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Thread: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

  1. #761

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Yes sir I agree. I have done about 55 turns with Poland, and same thing. I have allies with most Catholic factions, but none have broken or attacked. Russia has a full stack of troops just sitting outside of their capital that hasn't moved in about 20 turns. Humm, on hard difficulty they usually attack fairly quick.

  2. #762

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Have any of the AI factions declared war on each other? Also, was the AI fine on Retrofit without GUAM? Retrofit does include some AI/Autoresolve changes from the Kingdoms campaigns.
    Total War Modder, Former Total War Developer

  3. #763

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Some do, but some don't. It seems very erratic, humm. I didn't play the retrofit w/o Guam, I downloaded both immediately. Also, how about Swordsmiths, even in year 1300 none have been available, and I have built dozens of knights on foot in different castles to trigger it. I am just curious, anyone have the same results?

  4. #764

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Mr. Knight I looked at your mods, and I must say that is awesome. I don't do well with PC language stuff, I think I was hungover in College too much for the IT classes lol.

  5. #765

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Does anyone know if the GUAM affects Sword guilds? I have never been offered it once in several campaigns after 100 turns of each. I built at least an armourer and tons of knights that wield swords and not one offer. ???

  6. #766

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Sorry I have been unable to help, I don't know about GUAM and sword guilds. I wouldn't expect GUAM to have any affect on them. Hopefully someone else can offer better information.
    Total War Modder, Former Total War Developer

  7. #767

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Quote Originally Posted by Candelarius View Post
    Grand Unit Addon Mod
    for Retrofit Mod 1.0
    by Candelarius aka Yakaspat
    Version 6.0


    This mod adds many of the new units from the Medieval II Total War - Kingdoms expansion pack to the Retrofit Mod 1.0 for Medieval II Total War, enabling you to recruit the new Kingdoms units in the Medieval 2 Grand Campaign. In addition, the Grand Unit Addon Mod includes many Kingdoms features, several minor bug fixes, and makes available many other unit additions from the original game that were previously not enabled.


    :::: Download Links ::::
    ============================


    New links dated 5th October 2011, thanks to dannyyxx30:

    Guam V6
    Retrofit V1

    Alternate download

    Old links:

    VERSION 6.0 FULL INSTALLER - DOWNLOAD LINK
    OPTIONAL STONE FORTS ADDON - DOWNLOAD LINK



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


    1. Install Medieval II and Kingdoms. Requires Kingdoms 1.5 patch.

    2. Install Retrofit Mod 1.0.

    3. Double-click the self-extracting GUAM_v6.exe file after downloading it, and install into your base M2TW folder (the same folder as medieval2.exe, usually C:\Program Files\SEGA\Medieval II Total War\). Allow Windows to overwrite existing files. This will over-write your existing RetroMod folder.

    Optional: Install buildable stone forts addon (requires Kingdoms 1.5).

    4. Start the Retrofit Mod.
    (note that the game will load slowly the first time you start the mod, but only the first time)


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


    Over 100 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

    Moors:
    - Andalusian Cavalry [renamed Late General Bodyguard, same stats as Turkish Quapukulu unit]
    - Andalusian Infantry [renamed Egyptian Khasseki Infantry unit, has the same stats]
    - Moorish Swordsmen [renamed Egyptian Al-Haqa Infantry unit, has the same stats]
    - Dismounted Tuareg [for recruitment in campaign, previously only in custom battles]
    - Mutatawwi'a [recruited at Masjid and above]
    - Mangonels

    Denmark:
    - Sami Axemen
    - Gotland Footmen
    - Svenner
    - Sergeant Swordsmen
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Chivalric Knights [for recruitment in campaign, previously only in custom battles]
    - Mangonels

    Spain:
    - Dragoons [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - Sergeant Swordsmen
    - Santiago Order Sergeants [recruited at Knights of Santiago Minor Chapterhouse]
    - Marshall of St. James [recruited at Knights of Santiago Headquarters, unique unit]
    - Trecenezago [retextured and renamed Dismounted Halbbruder, recruited at Knights of Santiago Major Chapterhouse]
    - Knights of Calatrava [retextured and renamed Marshall of the Templars unit, stats similar to Chivalric Knights]
    - Mangonels

    Portugal:
    - Dragoons [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - Sergeant Swordsmen
    - Santiago Order Sergeants [recruited at Knights of Santiago Minor Chapterhouse]
    - Marshall of St. James [recruited at Knights of Santiago Headquarters, unique unit]
    - Trecenezago [retextured and renamed Dismounted Halbbruder, recruited at Knights of Santiago Major Chapterhouse]
    - Mangonels

    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]
    - Armoured Sergeants [for recruitment in campaign, previously only in custom battles]
    - Sergeant Swordsmen
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Mounted Longbowmen
    - Mangonels

    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]
    - Sergeant Swordsmen
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Chivalric Knights [for recruitment in campaign, previously only in custom battles]
    - Dismounted French Archers [for recruitment in campaign, previously only in custom battles]
    - Mangonels

    Holy Roman Empire:
    - 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]
    - Dismounted Gothic Knights [for recruitment in campaign, previously only in custom battles]
    - Sergeant Swordsmen
    - Knechten
    - Mangonels

    Scotland:
    - Calivermen [requires gunpowder discovery]
    - Mounted Calivermen [requires gunpowder discovery]
    - Sergeant Swordsmen
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Mangonels

    Venice:
    - Dismounted Broken Lances [for recruitment in campaign, previously only in custom battles]
    - Sergeant Swordsmen
    - Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Crusader Campaign]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - Mangonels

    Russia:
    - Russian Heavy Infantry [renamed Lithuanian Giltines Chosen unit from Teutonic Campaign]
    - Sergeant Swordsmen
    - Tartar Lancers
    - Dismounted Tartar Lancers
    - Mangonels

    Milan:
    - Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Crusader Campaign]
    - Sergeant Swordsmen
    - Halberd Militia
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - Mangonels

    Sicily:
    - Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Crusader Campaign]
    - Sergeant Swordsmen
    - Dismounted Italian Men at Arms
    - Italian Men at Arms
    - Mangonels

    Papal States:
    - Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Crusader Campaign]
    - Sergeant Swordsmen
    - Mangonels

    Poland:
    - Sergeant Swordsmen
    - Polish Foot Knights
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Mangonels

    Hungary:
    - Sergeant Swordsmen
    - Hungarian Foot Knights
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Mangonels

    Mongols:
    - Dismounted Light Lancers [for recruitment in campaign, previously only in custom battles]
    - Dismounted Heavy Lancers [for recruitment in campaign, previously only in custom battles]


    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, unique unit]
    - 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, unique unit]

    England, Scotland, France, Denmark, Milan, Venice, Papal States, Sicily, Poland, Hungary, Portugal, HRE, Spain:
    - Knights of Jerusalem [recruitable only in Jerusalem]
    - Dismounted Knights of Jerusalem [recruitable only in Jerusalem]
    - Canons of the Holy Sepulchre [recruitable only in Jerusalem, unique unit]
    - Knights of Antioch [recruitable only in Antioch]
    - Dismounted Knights of Antioch [recruitable only in Antioch]
    - Antioch Militia [recruitable only in Antioch]
    - Knights of Tripoli [recruitable only in Acre]
    - Squires of Tripoli [recruitable only in Acre]
    - Pisan and Genoese Sailors [recruitable only in Acre and Jerusalem, except by Italian factions]
    - Knights of Edessa [recruitable only in Edessa]
    - Edessan Guards [recruitable only in Edessa]
    - Edessan Squires [recruitable only in Edessa]
    - Templar Knights [recruitable only in Outremer]
    - Hospitaller Knights [recruitable only in Outremer]
    - Templar Sergeants [recruitable only in Outremer]
    - Hospitaller Sergeants [recruitable only in Outremer]
    - Templar Crossbowmen [recruitable only in Outremer]
    - Hospitaller Crossbowmen [recruitable only in Outremer]
    - Templar Gunners [recruitable only in Outremer; requires gunpowder discovery]
    - Hospitaller Gunners [recruitable only in Outremer; requires gunpowder discovery]
    - Sword Brethren [recruitable only in Riga, Stettin, and Thorn]
    - Livonian Auxiliaries [recruitable only in Riga, Stettin, and Thorn]
    - Christ Knights [recruitable only in Riga, Stettin, and Thorn]

    Mercenary Units:
    - Armenians of Cilicia [for hire around Outremer and Cilicia, Catholic and Orthodox factions only]
    - Frankish Axemen [for hire around Outremer, Germany, and France]
    - Frankish Swordsmen [for hire around Outremer, Germany, and France]
    - 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]
    - Calivermen [requires gunpowder discovery, for hire in Scotland and Ireland]
    - Mounted Calivermen [requires gunpowder discovery, for hire in Scotland and Ireland]
    - Alamanoi Mercenaries [for hire in Greece and Anatolia]
    - Greek Firethrowers Mercenaries [for hire in Greece and Anatolia]
    - Dismounted Ghulam Mercenaries [for hire in Outremer, Egypt, and Arabia]
    - Ghulam Mercenaries [for hire in Outremer, Egypt, and Arabia]
    - Norse Axemen Mercenaries [for hire in Britain and Scandanavia]
    - Viking Mercenaries [for hire in Britain and Scandanavia]
    - Sherwood Archer Mercenaries [for hire in England and to a lesser extent in Scotland]
    - Gwent Raiders [for hire in England and Wales]
    - Irish Squires [for hire in Scotland and Ireland]
    - Pisan and Genoese Sailors [for hire in Outremer]
    - Apachean Braves [for hire in North America only, once you discover the New World]
    - Apachean Onde's Men [for hire in North America only, once you discover the New World]
    - Apachean Koitsenko [for hire in North America only, once you discover the New World]
    - Apachean Scouts [for hire in North America only, once you discover the New World]
    - English Huscarls [for hire in England]
    - Dismounted Frankish Knights [for hire in Europe and Outremer during the early and high eras]
    - Dismounted Mercenary Knights [for hire in Europe in the late era]
    - Dismounted Mercenary German Knights [for hire in Germany and Northern Europe in the late era]
    - Mongol Mercenary Archer [for hire in the Middle East, Russia, and Anatolia, Islamic factions only]


    Other Features:
    - All cannons can now fire grape shot [except Serpentines]
    - Some updated skins, including the mount skins for Templar and Hospitaller Knights.
    - Several spelling/grammar corrections for the unit descriptions.
    - Unlocked all playable factions.
    - Minor changes to mercenary pools.
    - Included Venetian Archers and Retinue Longbowmen armor upgrade fixes.
    - Included pikemen formation fix.
    - Minors changes to recruit priority offset.
    - Updated Swordsmith and Alchemist Guild triggers for new units.
    - Added four new custom battle maps: Village Vilinus, Broken Teeth Sands, Highland Loch, and Lake Choctaw.
    - Added new Middle Eastern culture interface from Crusades Campaign.
    - Added the campaign map castle models from the Brittania Campaign.
    - Included Kingdoms faction leader strat map models for all factions (except Timurids).
    - Replaced North American Aztec rebels with North American Apachean units from the Americas Campaign.
    - Added the following event movies from Crusades campaign: Greak Mosque, Capture Jerusalem, and Declare Jihad movies.
    - Added new Kingdoms' battlemap models for Faction Leaders for all playable factions.
    - Incorporated various adjustments from the Kingdoms 1.5 patch, namely:
    Included new Kingdoms unit shield value balance adjustments.
    Updated unit banner corrections.
    Included unit cost and attack/defense value adjustments (except those that were intended for their respective campaigns only).
    Updated several unit recruit priority values.
    Note that I did not include the "arrow type" changes as I prefer those in the Retrofit Mod over Kingdoms.
    - Buildable stone forts are a seperate optional addon.

    :::: Credits ::::
    ========================


    * Thanks to Unspoken Knight of the Grand Campaign Retrofit Mod (RetroMod).
    * Thanks to Valiant Champion for his pike fix.
    * Thanks to SSJPabs for the Marshall of St. James and Trecenezago units.
    * Additional thanks to SSJPabs for his Portugal unit textures and various bug fixes.
    * Special thanks to isilendil for his king strat map model textures.
    * Thanks to unDa for his Knights of Calatrava texture.
    * Thanks to JonatanR for helping me with adding in the new unit sounds and for the Crusades event movies plugin.
    * Thanks to Bossdave for helping me get buildable stone forts to work (available in optional addon).


    :::: Gameplay Notes ::::
    ========================


    * Templar/Hospitaller/St.James Marshalls and the Canons of the Holy Sepulcher have the "unique unit" attribute, which means you cannot recruit more than one and they cannot be awarded as Mission Reward gifts.

    * Occasionally a unit's description does not appear on it's in-game unit ID card when you right click on the unit while in battle-map mode. This happens only occasionally, and randomly, however. The cause of this is unknown and it may be a "vanilla" bug that we cannot fix with modding.


    :::: Legal Disclaimer ::::
    ========================


    The Grand Unit Addon Mod is only for Medieval II Total War: Kingdoms. This mod is not for commercial use.

    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 (excluding the original Creative Assembly software) belong to the author (as far as is legally possible).
    The Author (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.

    This mod was developed by Candelarius, aka Yakaspat.

  8. #768

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Hey, I recieved 4 units of the Grand Marshall as a mission reward. Is that supposed to be?

  9. #769

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    I've played ever major mod, a ton of lesser known ones and made mods of mods for personal use.

    Despite all that, this mod remains one of the most epic and fun gaming experiences even after all this time. It shows how simple and elegant ideas in games retain long term appeal.

    Sunday - check
    Munchies - check
    Tea - check
    Mobile turned off - check

    Time for a new campaign
    "If we didn't have cruxifixion, this country'd be in a right bloody mess"

  10. #770

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    I would like to say Congrats for such an awesome mod! This has allowed me to split my time between something more like the vanilla, and the Stainless Steel mod. I think it's awesome how you can recruit the kingdoms crusader units in the holy land no matter what faction you play as (well.. catholic faction haha). So once again, kudos on a great mod!

  11. #771

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Hey I would like to download the optional stone forts. Is that a good add-on for this mod? The problem is the download link mentioned in the first post is dead. Can anyone help me?

  12. #772

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Just got this mod , I admit I looked past it because of it's age / simplicity, but must say it is one of the better gaming experiences from the kingdoms mods...
    the rest can be soo... slow, laggy, bugged, sloppy. This is simple and clean and fresh =)

    It was a snap to customize and get rid of what I didn't like - units I thought didn't work right in the balance .

  13. #773
    shikaka's Avatar Domesticus
    Join Date
    Jul 2010
    Location
    Miskolc/Budapest (HUN)
    Posts
    2,222

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Total War is a strange one for me: I usually get bored after a month or two, but never have it uninstalled, and usually come back within half a year.

    This mod quickly became one of my favourites: I play mods often, but it is nice to return to vanilla style gameplay without many scripts once in a while.

  14. #774

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Hi all,

    Long time lurker here, and recently decided to give in to my periodical MTW2/Kingdoms need for a fix.

    I'd like to keep it simple this time around, and only play Retrofit, plus ideally GUAM and a decent AI mod. Thing is, the links provided on the OP are either no longer valid to me (filefront sends me back to their home page), or require me to use Rapidshare, which I can't download anything from (I get an error).

    Would someone be so kind to provide an alternative on mediafire or 4shared for both GUAM v6 + the optional Stone fort addon, or tell me where I could get them from, provided it's not Rapidshare ?

    Thank you very much in advance.

  15. #775
    Spitfire -WONDERBOLT!'s Avatar Vicarius
    Join Date
    Jul 2010
    Location
    Canterlot Castle, City of Canterlot, Equestria.
    Posts
    2,796

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Hey, how can we install the stone forts? Or is it part of the new link?
    GIVE CREDIT TO YOUR ENEMY AND LITTLE TO YOURSELF, AS IT MAKES YOUR VICTORY ALL THE GREATER!
    -Under the influence of medically prescribed drugs, please take much salt with this post, you have been warned!


  16. #776

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Is there a alternate download link anywhere?

    Rapidshare is terrible, It's downloading at 20KB/s.

  17. #777

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Yes there is alternate download link, watch again.
    ''When the power of love overcomes the love of power the world will know peace''.Jimi Hendrix

  18. #778
    General Maximus's Avatar Vicarius Provinciae
    Join Date
    Dec 2009
    Location
    Bhopal, India
    Posts
    11,292

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Please, for the sake of fun, upload the Optional Stone Fort mod to a newer link!

    Why offer a mod when the link is dead and torn down?
    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
    स्वर्गपुत्र पीतसम्राट - चीन
    महाराजानाभ्याम महाराजा - पारसिक

  19. #779

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Echoing the need for a new Stone Forts link.

  20. #780

    Default Re: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Quote Originally Posted by Deakul View Post
    Echoing the need for a new Stone Forts link.
    http://www.twcenter.net/forums/showthread.php?t=563621
    Shogun was chess, vi was chequers rome was tiddlywinks and mtw2 musical chairs." - Swoosh So

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