKnight
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Twenty Kings.zip
Readme for 20 Kings of Europe for Viking Invasion.
This is a campaign mod made by me, TheSilverKnight. It is a campaign set in Europe in the year 1071, and it ends in 1515. Some colours for factions have been changed to make it more realistic. Some colours were used in the Viking Invasion and Norman Invasion Mod (made by GreasePaintMonkeyBrains, a very fine modder). But, mostly it's the same. To install, put this campaign in the c:/programfiles/totalwar/mtw/campmap/startpos folder, start up the game, and choose the campaign "20 Kings of Europe". This is for Viking Invasion only! I am not responsible for any damage done to your computer by your carelessness of not sitting in your chair properly! :P Well, have fun, and send comments to chrisspolanski@msn.com! Thank you and enjoy the campaign. |
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YearofOurLord.zip
MTV VI campaign, unknown author.
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B_BEEFYVIKING_VI_CAMPAIGN.zip
MTW VI campaign by Barocca.
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OrdaHorde2.zip
MTW 1.1 by TosaInu
Orda Horde.
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Q. What is it?
A. It adds 3 sets of EarlyLateHigh Campaigns. Some allows Mongols to be played
in any era with MTW 1.1 and adds units to the Mongol army when using the OH
stats. The OrdasHorde2.bat allows swapping between the 1.1 and OH stats, both
in SP and MP.
Q. Is it historic accurate?
A. No idea. You are free to change anything you like.
Q. What do I need?
A. This file, MTW patched to 1.1, ability to run bat files (choice.com is
supplied for windows XP users).
This mod does probably not work with MTW installs that don't use english
for the descriptions. Optional STW WE/MI sounds to enable mongol orders
and music.
Q. What if I don't like it and want the default install back?
A. This mod installs extra files to several directories. Those can stay in
place at any time. The supplied OrdasHorde.bat allows to play a wide range
of games then, including the default one. If you want/need to delete any file
from this mod, then you can easily do so by running SetupOH.bat (Oh directory).
Install.
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Use winzip to extract (don't drag and drop since there are subdirectories)
OrdaHorde.zip to your main Medieval:Totalwar directory (that's the one that
contains Medieval_TW.exe and the several directories like Battle, Credit,
Campmap). Do not extract to a subdirectory!
After the extraction you'll find a new directory, Oh containing 3 subdirec-
tories and 3 batfiles, this readme and OrdasHorde.bat in your MTW directory.
Windows XP users should first install choice.com, in order to execute bat
files.
Batfile and WinXP
Get CHOICE.COM at: http://www.geko.ch/batch/CHOICE.COM (also supplied
with the mod).
copy and paste to C:\WINDOWS\system32 folder
batfiles can be used now.
Go to the Oh directory and run/execute/double click SetupOH.bat. Choose
Setup under option A. Various files will be copied to Textures/Men,
Battle/UnitIcons and Campmap.
If you have a copy of STW WE/MI you can use the soundfiles for Mongols.
A backup directory is created for the MTW sounds and you have to manually
copy the STW files. This will take about 300 mb of your harddisk. You can run
any game without these, if you want the sounds:
-Run/execute/double click SoundSetupOH.bat (in Oh directory)and select A
(SetUp rollback).
Copying the soundfiles may take several minutes, have patience please.
It will tell you when it's finished.
-Go to the STW gamedirectory open Sounds and open Music. Select all 10 Mongol
wav files. Copy them to Oh/Sounds/Oh
-Go to the STW gamedirectory open Sounds and open Battle/Orders/mongol. Select
all files and copy them to Oh/Sounds/Oh/Orders.
You only have to set this up once.
You can now run OrdasHorde.bat and make any selection.
Note.
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MTW tries to load any txt file present in campmap/startpos. MTW aborts loading
when it runs into an invalid txt file. make sure the directory doesn't contain
corrupt txt files, notes or readme files.
Note to offline players.
-----------------------
The OHEarly and OHHigh campaigns will not be loaded when MTW is started with
the 1.1 stats, since both use new units (defined in Orda Horde Stats).
Please restart MTW.
Note to online players.
----------------------
Playing OHEarly or OHHigh online, requires a restart of the game!
All campaigns are usable in online games and both stats are. The -reload command
added to the programline allows hotswapping. The reload only works for
crusaders_unit_prod11.txt and ProjectileStats.txt. Startposfiles are not reloaded.
The OHEarly and OHHigh startpos (era) files will not be loaded when MTW is started
with the 1.1 statfiles, because both contain 'new' units. The other eras always work.
Have Fun
TosaInu
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2sicily-campaigns_barocca.zip
Two Sicily campaigns
these are a little overbalanced towards Sicily, so much fun to play,
simply drop into ..\Medieval\campmap\startpos folder,
I went a little overboard in their titles, (chamberlain, admiralty and the like) but they do give a nice boost!
Barocca
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AnyFaction-3campaigns.zip
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Great_Army_Amagi.zip
'THE GREAT ARMY' for Viking Invasion by Amagi
'The Great Army' is set in the latter half of the ninth century, the period when the Vikings almost conquered England. Britain has changed since 793. The victory gained by Egbert of Wessex in the battle of Ellenden in 825 was followed by the assimilation by Wessex of the kingdoms of Kent, Sussex and Essex, though Mercia has thrown off rule from the south. The Picts suffered a disastrous defeat by the Vikings in 839, and then betrayal by Kenneth MacAlpin, the king of the Scots, and much of what remains of the former Pictish kingdom is under the rule of Dal Riada. Vikings have conquered and settled the north of Scotland and the Isle of Man, and have also established their kingdom of Dublin in Ireland. There are still no permanent Viking bases in England, however.
The original 793 campaign has the Vikings as raiders, using the seas and rivers to escape with their loot. The Vikings of 'The Great Army' are lords and settlers rather than bandits and their crews. In 866 they first landed on the east coast in numbers that allowed them to remain and hold territory, capturing York and renaming it 'Jorvik'. They fought and defeated in turn the armies of the Northumbrians, Mercians and East Anglians, and would have conquered Wessex as well were it not for the desperate resistance offered by King Alfred. However, elsewhere the Vikings were under pressure, pushed northwards in Scotland and driven out of Ireland. During the first half of the tenth century the Viking settlers were constantly at war with the English, and York was finally retaken in 954, with the expulsion of the last Viking king, Eric Bloodaxe.
The latter part of the ninth century was a time of opportunity for the competing rulers of Britain, with their subjects prepared to submit to more militarised and centralised administrations. It might yet be too early for the British isles to be unified under one king- but if the ambition exists...
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http://www.mizus.com/files/files/MTW/Full_Campaigns/True_mission_E_MAIL.zip
MTW VI by grizzlypagan.
Copy – Early, High, Late to campmap/startpost
Copy others to root directory of the game
Also rename “pagan” portraits to “tartars” and copy pagan from Viking directory
Replace Novgorod shields in campmap by Saxon shields
…Look at history according to some books
also cavalry and some units modified , no land bridges(except Bosphor – for Crusades), Crusades are able to French, English, German, Italian, Cicilian. Also crusade units are free to produce at a rather high cost, speedy building, less requirements for unit production buildings.
More riots,
Enjoy the REAL SLAUGHTER!!!
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RichEngland.zip
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Novgorod_Papacy_Mod.zip
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