FAQ
Q. What other cool things can we expect from this mod in the future or when will your next update be?
A. No new changes or updates are planned. I know this is a hard concept for the modding community, but, for me, a good mod is a mod that actually gets finished. This mod is now considered finalized.
Q. Does this mod require Medieval II Kingdoms?
A. Yes, you must have Medieval II Kingdoms installed for this mod to work. This is a modification of the Retrofit Mod by Unspoken Knight, which also requires Kingdoms.
Q. May I use your mod, or a component of your mod, in my own modding project? Or could I mod your mod? Do I need your permission to make changes or copy your files? etc.
A. I am no longer supporting this mod as it is now complete. I also do not have the time or interest in helping others through their modding projects. With that said, anyone may use my mod in their mod, or modify my mod, or borrow pieces from my mod for their own modding projects. I have no problem with that, as long as you credit my work someplace in your readme/website. However, please understand that my mod is 100% stable in it's current form, and I will not be providing any technical support should your modding endeavors cause my mod to stop functioning. Good luck!
Q. Can I have both the Retrofit Mod and this mod installed at the same time?
A. Yes, but only by manually making a copy of your existing RetroMod folder, renaming said folder, installing my mod onto your original RetroMod installation, and then manually creating a new desktop icon for your newly renamed RetroMod folder. I am not supporting this operation directly, as I am only supporting this mod itself, which is a mod of the Retrofit Mod. Make sense? Good.
Q. Will you be making a version of this mod for vanilla (non-Kingdoms) M2TW, or for X or Y Mod?
A. I have no plans at present to make additional versions of this mod. It is considered "complete" and only offered in it's current format.
Q. I've downloaded and installed mod X onto your mod, or I've downloaded and installed your mod onto mod Y, and now I'm getting a crash or other weird results, what should I do?
A. I do not have the time, energy, or patience to download every single mod and manually verify what files are included, and then to manually advise how said files or changes could best be intregrated with my own file sets. A mod is composed, typically, of several to hundreds of text files, and when you over-write one text file with another text file, you've just destroyed whatever data my mod depended on that was contained in the over-written file. It is the user's responsibility to research, integrate, and quality test any integration of my mod into another, or any other mod into my mod. I'll be glad to answer simple modding questions, but, aside from that, please don't copy another mod on top of mine and then ask me why the mod is no longer working. My mod is only supported in the state in which I created it.
Q. Does this mod work with the 1.5 Kingdoms patch?
A. Yes, this mod requires the 1.5 Kingdoms patch. Certain features such as buildable stone forts and other enhancements of the 1.5 patch will work with previous versions of Kingdoms but this is not recommended or supported.
Q. What are the Sergeant Swordsmen, Santiago Order Sergeants, Trecenezagos, Polish/Hungarian Foot Knights, and Andalusian Cavalry, etc, units mentioned in your readme? I've never heard of these units before.
A. The Grand Unit Addon Mod adds mostly new units from Kingdoms and enables some units that were in the Grand Campaign files but not "activated". However, the original Grand Campaign files contain a number of usused unit models that were simply never assigned a texture, name, or recruitment slot. I assigned several units the necessary files to make them work and filled in "holes" in certain faction's unit rosters to balance out the additional units I added from Kingdoms.
I have posted some screenshots below of those new "activated" units that I've included either by assigning textures to unused models, retexturing existing units to fill in "gaps" in faction rosters, or assigning recruitment names to unused units, and also some screenshots highlighting some the mods key features:
Sergeant Swordsmen (all Catholic factions plus Russia - reskinned the Squires of Tripoli unit from Kingdoms)
Order Sergeants of Santiago (Portugal and Spain - Templar Model with Santiago texture)
Andalusian Cavalry (Moors - Unused Late General's Cav Unit Model and Texture)
Polish Foot Knights (Poland - Unused baltest model)
Hungarian Foot Knights (Hungary - Unused baltest model)
This unit was created by SSJ by reskinning the Dismounted Halbbruder unit from the Teutonic Campaign, called the Trecenezago, and is available as an Order Santiago unit available to Portugal and Spain:
Marshall of St. James (Portugal and Spain - Another SSJ unit, reskins the Kingdoms' marshall unit to make a marshall unit for the Order of Santiago)
Knights of Calatrava (Spain - retexture of the Templar Marshall unit by unDa)
Late Armored Knights (England, France, Denmark, Hungary, and Poland - renamed unused Late General model)
Dismouted Armored Knights (England, France, Denmark, Hungary, and Poland - renamed unused Late General model)
Sample images of new Kingdoms battlemap models for factions leaders:
Livonian Brothers of the Sword, recruitable in Riga, Thorn, and Stetten:
Sample images of new Kingdoms strategy map models for faction leaders:
New Mercenaries, some examples:
English Mounted Longbowmen (unused vanilla unit, wasn't available in custom battles or campaign, I simply unlocked it for both...great unit):
Russian Heavy Infantry (renamed the Lithuanian Giltines Chosen unit from the Teutonic Campaign, makes a great addition for the Russians):
Optional Buildable Stone Forts (requires Kingdoms 1.5):
Q. How exactly does the recruitment system work for the Outremer (Holy Land) units?
A. I wanted to include as many units as possible from the Kingdoms Crusade Campaign, yet include them in a way that doesn't allow the human player, or the AI player, a guaranteed path to world domination by taking the Holy Land early in the game. Taking and holding the Holy Land, or Outremer, as it was then known, should be a very difficult, timely, and expensive project for any player. Therefore, I developed a system, using hidden resources, or "areas of recruitability", that dictates when, and where, certain Outremer units are available. Unit availability will start very limited, and gradually increase as you progress through the tech tree. Outremer units are somewhat more expensive than your typical faction units. I ended up including nearly all of the new Crusades Campaign units, by dividing them up into two major categories: Holy Land Units, recruitable anywhere in Outremer, and Crusader States Units, recruitable in certain regions only. Here is a breakdown of how it works:
Holy Land Units
Available in Jerusalem, Antioch, Acre, Gaza, Aleppo, Damascus, and Edessa.
City/Castle Wall Upgrade Units: Templar and Hospitaller Knights, Sergeants, and Gunners.
Crusader States Units
Kingdom of Jerusalem (Jerusalem)
City Barracks [Limited Recruitment]: Pisan and Genoese Sailors (Light Infantry), Dismounted Knights of Jerusalem (Heavy Infantry), Knights of Jerusalem (Knight)
Archery Range: Templar and Hospitaller Crossbowmen
Castle Barracks [Experience Bonus]: Pisan and Genoese Sailors (Light Infantry), Dismounted Knights of Jerusalem (Heavy Infantry)
Castle Stables [Experience Bonus]: Knights of Jerusalem
Principality of Antioch (Antioch)
City Barracks [Limited Recruitment]: Antioch Militia (Light Infantry), Dismounted Knights of Antioch (Heavy Infantry), Knights of Antioch (Knight)
Archery Range: Templar and Hospitaller Crossbowmen
Castle Barracks [Experience Bonus]: Antioch Militia (Light Infantry), Dismounted Knights of Antioch (Heavy Infantry)
Castle Stables [Experience Bonus]: Knights of Antioch
County of Edessa (Edessa)
City Barracks [Limited Recruitment]: Edessan Squires (Light Infantry), Edessan Guard (Heavy Infantry), Knights of Edessa (Knight)
Archery Range: Templar and Hospitaller Crossbowmen
Castle Barracks [Experience Bonus]: Edessan Squires (Light Infantry), Edessan Guard (Heavy Infantry)
Castle Stables [Experience Bonus]: Knights of Edessa (Knight)
County of Tripoli (Acre)
City Barracks [Limited Recruitment]: Pisan and Genoese Sailors (Light Infantry), Squires of Tripoli (Heavy Infantry), Knights of Tripoli (Knight)
Archery Range: Templar and Hospitaller Crossbowmen
Castle Barracks [Experience Bonus]: Pisan and Genoese Sailors (Light Infantry), Squires of Tripoli (Heavy Infantry)
Castle Stables [Experience Bonus]: Knights of Tripoli (Knight)
Notes:
- Not all units gain an experience bonus at all levels, generally the higher the tech, the more the bonus, but castles always get more of a bonus.
- Unit availability is very limited at the start, but increases as you tech-up.
- Cities do not have stables, so they can build knights at their barracks, but with a unit availability penalty. Castles can recruit more knights and with higher experience levels.
- Please be aware that the Outremer recruitment system does not effect the standard Order Chapterhouse recruitment system at all.
- There are also many new mercs available in the region, but, they cost a bundle, and, be warned, the Muslim factions have some seriously nasty units, too!
Q. I see that Sword Brethren, Livonian Auxiliaries, and Christ Knights are only available from certain cities, why is that?
A. These units represent the Livonian Brothers of the Sword, also known as Livonian Order or Brothers of the Sword. They were based in and around the regions represented in the game of Riga, Stettin, and Thorn. After a major defeat, they were later absorbed into the Teutonic Order, but, throughout their existence they always maintained their own headquarters and Grand Master. Rather than have them recruitable from the Teutonic Order buildings, I decided to make them available to all Catholic factions from the cities/castles mentioned above. Any faction can "claim their allegiance" by capturing those cities/castles. The units are available from the city/castle walls, therefore you do not need to worry about making all of those cities into castles just to get these special units.
Q: Could you please host this mod on another site, I cannot download from Filefront, or, I cannot download from Filefront because my country has limited servers.
A: I'm sorry that your country has limited servers or that you are having problems downloading from Filefront. Please contact Filefront for assistance or try downloading during off-peak hours. People living in countries with limited servers are able to use Filefront, you may have to wait till a server becomes available. If you are having technical problems downloading my mod, try disabling any download accelerators and try downloading with Internet Explorer.
It is not my policy to host my mods or files on multiple hosting spaces. This creates problems when I attempt to troubleshoot people's issues, as they sometimes have outdated versions of the mod they found on old hosting servers. I also do not have the time or patience to be uploading my mod to multiple servers for people, as no matter which host space I pick, somebody will complain they cannot download from it. Please DO NOT host my file on a host space without my persmission.
Link to this mods TOTALWAR.COM discussion thread.