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Thread: Retrofit Mod applies some features of Kingoms to the Grand Campaign

  1. #1
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Retrofit Mod applies some features of Kingoms to the Grand Campaign

    This has been mentioned in another thread but I think it deserves a thread to itself (though perhapes it should be in the mod section, so please move if necessary)...

    Retrofit Mod 1.0 Released by Unspoken Knight over on the TWCenter...

    See:

    http://www.twcenter.net/forums/showt...21#post2123121

    1.0 OVERVIEW
    ============

    The Retrofit Mod retrofits various Medieval II Total War (M2TW): Kingdoms features, improvements and bug fixes to vanilla M2TW. This mod can be used as it is, or as a base to create additional M2TW: Kingdoms mods (see section 5.0).

    The major features of the Retrofit Mod are:

    - Hotseat Campaigns.
    - Control AI Reinforcements.
    - Boiling Oil.
    - 4 Additional custom battle maps (Backwoods, Borderlands, Forts, Trenches).
    - Unit rebalancing.
    - AI Unit Recruitment tweaks.
    - Campaign AI Tweaks.
    - Miscellaneous bug fixes and improvements.
    - Installer: The mod is packaged with an easy to use installer for computers with a valid installation of M2TW: Kingdoms.
    edit - Just noticed the miss-spelling of the title... oops...
    Last edited by Bob the Insane; 08-30-2007 at 15:09.

  2. #2
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    There's enough interest in having Hotseat mode for the grand campaign, leaving this thread here instead of sending it to the mod section is justified, IMO. It's more like a patch than a mod.

    That being said, I'm going to be playing Kingdoms for a while, so I'm in no hurry to have Hotseat for the main game. There's more interest in playing "Jedi Outcast" on our new LAN connection at our house at the moment.
    "In war, then, let your great object be victory, not lengthy campaigns."

  3. #3
    Bland Assassin Member Zatoichi's Avatar
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    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    I'd just like to say thanks for the effort that's gone into this mod/patch - good job CA!

    Mind you, I can't use it yet as I'm still waiting for the postman to deliver my gaming goodness, so this is definitely a pre-emptive thanks.

    Has anyone actually got round to trying it yet, or are you all too busy playing the Kingdoms campaigns?

  4. #4
    Member Member Swordsman's Avatar
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    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    Is it just me or has anyone else noticed a reduction/absence of sea trade in this mod?

    EX: Turn 1, Grand Campaign, England. Built ports in London & Notingham. End turn. No sea trade at all for turn 2. None at Caen even though it starts with a port. In vanilla, all 3 are trading immediately.

    I noticed this after about 10 turns in and my income seemed suspiciously low. Checked the trade scrolls and NO sea trade at all...

  5. #5
    Member Member crpcarrot's Avatar
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    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    dont u need to have trade agreements and also the other faction should have ports as well before you have sea trade?

    anyway on another point does anyone know what unit balancing has been done on this mod? is it the same as the files released by lusted?
    "Forgiveness is between them and god, my job is to arrange the meeting"

  6. #6
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    I think the balancing is similar. Lusted based his balancing on the balancing used in Kingdoms...

    Not sure about the sea trading, I didn't notice the issue so will check again...

    Check this out too:

    Kingdoms Units Addon for Retrofit Mod 1.0

    http://www.twcenter.net/forums/downl...o=file&id=1629

    For details click below...

    Spoiler Alert, click show to read: 
    Kingdoms Units Addon for Retrofit Mod 1.0

    (Second edition)

    This mod adds many of the new units from the Kingdoms expansion to the Retrofit Mod 1.0, enabling you to recruit the new units in the Medieval 2 Grand Campaign.

    This is the second release of this mod. This release fixes a couple bugs that were in the first release (notably, the sound bug) and it includes many more units from the Kingdoms expansion. (There are over 50 new units in total.) Like the first edition, it only adds units to existing factions; no new factions are added to the grand campaign. The new units are listed below the installation instructions.

    To avoid copyright infringement, this mod is installed by copying files from the Kingdoms campaigns mod folders and pasting them into the Retrofit mod folder. A .bat file is provided that will do the copying for you automatically. Also included in the installation zip are the data files necessary to make the new content work in the retrofitted grand campaign.



    :::: Installation Steps ::::
    ================

    1. Install Kingdoms, if you haven't already.

    2. Install Retrofit Mod 1.0, which you can get here: http://www.twcenter.net/forums/downl...o=file&id=1581

    3. Unpack the data packs for Americas, Crusades, and Teutonic campaigns.
    - run tools\unpacker\unpack_americas.bat
    - run tools\unpacker\unpack_crusades.bat
    - run tools\unpacker\unpack_teutonic.bat
    This step requires approximately 3.1 gigabytes of free hard drive space.
    If this is your first time using the unpacker, be sure to read the unpacker readme - tools\unpacker\ReadMe.txt.

    4. Unzip Kingdoms_Units_Addon_for_Retrofit.zip into your base M2TW folder (the same folder as medieval2.exe, usually C:\Program Files\SEGA\Medieval II Total War\). Allow the unzipper to overwrite existing files.
    This step will increase the size of the mods\retrofit folder by approximately 300 megabytes.

    5. Run Install_Kingdoms_Units.bat from your base M2TW folder.

    6. Start the Retrofit Mod. You should be able to play with units from Kingdoms.

    Enjoy

    :::: New Units ::::
    ===========

    Approximately 50 units are added, including:

    Byzantium:
    - Pronoia Infantry
    - Byzantine Gunners [requires gunpowder discovery]
    - Archontopoulai
    - Alamanoi
    - Greek Firethrower
    - Mangonels

    Egypt:
    - Al-'Ashair Infantry
    - Khasseki Infantry
    - Al-Haqa Infantry
    - Abid al-Shira
    - Mamluk Handgunners [requires gunpowder discovery]
    - Sibyan al-Khass
    - Dismounted Ghulams
    - Ghulams
    - Khassaki
    - Mangonels

    Turks:
    - Ahdath
    - Turkish Crossbowmen
    - Dismounted Hasham
    - Hasham
    - Kurdish Auxiliaries
    - Iqta'dar
    - Mangonels

    Denmark:
    - Sami Axemen
    - Gotland Footmen
    - Svenner

    Spain:
    - Spanish Dragoons [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)

    England:
    - Pikemen
    - Musketeers [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - New World Cuirassers [requires America]
    - Mounted Cuirassers [requires America]

    France:
    - Musketeers [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - New World Cuirassers [requires America]
    - Mounted Cuirassers [requires America]

    Holy Roman Empire:
    - Order Spearmen [recruited at Teutonic Knights' Minor Chapterhouse]
    - Dismounted Halbbruder [recruited at Teutonic Knights' Minor Chapterhouse]
    - Halbbruder [recruited at Teutonic Knights' Minor Chapterhouse]
    - Dismounted Ritterbruder [recruited at Teutonic Knights' Headquarters]
    - Ritterbruder [recruited at Teutonic Knights' Headquarters]

    England, Scotland, France, Denmark, Milan, Venice, Papal States, Sicily, Poland, Hungary:
    - Templar Confrere Knights [recruited at Templars' Minor Chapterhouse]
    - Templar Sergeants [recruited at Templars' Minor Chapterhouse]
    - Templar Crossbowmen [recruited at Templars' Major Chapterhouse]
    - Templar Gunners [recruited at Templars' Major Chapterhouse; requires gunpowder discovery]
    - Marshall of the Templars [recruited at Templars' Headquarters]
    - Hospitaller Sergeants [recruited at St Johns' Minor Chapterhouse]
    - Hospitaller Crossbowmen [recruited at St Johns' Major Chapterhouse]
    - Hospitaller Gunners [recruited at St Johns' Major Chapterhouse; requires gunpowder discovery]
    - Marshall of the Hospitallers [recruited at St Johns' Headquarters]

    Mercenary Units:
    - Armenians of Cilicia [for hire around Outremer and Cilicia, Catholic and Orthodox factions only]
    - Frankish Axemen [for hire around Outremer]
    - Frankish Swordsmen [for hire around Outremer]
    - Burgher Pikemen [for hire in northern Europe]
    - Prussian Archers [for hire around Prussia]
    - Samogitian Axemen [for hire around Lithuania]
    - Sudovian Tribesmen [for hire around Lithuania]


    Other Features:

    * Bombards can now fire grape shot.
    * Some updated skins, including the mount skins for Templar and Hospitaller Knights.
    * Several spelling/grammar corrections for the unit descriptions.



    :::: Known Problems ::::
    ================

    * New voices have not been added to the units. This means, for example, that when you click on Spanish Dragoons, you will not hear them say "Spanish Dragoons!". Adding this to the mod would have further complicated the installation (without adding anything important.)

    * I have problems reading the unit text description for Halbbruders. In a battle, I can read the description one time, but if I pull up the unit info panel again, the description is gone. I have the same problem in the Teutonic campaign and I couldn't fix it. Probably has something to do with the umlaut. Maybe you won't have the same problem.

    * The Templar and Hospitaller Marshalls are not truly unique units, as they (apparently) are in the Crusades campaign. I couldn't get the campaign scripting to work. Instead, I gave them a max unit pool of 1, and a 10-turn re-pooling wait. So although you can recruit more than one now, it will take a couple centuries if you're planning to make a full stack of them... This, and the fact that only one faction can have the Templar/Hospitaller Headquarters, means they are still the rarest unit in the game.



    :::: Future Updates ::::
    ===============

    * If there are fixes that need to be made, I'll release another version of this mod, or maybe just a fix.

  7. #7

    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    There's another mod which adds 50 additional units from the campaigns to the main campaign too.

  8. #8
    Member Member Swordsman's Avatar
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    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    RE: Trading

    Nope, they aren't even trading among themselves in my game. And in vanilla they are immediately trading (small amount, but the routes are there).

  9. #9
    Member Member Mithradates VI's Avatar
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    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    Quote Originally Posted by Zoring
    There's another mod which adds 50 additional units from the campaigns to the main campaign too.
    What other mod is this, and does it have the same problem with trade routes?

  10. #10
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    Mithradates VI - See "Kingdoms Units Addon for Retrofit Mod 1.0" on my post above...

    It is an addition to RetroFit, not a mod in itself...

    The only other mod that makes significant use of Kingdoms so far is Deus Lo Vult 5.0 I think..
    Last edited by Bob the Insane; 10-05-2007 at 17:29.

  11. #11
    Member Member Swordsman's Avatar
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    Default Re: Retrofit Mod applies some features of Kingoms to the Grand Campaign

    Well, I got tired of trying to figure it out and just reinstalled the mod.

    Sea trade seems to be working fine/normally now! So I guess it was just a glitch...

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