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Thread: Kingdoms Grand Campaign Mod 3.0 (updated 22/05/08)

  1. #1

    Icon2 Kingdoms Grand Campaign Mod 3.0 (updated 22/05/08)

    kingdoms grand campaign mod version 3

    This is the third full version of my Kingdoms Grand Campaign Mod. If you have already downloaded my previous mod version and patches uninstall and delete them now. This mod uses the Retrofit mod as a base and adds 5 new factions from Kingdoms into the Grand Campaign, Jerusalem, Antioch, Ireland, Teutonic Order, and Lithuania. I have also added every new unit from Kingdoms and made many new improvements as well as adding some of the best ideas from other mods. I aim to try and not lose the flavour of the original game to much though. And I have therefore not added any new graphics into this mod at all! All new features are taken from Kingdoms only including new interfaces, movies, music, sounds and events. This mod plays and feels just like the original campaign, except for being much better and more challenging. The mod also uses Bigmap, which has been modded and improved extensively by myself.


    Before you download this new full mod version be aware that this installer may not work for steam users. I am sorry about this but there is not much I can do to support Steam versions of Kingdoms. If you are determined enough to play my new mod update (or any other major mods). You may want to consider buying the retail version and saving yourself a lot of hassle. Trying to get a steam version to work with this just isn't worth it imo, good luck.

    If you are experiencing any problems with the download of this file from filefront, it is recommended that you try disabling your virus protection software.



    First of all you will need to install KGCM Patch 4.0 for the mod to display correctly. Here is the link to the download below.

    This is no longer relevant- instead go straight to the 4.2 download

    The Mod 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. To uninstall the mod run the uninstaller in the start menu and then delete the folder kingdoms_grand_campaign_mod.


    Please make sure you install KGCM 3.0 or parts 1 and 2 into Progam Files (X86).


    -New factions Teutonic Order and Lithuania added.
    -The Baltic and Russia remapped.
    -New regions added.
    -Hanseatic league added.
    -New battle AI (Lusted).
    -Unit recruitment improved for Ireland.
    -Priests now recruitable for Ireland.
    -Red brick castles for TO, Poland, Denmark and Russia.
    -German accent for the Teutonic Order.
    -Fixed CFG file to not change settings.
    -Added Teutonic, Pagan priest traits.
    -Renamed Russia faction to Kievan Rus.
    -Burrecks skins completely removed.
    -Campaign now ends at 1500 AD.
    -Better victory conditions.


    -Ireland added.
    -New installer will not work without a valid copy of Kingdoms.
    -Added working stone forts to the campaign from patch 1.5.
    -Brittania music added to Ireland, England and Scotland.
    -All settlements start off less developed at the start.
    -Further map improvements and new regions.
    -The latest battle AI from xeryx.
    -Mission rewards cut from the council of nobles and the pope.
    -All rebel garrisons strengthened (but not to much so that the AI still attacks them).
    -Changes to campaign AI and the faction standing.txt for a tougher campaign on VH.
    -Alliances are not as unbreakable as they were before.
    -Battle models for kings added from Kingdoms.
    -BBB traits removed for more stability (there will be an optional download link)
    -BBB Ancillaries kept in with vanilla traits.
    -Harder win conditions for every faction.
    -unit stat changes from patch 1.5 to defense.
    -Changed some units costs for better balance.
    -Retrofit mod by Unspoken Knight included.
    -Kingdom of Jerusalem and Antioch added into the grand campaign.
    -Every new unit from the crusades campaign added.
    -New look interface for northern, southern and eastern european factions as well as middle eastern.
    -New music added including the Teutonic music for eastern European factions.
    -Heroes added to the campaign! including new hero Frederick Barbarossa.
    -Hotseat mode fully functional and fixed! you can now defend in a siege.
    -Improved battle AI thanks to Lusted.
    -New campaign AI also from Lusted is more aggressive than in previous versions.
    -Small garrison script to defend capital cities only!
    -Recruit priority offset done for every faction in the campaign!
    -New win conditions for each faction (outlive faction determines the AI's main enemy)
    -Faction standing script completely redone, starting faction relations more historically accurate.
    -Character movement points increased (military stays the same for 0.5 years)
    -Money script for all AI factions for a harder AI opponent.
    -AI debt script.
    -Bigmap, including new regions, Gloucester, Exeter, Krak de Chavaliers, Valladoid, Ancona, Clermont, Reval and Hassleholm.
    -Better map textures for bigmap thanks to DLV mod.
    -Added Kings models to the campaign map.
    -Big changes to the building tech tree, thanks to Stainless steal mod for even better army recruitment.
    -Added guilds teutonic knights chapter house for HRE at the start and knights of santiago chapter house for Spain.
    -Longer building times for 0.5 years per turn.
    -Improved each level of gates slightly to compensate for lack of fire arrows for defenders in a siege.
    -Every settlement on the campaign map starts with more advanced buildings and roads.
    -Improved growth rate (thanks to Grandviz) so that settlements take longer to grow.
    -Every faction starts with more regions and has at least a level "city" capital.
    -Longer building times for 0.5 years per turn.
    -More recruitment slots and free upkeep slots.
    -Burrecks high and early period unit skins.
    -Size of all cavalry units reverted back to 80 men for bigger battles (new balance changes stay the same).
    -More units added to the tech tree including Dismounted Gothic Knights.
    -Dismounted Feudal Knights now recruitable earlier from the Drill square!
    -Recruitable generals available at barons stables or above.
    -Venetain Heavy Infantry (attack) stat_pri increased from 7 up to 9.
    -Removed secondary fire from archers to avoid unrealistic fire spam (AI skirmish better with primary fire only).
    -Slight increase in morale for all units for longer lasting battles.
    -Cheap missile units now not buildable above bowyer!
    -Removed elephant artillery from invading Timurids.
    -Ballista not available above ballista_range.
    -0.5 years per turn, 1180-1400 (very long campaign)
    -New historical faction leaders added to many factions in year 1180 AD.
    -Becomes King script thanks to phutmaster for his idea!
    -Victory, Defeat and Death movies added for KOJ and Antioch in the campaign.
    -Events script redone to fit into 0.5 turns, mongols invade at around turn 80, gunpowder discovered around turn 130.


    Following the Northern Crusades, the Teutonic Knights have moved their headquarters to Marienburg. And a new Monastic state has been created in Prussia.

    After the conquest of Prussia the Order now prepares itself to invade the Grand Duchy of Lithuania.

    Meanwhile the Kingdom of Poland looks on with growing mistrust..

    War in the Baltic will be more brutal than ever and not just a war between Christians and Pagans but also Orthodox Russians.

    Red Brick castles added to the campaign and on the battlemap!

    The Kingdom of Jerusalem prepare to defend the Holy Land from the armies of Saladin.

    The time has come for the Irish to stand up and reclaim their lands before the might of the Kingdom of England.

    New Regions and settlements added for many factions.

    Lusteds Campaign AI attacks you with more powerful armies than any other AI.


    Creative Assembly for the Kingdoms expansion pack.
    Unspoken Knight for Retrofit mod/new installer.
    Lusted for his help and latest CAI.
    New BAI also from Lusted.
    Repman for map improvements and more.
    Tokus Maximus for Tokus graphics.
    Spurius for his great map.
    Dearmad for new ancillaries.
    Harry Lime help and support.
    Candelarius helped me add units.
    Headlock & PlasticFigurine for smoke mod.
    Dr Jambo feedback and suggestions.
    Blackader help with unit balance.

    Thankyou for downloading Kingdoms Grand Campaign Mod

    Dave Scarface
    AKA Bossdave
    Last edited by Stylix; September 24, 2011 at 07:34 AM.

  2. #2

    Default Re: Kingdoms Grand Campaign Mod Teutonic Update

    Teutonic update released today!


  3. #3

    Default Re: Kingdoms Grand Campaign Mod Teutonic Update

    The old "No garrison script" has been removed from this post. You can find the new No garrison script in the patch 3.2 download thread.

    thank you,
    Last edited by Dave Scarface; July 06, 2008 at 10:29 AM.

  4. #4

    Default Re: Kingdoms Grand Campaign Mod Teutonic Download (16/05/08)

    Kingdoms Grand Campaign Mod version 3 has now been updated and re-released on 22/5/08.

    Last edited by Dave Scarface; May 22, 2008 at 02:41 AM.

  5. #5

    Default Re: Kingdoms Grand Campaign Mod 3.0 (updated 22/05/08)

    Post 1 updated today, added link back in for the display fix (3.0) for those that can't download patch 4.1 from their area. This makes the main mod download playable without the latest patch installed.

  6. #6

    Default Re: Kingdoms Grand Campaign Mod 3.0 (updated 22/05/08)

    Post 1 updated again today for Windows 7 users. Please find new instructions on where to install KGCM.


  7. #7

    Default Re: Kingdoms Grand Campaign Mod 3.0 (updated 22/05/08)

    As promised I have today restored the filefront link for KGCM 3.0 in post 1 of this thread


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