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Thread: Custom Campaign Mod 2 Released

  1. #1

    Default Custom Campaign Mod 2 Released

    DOWNLOAD:
    =========

    http://www.twcenter.net/forums/downl...o=file&id=1953
    alternative link: https://yadi.sk/d/fEauIXA1krePZ

    ========================================
    REQUIRES MEDIEVAL II TOTAL WAR: KINGDOMS
    ========================================


    TABLE OF CONTENTS
    =================
    =================

    1.0 OVERVIEW
    2.0 FEATURES
    2.1 RETROFIT MOD
    2.2 CUSTOM CAMPAIGN MAPS
    2.3 HISTORICAL AND MULTIPLAYER SCENARIO BATTLES
    2.4 TECH TREE REBALANCING
    2.5 KINGDOMS UNITS
    2.6 MISCELLANEOUS
    3.0 INSTALLATION
    4.0 LAUNCHING THE MOD
    5.0 CAVEATS AND KNOWN ISSUES
    6.0 CONTACT AND SUPPORT INFORMATION
    7.0 LEGAL INFORMATION
    8.0 CREDITS


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

    The Custom Campaign Mod 2 adds additional gameplay and content for Medieval II Total War (M2TW): Kingdoms. It includes all changes and content from the Retrofit Mod and the original Custom Campaign Mod with additional content, fixes, tweaks and improvements.

    The major features of the Custom Campaign Mod 2 are:

    - Retrofit Mod: Adds many common features, fixes and improvements from Kingdoms including AI support armies, boiling oil, additional battle maps and hotseat multiplayer.
    - Custom Campaign Maps: 8 Custom campaigns have been created and can be accessed from the single player and hotseat multiplayer 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 and factions 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.
    - Kingdoms Units: Some of the Kingdoms units have been added including the Greek Firethrower, Mangonels and Spaish Dragoons.
    - Installer: The mod is packaged with an easy to use installer for computers with a valid installation of M2TW: Kingdoms.


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

    2.1 RETROFIT MOD
    ----------------

    - AI Support Armies: Provides the option to issue orders to Allied AI armies or your own reinforcing armies.
    - Boiling Oil: Gates in cities and castles have boiling oil defences.
    - 4 Additional custom battle maps: New custom and multiplayer battle maps available (Backwoods, Borderlands, Forts, Trenches).
    - Unit rebalancing: Rebalancing of costs and battle stats for various units.
    - AI Unit Recruitment tweaks: AI recruits more varies and/or balanced campaign armies.
    - Campaign AI Tweaks: AI factions prefer to attack factions as part of win conditions.
    - Hotseat Multiplayer: Hotseat multiplayer campaigns available in the front end menu.
    - Miscellaneous bug fixes and improvements: Various Kingdoms bug fixes and improvements.

    2.2 CUSTOM CAMPAIGN MAPS
    ------------------------

    - Tyronia: A unique fictional custom campaign map containing 17 playable factions including the aztecs, mongols, timurids, papal_states and rebels.
    - Iberian Peninsular: An enlarged subsection of the Iberian Peninsula from the Grand Campaign.
    - Northern Europe: A North European subsection of the grand campaign.
    - North-Western Europe: A North-West European subsection of the grand campaign.
    - Britain: A small North-West European (Britain) subsection of the grand campaign.
    - Southern Europe: A South Eurpean subsection of the grand campaign.
    - South-Westhern Europe: A South-West European subsection of the grand campaign.
    - Alternative Grand Campaign: The Grand Campaign with modifications to support playable Aztecs, Mongols, Timurids and Rebels.
    - Optional 'Hide Campaign' checkbox added to Campaign Front End to hide the campaign map under fog of war.
    - Front End support for single player and hotseat multiplayer custom campaigns.

    2.3 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.

    2.4 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 missing M2TW units to tech tree.
    - Enabled more factions access to high level buildings.
    - Increased recruitment times for ships, artillery and siege weapons to two turns.
    - Rebalanced initials sizes, replenishment rates, and max sizes for nearly all unit pools.
    - Added Aztec tech tree from Kingdoms Americas.
    - Rebalanced recruitment costs for a range of Aztec, Mongol and Timurid units.
    - Added Mongol, Timurid and Aztec agents (except Princesses).

    2.5 KINGDOMS UNITS
    ------------------

    - New World Cuirassers (England, France)
    - Spanish Dragoons (Spain)
    - Mangonel (all factions except Aztecs and Rebels)
    - Greek Firethrower (Byzantium, Rebels)
    - Archontopoulai (Byzantium)
    - Alamanoi (Byzantium, Rebels)
    - Pronoia Infantry (Byzantium)
    - Byzantine Gunners (Byzantium)
    - Ghulams (Egypt, Rebels)
    - Dismounted Ghulams (Egypt, Rebels)
    - Khassaki (Egypt)
    - Sibyan al Khass (Egypt)
    - Al Haqa Infantry (Egypt)
    - al Ashair (Egypt)
    - Khasseki (Egypt)
    - Abid al Shira (Egypt)
    - Mamluk Handgunners (Egypt)
    - Hasham (Turks)
    - Dismounted Hasham (Turks)
    - Iqta'dar (Turks)
    - Kurdish Auxiliaries (Turks)
    - Turkish Crossbowmen (Turks)
    - Ahdath (Turks)
    - Sami Axemen (Denmark)
    - Gotland Footmen (Denmark)
    - Svenner (Denmark)

    2.6 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, 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.
    - Leader Campaign Models: Faction leaders use some of the Kingdoms leader models in campaign and battle.
    - Added Mesoamerican Town and Large Town battle settlement models.
    - Added Mesoamerican text and Images from Americas.
    - Added Native American accent from Americas.
    - Added various sounds from the Kingdoms campaigns.


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

    To install the Custom Campaign Mod 2, simply run the supplied executable file. If you have a valid installation of M2TW: Kingdoms, installation setup will automatically determine the installation path for the Custom Campaign Mod 2.

    The Custom Campaign Mod 2 installs all game files into a separate mod path and does not modify any existing M2TW or M2TW: Kingdoms files. This protects the existing M2TW and M2TW: Kingdoms installations and allows multiple mods to be run from the same M2TW installation.

    Installation consists of three main components:

    - Required Custom Campaign Mod 2 Files: Core files required to install and use the Custom Campaign Mod 2. (REQUIRED)
    - Historical and Multiplayer Scenario Battle Files: Historical and multiplayer scenario battles in the Custom Campaign Mod 2 modified to unlock all battle maps and factions. (OPTIONAL)
    - Copy M2TW Custom Battle Files: The installer can copy the custom battle files from the original M2TW installation. (OPTIONAL)


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

    The Custom Campaign Mod 2 can be launched via a number of methods:

    - Start menu shortcut
    - Desktop icon
    - M2TW game launcher (English)
    - Batch file located in: [M2TW Path]\mods\custom_campaign_2\medieval2_custom_campaign_2.bat


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

    - This Mod is designed to be used with Medieval II Total War: Kingdoms version 1.05.000. This mod will install and run on earlier versions of Kingdoms with the exception of the 'Hide Campaign' checkbox.
    - 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 unlocked factions may not have all correct audio, text and other game data.
    - Unit recruitment options are not displayed on building information scrolls if playing as the Rebels.
    - This Mod often generates and logs numerous ignorable errors and warnings when logging is enabled via the command line.
    - This Mod may not install and/or run correctly for some downloadable distribution methods of M2TW or M2TW: Kingdoms.


    6.0 CONTACT AND SUPPORT INFORMATION
    ===================================

    Support for the Custom Campaign Mod 2 is provided through the Total War forums:

    www.totalwarforums.com
    www.twcenter.net/forums

    For non-support related enquiries, the Author of the Retrofit Mod can be contacted directly at:

    unspokenknight@gmail.com

    Due to work, family and other commitments, the Author may not be able to reply or a may take some time to reply to any enquiries. Please do not contact the Author of the Custom Campaign Mod 2 directly for support.


    7.0 LEGAL INFORMATION
    =====================

    This is an unofficial Mod for Medieval II Total War: Kingdoms. 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 Author of this Mod (as far as is legally possible).

    The Author 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.


    8.0 CREDITS
    ===========

    AUTHOR: Scott "Unspoken Knight" Lowther

    Thanks to the entire Medieval II Total War and Kingdoms development teams, Creative Assembly, SEGA and the entire Total War community.

    Tools used in the development of this mod include The Gimp, Inno Setup and Alpacca's Texture Converter



    Please also download and try the following Mods and Tools by the Author of the Custom Campaign Mod 2:

    - "Retrofit Mod" for Medieval II Total War: Kingdoms
    - "Hotseat Launcher" for Medieval II Total War: Kingdoms
    - "Custom Campaign Mod" for Medieval II: Total War
    Last edited by Gigantus; November 30, 2015 at 06:44 PM.

  2. #2

    Default Re: Custom Campaign Mod 2 Released

    Great stuff! Quick question - does this utilise stone forts in the campaign?

  3. #3

    Default Re: Custom Campaign Mod 2 Released

    No sorry, I have not included the crusades or britannia stone forts.

  4. #4

    Default Re: Custom Campaign Mod 2 Released

    I Love this mod!!
    Spoiler Alert, click show to read: 
    "Those who would give up Essential Liberty to purchase a little Temporary Safety deserve neither Liberty nor Safety"
    -Benjamin Franklin
    ''But a Constitution of Government once changed from Freedom, can never be restored. Liberty, once lost, is lost forever.''
    -John Adams, letter to Abigail Adams, July 17, 1775
    "A government which robs Peter to pay Paul, can always count on the support of Paul." – George Bernard Shaw
    "War is just one more big government program." – Joseph Sobran
    "Remember, democracy never lasts long. It soon wastes, exhausts, and murders itself. There never was a democracy yet that did not commit suicide." – John Adams (1814)

  5. #5

    Default Re: Custom Campaign Mod 2 Released

    This is great! Can't wait to play the Danes and the Turks. Thank you Unspoken Knight.

  6. #6

    Default Re: Custom Campaign Mod 2 Released

    @Unspoken Knight,

    First off congratulations on releasing a new version of Custom Campaign Mod. I would like to ask a quick question about the move_speed_mod entry. I notice that only two european units and the aztecs have this in Kingdoms. My question is why CA decided not to give this to more lightly armoured units? Such as light cavalry, light skirmishers, and light infantry? I guess there must be a reason for this.

    best
    Dave

  7. #7

    Default Re: Custom Campaign Mod 2 Released

    Quote Originally Posted by Unspoken Knight View Post
    3.0 INSTALLATION
    ================

    To install the Custom Campaign Mod 2, simply run the supplied executable file. If you have a valid installation of M2TW: Kingdoms, installation setup will automatically determine the installation path for the Custom Campaign Mod 2.

    The Custom Campaign Mod 2 installs all game files into a separate mod path and does not modify any existing M2TW or M2TW: Kingdoms files. This protects the existing M2TW and M2TW: Kingdoms installations and allows multiple mods to be run from the same M2TW installation.

    Installation consists of three main components:

    - Required Custom Campaign Mod 2 Files: Core files required to install and use the Custom Campaign Mod 2. (REQUIRED)
    - Historical and Multiplayer Scenario Battle Files: Historical and multiplayer scenario battles in the Custom Campaign Mod 2 modified to unlock all battle maps and factions. (OPTIONAL)
    - Copy M2TW Custom Battle Files: The installer can copy the custom battle files from the original M2TW installation. (OPTIONAL)

    Can this mod be run with Kingdoms 1.4, or does it require 1.5? I tried to install it, but a message appeared warning me that I lacked 1.5 and that this could cause problems...
    Last edited by Scandinavisksoldat; April 18, 2009 at 08:50 PM.

  8. #8

    Default Re: Custom Campaign Mod 2 Released

    Can this mod be run with Kingdoms 1.4, or does it require 1.5? I tried to install it, but amessage aappeared warning me that I lacked 1.5 and that this could cause problems...
    This mod can be run with Kingdoms 1.4, but you will miss out on some of the 1.5 bug fixes and the hide campaign' option.

  9. #9

    Default Re: Custom Campaign Mod 2 Released

    I'm new to Medieval Total and a have the original game and the expansion (Kingdoms).
    If i install this mod can i play the Original Campaign from medieval Total War, like the retrofit mod?
    I've never used the retrofit mod before so i don't know what i should download.

    Thanks.

  10. #10

    Default Re: Custom Campaign Mod 2 Released

    Quote Originally Posted by Slithie View Post
    I'm new to Medieval Total and a have the original game and the expansion (Kingdoms).
    If i install this mod can i play the Original Campaign from medieval Total War, like the retrofit mod?
    I've never used the retrofit mod before so i don't know what i should download.

    Thanks.
    The Custom Campaign Mod installs into its own mod path allowing you to play your original campaign or the Retrofit mod without change. Additionally, the Custom Campaign Mod 2 includes its own version of the Grand Campaign among many other campaign maps.

  11. #11

    Default Re: Custom Campaign Mod 2 Released

    Quote Originally Posted by Unspoken Knight View Post
    The Custom Campaign Mod installs into its own mod path allowing you to play your original campaign or the Retrofit mod without change. Additionally, the Custom Campaign Mod 2 includes its own version of the Grand Campaign among many other campaign maps.
    So i just need install the patch 1.05 and Custom Campaing Mod 2.

    And i can play:
    - Original Campaign (no modifications)
    - Retrofit Mod (bug fixes on original campaign)
    - A "new" version the original campaign

    Thanks

  12. #12

    Default Re: Custom Campaign Mod 2 Released

    Quote Originally Posted by Slithie View Post
    So i just need install the patch 1.05 and Custom Campaing Mod 2.

    And i can play:
    - Original Campaign (no modifications)
    - Retrofit Mod (bug fixes on original campaign)
    - A "new" version the original campaign

    Thanks

    To play the Retrofit Mod, you will need to download and install it separately. The Custom Campaign Mod 2 includes Retrofit Mod changes, but these are merged into the Custom Campaign Mod 2 along with other changes.

  13. #13

    Default Re: Custom Campaign Mod 2 Released

    What does this do to militia?!

    I had three units of spear militia pin one unit of rebel spear militia, and my general (prince Rufus), who only had 20 left (five killed by peasants and peasant archers), charged right in the back of the spear militia. What happened? Well apart from the fact the rear charges didn't rout them (nor even kill many), the spear militia then proceeded to turn around and kill five horsemen, so I had to pull them back and charge a unit of peasants.

    That one unit of peasants killed every last horsemen, including the prince.

    What does this mod do to weak units to make them into killing machines? Why did my general and his units die to one unit of peasants, after a charge into the back of spear militia (who never even routed)?
    Democracy is when the indigent, and not the men of property, are the rulers.
    Aristotle

  14. #14

    Default Re: Custom Campaign Mod 2 Released

    it would be great to merge this mod with guam!

  15. #15
    fumle's Avatar Civis
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    Default Re: Custom Campaign Mod 2 Released

    Hey
    This mod is great I really like it, but there are some units that I can't buy on campaign map f.eks: The Greek firethrower, in my Byzantine Campaing I have a Huge city whit all buildings and a full upgraded Citadel, but i can't buy the firethrowers.
    The same happens whit denmark, I can't buy the Gotland footmen.
    The most weird thing is that when i played as the Aztecs i saw that the AI used these units and buyed them in masses?
    So what are Im missing? What do I need to do before I can get these units?

    Hope you can help me
    /Fumle

  16. #16
    Libertus
    Join Date
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    Default Re: Custom Campaign Mod 2 Released

    I believe the firethrower recuires the gunpowder event. Gotland footmen should become available when you get a swordsmiths guild.

  17. #17
    fumle's Avatar Civis
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    Default Re: Custom Campaign Mod 2 Released

    Hey mate
    You are 100% correct
    I owe you one, but i can't give you rep rigth now cause i need 50 post first

    Thx again
    /Fumle

  18. #18
    the_mango55's Avatar Comes Rei Militaris
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    Default Re: Custom Campaign Mod 2 Released

    Any way to tone down the Aztecs in Tyronia?

    I have 2 games going, and in both of them the Aztecs take over their whole quarter of the continent by turn 50, and would have even more if they hadn't forced England and Scotland to be their vassals.
    ttt
    Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesīr, TB666 and, Boudicca. In the great Family of the Black Prince

  19. #19
    fumle's Avatar Civis
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    Default Re: Custom Campaign Mod 2 Released

    Hey
    The aztecs are no problem at all, just send some troops over there (on ship or land your choise) burn there capital and some other major cities down and then leave again. You can also support some nearly factions like england whit a lot money.
    Do this in the early campaing end you will have no problems at all whit them.

    /Fumle

  20. #20
    the_mango55's Avatar Comes Rei Militaris
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    Default Re: Custom Campaign Mod 2 Released

    It's not that I'm personally having problems with them, I just don't like that the campaign follows such a predictable path every time with the Aztecs steamrolling the other factions nearby.

    And it would be nice if the other factions could take care of themselves for once, without my constant monetary and military support.
    ttt
    Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesīr, TB666 and, Boudicca. In the great Family of the Black Prince

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