Tsarsies 10:23 09-19-2007
Does the 'expansion' Kingdoms add anything to the grand campaign?
OR does Kingdoms just add 4 mini 'mods' with no real expansion for the grand campaign?
The cover is rather misleading when it says 'choose from 13 new factions'...
The topic's title is rather missleading. I hoped for question what is better: m2tw or m2tw:k?
Tsarsies 11:41 09-19-2007
my point exactly :)
Bob the Insane 12:59 09-19-2007
Well, the answer is it no it does not add anything to the grand campaign...
The individual Kingdom's campaigns, which play in the style of a mod, are very good though...
So I would say M2TW + Kingdoms = A greater variety of the M2TW experience...
However the various major mods out there either utilize Kingdoms already or are steaming fast in that direction. One in particular, the Retrofit Mod, release by a CA developer (I believe) simply ports the Grand Campaign onto the Kingdoms engine to add a few of the Kingdoms features. It is keeping me happy until Lusted finishes LtC 4.0...
Consists on 4 mini mods; each one has a more specific map on the region where action happens.
For example: american campaign is a map of central america and some of the caribbean, enough to include western cuba. Others are similar.
Maps have many provinces though, and long campaign victory conditions still consist on holding 30+ provinces and defeating the main rival factions.
There are new concepts:
- Vatican and Pope are out, no more elections. Clerics are just for converting to your faction's religion, except in Britannia campaign, where there are no clerics at all.
- In britannia campaign, a management skill, like in MTW1, replaces piety on family members.
- In Templar campaign there is no royal family, but generals that are recruited by the faction leader (as much as i saw) instead of adopting. I guess those guys don't marry so dont expect children :D
-Some campaigns, like american playing as spain, seem quite focused in combat and not much on development.
-There are new missions that seem interesting; while trying templar camp. I got one consisting on a british nobleman that came with his own army, and you have about 15 turns to walk him around conquering stuff for his amusement. I didn't finish it yet, but seems the more fun he has in battle the more money he donates to the order. Pity he's a complete waste, lacking any skills on anything, so i guess it's just about keeping him alive:)
So... yes, they seem mini mods, but each one has something unique that makes it interesting.
Topic changed to prevent confusion.
For the OP:
There is already a mod that allows some of the new Kingdoms features to be used in the normal Grand Campaign engine. I expect that many Grand Campaign mods will incorporate these in the future.
nameless 14:42 09-19-2007
Originally Posted by Tsarsies:
Does the 'expansion' Kingdoms add anything to the grand campaign?
OR does Kingdoms just add 4 mini 'mods' with no real expansion for the grand campaign?
The cover is rather misleading when it says 'choose from 13 new factions'...
How is that misleading? There ARE new factions.
And what part of 4 new campaigns didn't you get?
Kingdoms isn't exactly a rare expansion that simply adds on stuff.....
*Scratches head*
It certainly doesn't subtract anything from the Grand Campagin, so what's the problem? The GC is not the entire game, only part of it.
lancelot 20:59 09-19-2007
Originally Posted by TinCow:
For the OP:
There is already a mod that allows some of the new Kingdoms features to be used in the normal Grand Campaign engine. I expect that many Grand Campaign mods will incorporate these in the future.
Which mod is that and does this mod require Kingdoms or can it just import all the relevant Kingdoms stuff into a non-kingdoms version of MTW2?
Cheers.
Originally Posted by lancelot:
Which mod is that and does this mod require Kingdoms or can it just import all the relevant Kingdoms stuff into a non-kingdoms version of MTW2?
Cheers.
It is called Retrofit Mod and yes, it requires that you have Kingdoms.
http://www.twcenter.net/forums/showthread.php?t=118680
Originally Posted by :
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.
Bob the Insane 21:22 09-19-2007
Personally I am using the Retrofit mod for an HRE campaign and I am have the sweetest "vanilla" campaign to date (I say vanilla because while this is a mod, technically it changes nothing in the vanilla campaign other than the Kingdom additions listed above)...
Tsarsies 04:36 09-20-2007
I never said there was anything wrong with kingdoms. the individual mods are great. i was just expecting it to add something to the grand campaign that is all. and thought i had missed something... thanks for answering my question :)
Callahan9119 02:41 09-21-2007
do byz get guns and flamethrowers of death in that mod?
Originally Posted by Bob the Insane:
Personally I am using the Retrofit mod for an HRE campaign and I am have the sweetest "vanilla" campaign to date (I say vanilla because while this is a mod, technically it changes nothing in the vanilla campaign other than the Kingdom additions listed above)...
I am having the same experience and zweihanders are pure evil incarnate now.
I wish they could add those Castles from Britannia Campaign onto the main game, I think those ones look mint, They appear realistic unlike the ones we see in normal game, Which are pained blue for some odd reason..
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