Downloads: Custom Campaign Mod 1.02

Custom Campaign Mod 1.02

Uploaded by Unspoken Knight - May 24, 2007
Author Author Unspoken Knight
File Size File Size 78.99 MB
Downloads Downloads 62,188
+ Download
Adds 6 custom campaigns, unlocks battles for singleplayer and multiplayer and provides numerous tweaks to the tech tree.

Threads:

http://www.twcenter.net/forums/showthread.php?t=100492
http://shoguntotalwar.yuku.com/topic/16712


Kingdoms, M2TW 1.03 Note:

The Custom Campaign Mod 1.02 is fully compatible with all current retail versions of M2TW (1.0, 1.01, 1.02, 1.03). The CCM 1.02 was developed after M2TW 1.02 and as such, included a version warning for future unknown versions of M2TW. This warning can be safely ignored.


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


The Custom Campaign Mod is a small mod designed to provide additional
gameplay and content for Medieval II: Total War. Many of the changes
are subjectively chosen by the author for different and/or improved
gameplay and will not suit all players and playing styles.


The major features incorporated in the Custom Campaign Mod are:


- Custom Campaign Maps: 6 Custom campaigns have been created and can
be accessed from the single player front end menu.
- Historical and Multiplayer Scenario Battles: The historical and
multiplayer scenario battles from Medieval II: Total War have been
modified to unlock all battle maps for both single and multiplayer.
- Tech Tree Rebalancing: Campaign recruitment has been significantly
rebalanced, nearly all faction units are recruitable (including
generals) and upkeep costs have been approximately halved.
- Heir/Leader Campaign Models: heirs and leaders now have a different
campaign map visual model compared to other generals and family
members.
- Installer: The mod is packaged with a easy to use installer to allow
streamlined installation on any computer with a valid english
installation of Medieval II: Total War version 1.00.000, 1.01.000 or
1.02.000.


2.0 FEATURES
============


2.1 CUSTOM CAMPAIGN MAPS
------------------------


- Tyronia: A new custom campaign map containing 17 playable factions
including the aztecs, mongols, timurids, papal_states and rebels.
- Iberian Peninsular: An enlarged subsection of the Iberian Peninsular from the
Grand Campaign.
- Northern Europe: A North Eurpean subsection of the grand campaign.
- North-Western Europe: A North-West Eurpean subsection of the grand campaign.
- Southern Europe: A South Eurpean subsection of the grand campaign.
- South-Westhern Europe: A South-West Eurpean subsection of the grand campaign.
- Alternative Grand Campaign: The Grand Campaign with modifications to support
playable Aztecs, Mongols, Timurids and Rebels.
- Front End support for single player custom campaigns


2.2 HISTORICAL AND MULTIPLAYER SCENARIO BATTLES
-----------------------------------------------


- Multiplayer Battle Scenarios enabled for single player (under Historical Battles)
- Historical Battles enabled for multiplayer (under Scenarios)
- All Armies selectable in Historical Battles
- NOTE: AI SCRIPTING HAS BEEN REMOVED FROM HISTORICAL BATTLES TO SUPPORT
MULTIPLAYER AND FULL ARMY SELECTION.


2.3 TECH TREE REBALANCING
-------------------------


- Approximately halved upkeep costs for all units
- City building chain now only produces militia type units for most factions
- Castle building chain now only produce peasant type units for most factions
- Free upkeep flag added to all militia and peasant type units
- Free upkeep slots added to castle building chain
- Tuned down free upkeep for city building chain
- Boyguard units (Generals) can now be trained/retrained in high level core buildings
- Added nearly all units to tech tree
- Increased recruitment times for ships, artillery and siege weapons to two turns
- Rebalanced initials sizes, replenishment rates, and max sizes for nearly all units
- Gave lower level farm and road buildings to Aztecs
- Tuned Aztec recruitment to core building and pagan temple
- Added recruitment slot to Aztec pagan temple.
- Rebalanced recruitment costs for a range of Aztec, Mongol and Timurid units.


2.4 HEIR/LEADER CAMPAIGN MODELS
-------------------------------


- Faction Heirs and Leaders now have different campaign models to generals,
making them easier to differentiate in campaign.
- Faction Heirs and Leaders now start campaigns with the late generals bodyguard unit,
making them easier to differentiate in campaign battles. (NOTE: only heirs/leaders
created through descr_strat.txt have late generals bodyguard, those created afterwards
will have standard bodyguard unit).


2.5 MISCELLANEOUS
-----------------


- Alternative campaign settlement order indicator colour scheme (finer grain red->green
gradient instead of [red, blue, yellow, green] steps)
- Unlocked Saxons, Normans and rebels for custom battles
- Missing text/art for Saxons, Normans, Aztecs, Mongols, Timurids and Rebels added where appropriate
- Added show date and seasons icons on hud command line preference
- Added unlimited men on battlefield command line preference
- Added Battle Editor command line preference


3.0 INSTALLATION
================


To install the Custom Campaign Mod, simply run the supplied executable
file. If you have a valid installation of Medieval II: Total War,
installation setup will automatically determine the installation path
for the Custom Campaign Mod. Installation consists of three main
components:


- Required Custom Campaign Mod Files: Core files required to install
and use the Custom Campain Mod. (REQUIRED)
- Historical and Multiplayer Scenario Battle Files: files required to
install and play historical and multiplayer scanrio battles in the
Custom Campaign Mod. See Section 2.2. (OPTIONAL)
- Assassinate, Infiltrate and Sabotage Movies: The installer can copy
the original Medieval II: Total War spy and assassin mission movies
for use in the Custom Campaign Mod. (OPTIONAL)


4.0 LAUNCHING THE MOD
=====================


The Custom Campaign Mod can be launched via a number of methods:


- Start menu shortcut
- Quicklaunch icon
- Desktop icon
- Medieval II: Total War game launcher (for English 1.02)
- Batch file located in:
[Medieval II Path]\mods\custom_campaign\medieval2_custom_campaign.bat


5.0 CAVEATS AND KNOWN ISSUES
============================


- This Mod is designed to be used with Medieval II: Total War version
1.02.000. Attempting to use this Mod on any other versions will
most likely reduce stability and quality.
- Some of the subjective changes made to the original Medieval II:
Total War will not cater to all players.
- All AI scripting has been removed from Historical Battles to support
their inclusion in multiplayer and to make all armies playable. This
may cause extremely different AI behaviour than the vanilla historical
battles in Medieval II: Total War.
- No attempt has been made to adhere to any historical accuracy in the
creation of this Mod. Where subjectively appropriate, historical
accuracy may have been sacrificed for gameplay or other factors.
- Some art/text and other data created for new/unlocked features by the
author of this Mod is of potentially lesser quality than much of
the existing data used in Medieval II: Total War.
- Negligible game assets were created for this Mod. The majority
of new assets seen in this Mod were unlocked directly from
existing Medieval II: Total War game assets.
- Some unlocked factions may not have all correct audio, text and other
game data.
- The front-end 'Hold Regions' win condition may not display correctly
for some campaigns after returning to the front-end from a different
campaign.
- Unit recruitment options are not displayed on building information
scrolls if playing as the Rebels.
- The Custom Campaign Mod often generates and logs numerous ignorable
errors and warnings when logging is enabled via the command line.


6.0 LEGAL INFORMATION
=====================


This is an unofficial Mod for Medieval II: Total War. SEGA and the
Creative Assembly do not endorse or support this Mod.


All right, title, interest and ownership rights in this Mod belong to
the Authors of this Mod (as far as is legally possible).

The Authors of this Mod (and for the avoidance of doubt SEGA and The
Creative Assembly) will not be held responsible for the risks connected
with any loss (financial or otherwise), damage to property, lost data,
console, computer or handheld device failure, errors and lost business
or other information as a result of possession, use or malfunction of
this Mod.

Images

  • Custom Campaign Mod 1.02
  • Custom Campaign Mod 1.02
  • Custom Campaign Mod 1.02
  • Custom Campaign Mod 1.02
  • Custom Campaign Mod 1.02
  • Custom Campaign Mod 1.02
  • Custom Campaign Mod 1.02
  • Custom Campaign Mod 1.02
  • Custom Campaign Mod 1.02
  • Custom Campaign Mod 1.02

Comments

Snoopy
May 25, 2007 at 10:01 AM
I love the sound of this.
GodlyAvatar
May 27, 2007 at 05:34 AM
BRAVO! I have downloaded and tried this mod, and I seriously forgot I was playing a mod for a while rather than a completely new game! A+, and +rep from me!
Paul d
June 09, 2007 at 08:54 PM
the tyronia thing is pretty cool. only thing that annoys me is that the factions aren't renamed, they should be.
Paul d
June 09, 2007 at 11:08 PM
sorry, but is there a forum thread for this mod?
Unspoken Knight
June 12, 2007 at 11:02 PM
Yes, there is a link for the thread at the top of the description section above.
cbuck
June 26, 2007 at 06:24 PM
love this mod, well worth a go!!!!
Temur
July 08, 2007 at 06:26 PM
Amazing and well made.
hornet69
August 13, 2007 at 08:41 PM
great game ...had a blast playing the Aztecs in a grand campaign .be nice if this can be updated to have the Aztecs have diplomats ,priests and other items that the other nations have .and have the ability to expand with new technology so that there civilisation can go farther than it does now
patrik723
October 14, 2007 at 10:52 AM
Wow man this is so great A+++++++


Can you send some more screens??
Kingroc
March 02, 2008 at 12:49 AM
ordoprinceps
March 23, 2008 at 11:21 PM
This is absolutely the best!!!
pope gregory
July 26, 2008 at 02:38 PM
COOL really sounds good downloading it now
pope gregory
July 27, 2008 at 03:57 AM
omg its so awesome it would be nice if you made saxons normans and rebels playable in campaign
pope gregory
July 28, 2008 at 02:00 PM
hey why cant u choose rebels in this mod?
Unspoken Knight
July 30, 2008 at 12:03 AM
You should be able to choose the rebels for all CCM campaign maps and for custom/quick battles. Please post a more detailed description in the CCM 1.02 thread describing which map you are playing, if it is a hotseat game, any other mods you have installed on top or personal modifications you have made. You can check the start of the descr_strat.txt file for the map you are trying to play and check that 'slave' is listed as one of the playable factions.