Unique Kings (for Kingdoms Grand Campaign/Retrofit mod)
Unique Kings eye-candy mod
For Kingdoms Grand Campaign (Medieval 2 Total War Kingdoms with Retrofit mod 1.0)
Download size: approx. 2.5meg
Current status
Version 0.1 available for Download
Installation instructions
The zip file includes a data folder, this folder includes all files with proper folder hierarchies needed to use the Unique Kings mod with Retrofit.
Recommended Installation
Alternative Installation (file overwrite)
Just drag the included Data folder into your
\SEGA\Medieval II Total War\mods\retrofit\ folder
Note that this will overwrite your existing campaign_script.txt file however I have included the vanilla_campaign_script.txt file in the zip.
To uninstall, delete or rename the \mods\retrofit\data\unit_models folder and replace the campaign_script.txt file with the vanilla_campaign_script.txt file
Thanks go to the artists who provided the graphics used - for credits see readme.
Free use - You may alter and adapt this modification for other public modifications freely subject to the following conditions. It may not be used for any commercial purpose. The creator of the modification and any artists whose work is used must be identified within the credits included in any release.
What the mod does
One of the things that has always bugged me about the TW series is a certain lack of individual character. When I see my king on the battlefield I want to be able to stand out, not just as another general, but as an individual in his own right. This mod is a small step towards that goal.
This mod is designed to add some individuality to each faction's leaders on the battlemap, so that not only will you be able to tell your king apart from his generals, you will be able to tell each one of your kings from the other.
Unique Kings, something of a misnomer as their not entirely unique and it doesn't just apply to kings, assigns a specific battle model to each faction's leaders and heirs which they keep for the rest of their lives. When a faction leader dies and a new heir is chosen, the heir gets a different battle model from the standard faction general.
Here's a working example:
These screenshots show the faction leader and heir in their heraldry with a standard Sicilian general for contrast.
First release
The first release has 19 variants (14 european, 5 middle eastern) to form a pool from which each heir's model is randomly assigned. Ideally, we would have a dozen variants specific for each faction but creating 200 new textures would take a while!
Category
Completed modifications
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MedManager - A Medieval II Total War Manager
Medieval II Total War Manager
=============================
Download
---------
See the Mods Download Database in this forum.
By ShellShock
-------------
Medieval II Total War Manager (or MedManager for short) makes it easy to
manage some of the features of Medieval II Total War.
Editing saves:
o View and change the campaign or battle difficulty of an existing game.
o View and change the unit scale of an existing game.
Managing mods:
o Create a new mod in its own directory, without changing any of the original
M2TW files, or without creating a complete copy of the M2TW installation.
o Automatically create desktop icons (shortcuts) for your mods.Switch
between any mod or the original game just by clicking the associated icon.
o Define which files in the original M2TW installation to include in any new
mod.
o All presented in a easy to use Explorer-like interface.
Installation
------------
1. If you have installed a previous version of MedManager, uninstall it
first, using Control Panel, Add or Remove Programs.
2. Unzip all files in the downloaded MedManager.zip to a temporary directory.
3. Run the setup.exe. This will prompt you with the installation directory,
which defaults to
C:\Program Files\ShellShock Enterprises\Medieval II Total War Manager.
A shortcut to MedManager is created on your Desktop, and also in Start,
All Programs, ShellShock Enterprises.
Downloaded Mods
---------------
The following describes how to use MedManager with a downloaded mod.
1. In Windows Explorer, create a new directory for the mod, below the
"Medieval II Total War" directory. Give the new directory a suitable name,
i.e., the same as the mod. For example, for an "Realism" mod,
create a "Realism" directory below the "Medieval II Total War" directory.
2. Instead of unzipping/copying the mod files into the "Medieval II Total War"
directory, unzip/copy them into the mod directory, e.g.,
"Medieval II Total War\Realism".
Important: The relative location of the mod files and directories MUST match
the location of the same files and directories below the "Medieval II Total
War" directory. For example, suppose the Realism mod we have downloaded has
a map_features.tga file. In the original "Medieval II Total War"
installation this file is in the
Medieval II Total War\data\world\maps\base
directory. Thus, for the Realism mod this file must be in the
Medieval II Total War\Realism\data\world\maps\base
directory.
3. When you run MedManager it will automatically detect the new mod and create
a mod icon and Desktop shortcut for it.
4. Play the new mod either by using the icon in MedManager, or the Desktop
shortcut MedManager creates for you.
Creating a New Mod
------------------
The following describes how to create an "All Factions" mod that unlocks all
the factions in M2TW.
1. Run MedManager.
2. In the tree view on the left, select "Mod Template". The pane on the
right displays all the files that can be included as part of a new mod.
3. In the right pane, expand "data", and then "sounds". Make sure the files
events.dat and events.idx are ticked. These two files are required for all
mods. Now under data expand the world folder, and then maps. Make sure the
base folder is ticked - all files in this folder are required for new mods.
Also under the maps folder, expand the campaign and make sure the
imperial_campaign folder is ticked - for this mod we will need all the
files in this folder.
Finally, the preferences folder is ticked by default, so any new mods
will copy your existing preferences (e.g., key bindings).
Note: if you change which files are ticked, MedManager will remember your
selections when you run it again. For example, you may want to tick the
saves folder to copy saved games to new mods (but they may not work with
the new mod depending on how different it is to the original game).
4. In the tree view on the left, select "Mods". The right pane should be
empty. Press the Insert key, or choose New from the Mod menu. This will
create a new icon in the right pane called "New mod". Change the name to
"All Factions".
5. Right click the new "All Factions" icon and choose Explore from the pop-up
menu. This will run Windows Explorer to display the new "All Factions" mod
folder. In Explorer, expand the data, world, maps, campaign and finally
imperial_campaign folders.
6. In the imperial_campaign folder double click the descr_strat.txt file
which should open it in Notepad (note there should be no other files in
this folder). Change the text:
Code:
playable
england
france
hre
spain
venice
end
unlockable
sicily
milan
scotland
byzantium
russia
moors
turks
egypt
denmark
portugal
poland
hungary
end
so it is instead:
Code:
playable
england
france
hre
spain
venice
sicily
milan
scotland
byzantium
russia
moors
turks
egypt
denmark
portugal
poland
hungary
end
unlockable
end
7. Save the descr_strat.txt file. You are now ready to play the
"All Factions" mod. Either double click the "All Factions" icon in
MedManager, or use the "Medieval II Total War - All Factions" icon
that MedManager created for you on your Desktop. You can use this desktop
icon to play the mod without having to run MedManager first.
Editing a Save
--------------
The following describes how to edit an existing save file.
1. Run MedManager.
2. In the tree view on the left, select "Saves". The pane on the right
displays all the save game files for the main Medieval II Total War
installation. If you have any mod directories, then the save games for
each mod will displayed under separate nodes in the tree view.
3. Right click on a save file and choose Edit from the pop-up menu.
4. The "Edit Save File" dialog shows the current settings in the save file.
5. To change the campaign difficulty, tick the "Set campaign difficulty"
box, and then select the new difficulty.
6. It is recommended that you leave "Save changes to a new file" ticked.
When you click OK, your changes will be saved to the file name
displayed below the box.
7. If you untick "Save changes to a new file", then your changes will be
saved to the original save file. THIS IS NOT RECOMMENDED IN CASE YOUR
SAVE FILE IS CORRUPTED BY MEDMANAGER.
8. When you play Medieval II Total War, load the new save file.
The Mod Template
----------------
The "Mod Template" view allows you to select which files from the original
M2TW installation to use in your mods. Tick the individual files or whole
directories to include in mods.
When you create a new mod, the ticked files and directories will be copied
from your original M2TW installation.
You can also apply the Mod Template to your existing mods. Right click an
existing mod icon, and choose "Apply Mod Template" from the pop-up menu. This
will apply the ticked files and directories in the Mod Template to the selected
mod. If a file or directory is ticked in the Mod Template and it is not present
in the mod, then it will be copied from the original M2TW file/directory to the
mod.
If a file in the mod is not ticked in the Mod Template, and the file is a
copy of an original M2TW file (with the same date), then the file will be
deleted from the mod. This will not delete any files you have edited or added
to the mod.
Future Enhancements
-------------------
None planned.
Credits
-------
Thanks to:
o Epistolary Richard for documenting the mod switch used by M2TW.
o CA for providing such a great game.
o Microsoft for giving us .Net.
Condition of Use
----------------
Incorporation - This material in this modification may be included in other public
modifications in a complete and unaltered state. Adaptation may only be made to the
extent necessary for the material to be used as intended by the creator. These
conditions can be waived with the creator's express permission. It also may not be
used for any commercial purpose. The creator of the modification must be identified
within the credits included in any release.
Permission for sub mods - The material in this modification can be used for public
sub-modifications (derivative modifications which will not function without the original
modification installed). The sub mod should not be bundled with the original modification
in a single download without the express permission of the creator.
Version History
---------------
1.0.0.4
3rd December 2006.
Renamed "New Mod Template" node to "Mod Template".
Added "Apply Mod Template" menu option. This will apply the ticked files and
directories in the Mod Template to the selected mod. If a file or directory is
ticked in the Mod Template and it is not present in the mod, then it will be copied
from the original M2TW file/directory to the mod. If a file in the mod is not ticked in
the Mod Template, and the file is a copy of an original M2TW file (with the same date),
then the file will be deleted from the mod.
Fixed main form loading with 0 width and height after an abort.
Changed the main icon so it is easier to tell it apart from M2TW.
1.0.0.3
25th November 2006. Some minor bug fixes. Improved Saves view.
1.0.0.2
19th November 2006. Added support for editing save files.
1.0.0.1
15th November 2006. Changed the default New Mod Template to include the whole
imperial_campaign folder.
1.0.0.0
13th November 2006. First Version.
Category
Completed modifications
Tools
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MapMod
Mapmod version 2:
Mapmod02
MapMod ver 0.00002 :)
(For MTW 1.2, tested at H/VH, huge sizes.)
Very unfinished WIP mod released in the hope of some feedback on my proto-diplomacy system as it's difficult to test for any other play-styles than your own.
Most of the changes I've made are aimed at improving the AI's expansion speed and most of those changes have been edits to the map, starting positions etc. That is ok-ish now so I've moved onto to the campaign AI and diplomacy, hence the early uploading.
See this thread for the details:
https://forums.totalwar.org/vb/showth...58#post1754558
Installation:
Extract the rar file into your main MTW folder. All the mod files are contained in the MApMod folder so nothing gets overwritten. There is a LaunchMapMod.bat to click to run the mod.
I left out the sound files to reduce the d/l size so you'd need to copy those over from your main data folder into the MapMod/data folder.
Should work :)
Uninstallation:
Delete MapMod folder
Delete mapmod.cfg and the launch batch file.
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Category
Completed modifications
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frogbeastegg's Guide to M2:TW Kingdoms - Brittania Campaign
frogbeastegg's fully comprehensive guide to the Kingdoms Britannia Campaign. |
Category
Faqs and Guides
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VanillaMod
Download Size: ~43.4 MB
For use with Medieval 2: Total War patch 1.2 or above
VanillaMod Version 0.93
I. Introduction and Credits
Thank you for downloading VanillaMod 0.93, a modification for Medieval II: Total War
that aims to emulate a close to vanilla gaming experience. This modification was created by FactionHeir.
Some bits of code have been adapted and modified from GrandViz's UltimateBattleAI 1.6.
As of 0.92, 2H weapon animations have been improved using KnightErrant's GOAT tool.
II. What this modification does
This modification fixes numerous trait and ancillary bugs that were left unfixed in Medieval II: Total War in addition to
rebalancing all unit stats to make for more enjoyable battle experiences where cavalry is still powerful but not overpowering.
It also improves strategy map and battlefield map AI behavior to some extent in that the AI will field larger armies, more varied forces,
and higher quality soldiers and less artillery, although you will come across some rare siege trains at times. As if this was not enough,
the way missions work has been improved, tooltips enhanced, the guild system has been revisited, victory conditions for each faction individualized, and several
game mechanics such as birth and marriage rates have been improved.
To provide you with further enhanced gameplay, the AI will receive a number of florins a turn for each settlement they own up to a certain cap, so it stays
challenging but not overpowering.
Lastly, the frequency at which rebels spawn has been reduced but concurrently, rebels will be a lot more active in building and recruitment and troops have a higher chance to go rebel.
III. Installation
The modification has been packaged in a way that it is ready to run. To run it, copy all contents of the zip archive into your Medieval II: Total War directory.
Then, you can either modify the VanillaMod.cfg file by hand to suit your game settings or alternatively make a copy of your existing medieval2.preference.cfg
and rename it VanillaMod.cfg. If you go by the latter method, you will need to add following code to the new VanillaMod.cfg file:
[features]
mod = VanillaMod
Personally, I recommend that you use your own preference file and rename it as instructed as the game will not save/overwrite the VanillaMod.cfg file, meaning that
you would need to modify it by hand each time you want to change a setting, which can be quite time consuming!
Once that is done, you can run your game with VanillaMod using the VanillaMod.bat file.
Step by step walkthrough on how to make it work if the above did not help you or even confused you:
1. Find your medieval2.preferences.cfg
2. Make a copy of the file in another folder
3. Rename the copy VanillaMod.cfg
4. Open VanillaMod.cfg
5. Add the following to the top of the file:
[features]
mod=VanillaMod
6. Save the file and close it
7. Move the file back to where you copied it out from
8. Run the mod using VanillaMod.bat (has to be in the same folder as VanillaMod.cfg) that is included in the archive
9. Alternatively you can make a shortcut to VanillaMod.bat (which should be in the same folder as VanillaMod.cfg) and then place the shortcut (not the bat file) on your desktop for easy access
IV. Savegames
Note that to play VanillaMod, you must start a new game as it is not fully compatible with non VanillaMod savegames and you may
also lose out on certain AI features if you do not start a new game. If you really want to continue an old savegame however, you need only remove descr_missions.txt
from the VanillaMod folder (and place it somewhere safe) and copy your old savegame into the VanillaMod\saves folder. You will still benefit from somewhat improved AI,
buildings, guilds, trait fixes and rebalancing, but you will not benefit from AI cash injections and even better overall AI behavior. You have been warned!
V. Bugs and Errors
If you encounter any errors when playing VanillaMod, I want to know so I can help you and others overcome it. Similarly, if you find a bug, please tell me about it so it can be fixed.
To help me help you with error finding, you can add the following code to your VanillaMod.cfg file (it is in the one provided already)
[log]
to = VanillaMod/logs/errorlog.txt
level = * error
This will create a file called errorlog in your VanillaMod\logs directory and it usually contains very helpful information on your error. Note that some errors are bound to occur,
such as the common error saying you should "see Charlie". That is an issue with pathfinding that modders sadly cannot fix but also will not affect your game in any detrimental way!
VI. Changelog
For detailed changelogs, please visit the VanillaMod forum at https://forums.totalwar.org/vb/forumdisplay.php?f=250
Mod is free for use for everyone as long as credit is given when contents of the mod are used in other works. |
Category
Completed modifications
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