KGCM Frequently Asked Questions
What do I require to play Kingdoms Grand Campaign Mod?
You must have both Medieval II Total War and Kingdoms installed before you can play this mod. You do not need to have the game unpacked.
This mod includes a lot of Kingdoms content, is this mod even legal?
Yes, I got permission from CA to release this mod months before it was finished. Also my mod uses the Kingdoms exe. and cannot work without the Kingdoms expansion installed.
Will this mod affect vanilla M2TW/Kingdoms?
No, the mod is fully mod foldered and as such will not touch the vanilla files.
Will you add more factions from Kingdoms?
When I asked for permission to make this mod I outlined what I was going to do. I have now added 8 factions from Kingdoms and made 2 more playable. This is all I want to add to the campaign. There are now 28 factions that can be playable, that is more than enough.
Can we expect anymore future versions of your mod?
No more full versions, I have now also released my final patch KGCM 4.3.
Why wont the mod start up?
Probably because you have installed it incorrectly- make sure you read all the install instructions before asking, as chances are your questions will be answered here. Also if you have a download version of the game the mod won't start up. It must be a boxed version of M2TW and Kingdoms.
Why does the mod crash when selecting factions for the Grand Campaign?
This is not a bug, it is a result of adding so many factions into one campaign. It is possible to get rid of this however by deleting all of the map_faction.tga's in the mods\kingdoms_grand_campaign_mod\data\world\maps\campaign\imperial_campaign folder. You will then be without any maps showing the starting positions for each faction.
Why does it take so long to change turns in the campaign?
My mod uses the epic map mod Bigmap, with such a size map and lots more regions the AI takes longer to make its moves. You will notice later in the campaign when factions are destroyed the end turns speed up for you. Also I was very careful about what scripts I use. The garrison script for example is only small and for each factions capital only.
What is the problem with campaign map lag?
Not everybody expereinces this lag, it seems worse for some than others. I have already moddified my map to try and improve this. But the only other advise I can offer is to keep the campaign map shadows off, and lower campaign map graphics. This may or may not help since everybody has different PC builds.
The income from settlements is a lot smaller than in vanilla and I'm finding it too hard
Each faction in my mod does not start off equal like in vanilla. Some factions are small and it is hard for them to build lots of big armies at the start. You need to expand early on and take rich settlements from your neighbours. For example Venice do not start off with much income, but if you take Bologna early from HRE you can build on that. Large factions like HRE and the Byzantines might start off in a much better position but they are spread out and are hated more by their neighbours. Believe me these campaigns are not easy, I have balanced this well I think.
Why do troops "magically" appear in cities I lay seige to?
This is the garrison script, designed to prevent players rushing the AI early on. To disable the garrison script, download the file at the bottom of this post- LINK- and follow the instructions; it will replace the old one.
If you decide you want to revert back to the full garrison script from the original v4.2, it has been attached at the bottom of this post. (campaign_script.txt)
What AI does Kingdoms Grand Campaign Mod use?
My mod still uses Lusted's Campaign and Battle AI. However I have made many new improvements myself and use XCAI for the mongols.
Why has the AI still not attacked me? I thought you said this AI was more aggressive?
The AI is more aggressive, apparently though it will not besiege a settlement with a full garrison. Also if your AI enemy is at war elsewhere it may not attack as strongly. Playing Antioch for instance at the start the Turks are at war on two fronts. This is the best AI I have played to date and goes perfectly with my mod. Also I recommend playing on VH/VH, the AI has been made more aggressive on this setting.
How much hard drive space will I need for this mod?
You will need about 3GB of HD space to install KGCM 3.0 and patch 4.2.
Why is there a display problem on my screen with very large settlement names?
This is entirely because you have not installed KGCM patch 4.2 to the correct folder. IT SHOULD NOT BE INSTALLED TO MODS FOLDER. Please re-read the instructions in the patch download thread. It clearly says install to the Medieval II Total War folder.
Missing faction symbols for Vista users?
The patch does not install properly on Vista. What you need to do is install the patch onto your desktop and then manually copy the files to the KGCM mod folder. Example SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data. The new faction symbols should now display correctly.
What do you mean by "UAC", and how do I disable it?
Follow this guide here- is long, but useful!
How do I get this mod to work for a steam version of Kingdoms?
(See "To those who want to use this mod with STEAM" at the top of this post first.)
A forum member has posted a fix for this at another thread, in post 144. It is to long to post it all in here so here is the link below. Follow his instructions and good luck. As I don't play with a steam version of Kingdoms I am unable to help any further.
http://www.twcenter.net/forums/showt...72#post2510072
How do I change it back so archers and siege weapons have secondary fire?
This is easy to change, all you need to do is unpack the Crusades campaign, and you don't need to even edit anything.
(Note when you unpack the main game or any of the Kingdoms campaigns you must delete 2 files in the data folder you unpacked, or the game will crash when you load a battle.)
Delete the descr_geography_new.db and descr_geography_new.txt.
Go to SEGA\Medieval II Total War\mods\crusades\data folder and copy the descr_projectile.txt.
Now go to SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data and paste it into my mods data folder.
You now have secondary fire for archers and fiery projectiles back for catapults and trebuchets.
The descr_projectile.txt file unpacked from the Crusades packs folder has been attached at the bottom of this post.
How can I make multiple copies of KGCM?
Check out this link for the answer
I am getting a CTD every time at the battle screen what is wrong?
This is a very common problem when people unpack M2TW or Kingdoms and dont then delete the 2 geography files from inside the unpacked data folder. Also moddifying the mod files yourself is not recommended as it could cause CTD's. A clean reinstall of KGCM is always a good idea to resolve crashes as well.
Why, when I try to fight a battle, the whole bottom of the screen which should show the battlefield map, military units, etc. is white?
IF IN BATTLE YOU GET THE WHITE UI THEN DELETE ...\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data\ui\battle.sd
Why do units lose movement range when any general (with no movement traits) joins them?
Edit: This issue has been resoved. Please see this post:
Hotfix released to resolve movement error
Movement anomaly example:
Thanks to [Celtíbero]Mencey for noticing this and for providing the example with the images.
Can I use some of your mod content in my own modification?
Yes, feel free to use what you like, a good modding community is one that shares its work. All I would ask is that you give me credit for my work.
If you have anymore questions that you would like answered feel free to ask them here guys.
Dave