Kingdoms Grand Campaign Mod Patch 4.3
Before you begin the installation process, if you are using Vista or Windows 7, I strongly suggest that you read this tutorial and implement fix #3 to disable UAC for the M2TW folder only.
You will first need Kingdoms Grand Campaign Mod 3.0 installed. The installer for v3.0 reads the system registry for the path to Kingdoms.exe. It automatically installs the mod using this path. If M2TW Kingdoms was installed using the default path provided by SEGA then the install location will be C:\Program Files\SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod
Then download and install KGCM patch 4.2 before you install KGCM patch 4.3. They must be installed in the correct order for the new changes to work! Install patch 4.2 to the folder containing your Kingdoms.exe file. The default path is C:\Program Files\SEGA\Medieval II Total War. If this is not you path, then type in the correct path when prompted for the install folder.
Next patch 4.3 must go to ...mods\kingdoms_grand_campaign_mod folder. The default path is C:\Program Files\SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod. If this is not the correct path then enter the full path to match your installation.
Note that on 64 bit OS systems Program Files will be Program Files (x86).
Also don't forget to download and install the menu crash fix in post 2 of this thread (this could not be added to the patch).
Finally download MODELDB for KGCM patch 4.3 attached to the bottom of this post, includes a fix the wrong texture for mongol halberd militia.
Unpack the rar and place the MODELDB file in the mods\kingdoms_grand_campaign_mod\data\unit_models folder.
BEFORE YOU DOWNLOAD
Before you download both patches I recommend downloading and installing Mega Manager from this LINK This will allow you to download files faster from MegaUpload and resume broken downloads. Also Mega Toolbar may help some users. These programs are completely free and easy to use.It is very important to disable antivirus software when you download these files. Otherwise your downloads will likely become corrupted and they will not function properly.
PATCH 4.2 DOWNLOAD LINKS
KGCM v4.2 EXE
PATCH 4.3 DOWNLOAD LINK
KGCM 4.3 OVERVIEW
-New regions added.
-More garrison scripts added.
-Historical region names added.
-Map fixes and improvements.
-Reworked unit recruitment.
-Elite units trainable at capitals.
-Added more region titles.
-Trade resourses tidied up.
-Muslim Princesses added.
-New faction names for muslims.
-Added more loading screens.
-Changed menu borders.
-New campaign descriptions.
-Highways buildable for every faction.
-Mongol units now have upkeep costs.
-Added movie intro's for England, Wales, Scotland and Ireland.
-Small BAI fix.
-Aztecs can now be made playable, just put them in playable and move another faction to non playable.
-Aztec interface added.
-Aztec music and sounds added.
-New religion added for Aztecs "Sun God".
-Movie intro's for Aztecs, Mongols and crusaders added.
-EDU improvements including unit cost increases.
-Finally you can choose your next faction heir! the Privy Seal now gives +6 authority and guarantees anyone who is granted it the throne.
-Secondary fire back in for elite archers only.
-A vastly improved garrison script, now takes 10 turns until the next respawn. This allows for the surrender times of the Fortress and Large City levels. Also some cities now give a script to more than 1 faction. For example Jerusalem will now give a defensive garrison to Egypt. While Antioch and Constantinople will give scripts to the turks.
-The new world can now discovered at any time in the campaign. This allows you to rewrite history instead of having to follow historical accuracy. And it really does add a whole new dimension to many campaigns in KGCM. This also helps make the Aztec campaign work.
-Campaign end date now moved to 1380. This gives you 400 turns to complete your victory conditions. Please note that it is still possible to continue playing on until much later in the campaign (again this is for victory conditions only).
-Merc cost improvements and Elephant Artillery Mercs added.
-Princess comes of age added for local faction only (thanks to Dearmad).
-Fixed starting growth levels in some regions which were too high before.
-Map pathfinding fixes in the America's.
-Changed accent of mongols to islamic.
-1 extra free upkeep slot for forts.
Every faction now selectable from the campaign selection screen.
Massive improvement to Mongol performance thanks to xeryx.
Actual screenshot of the army composition the AI builds in the late era!
OLDER PATCH FEATURES
-Managed to add the display fix in the patch. No more need to unpack the game now.
-Unit costs improved and a few upkeep costs adjusted.
-Garrison script fix for Thessalonica.
-Lithuanian conversion to Catholicism added. The event counter will trigger the first offer to occur around turn 30. However there is one requirement Lithuania must have less settlements than it started with. In other words 4 or less regions. This was because Lithuania should not want to change their ways and beliefs unless losing.
-Changes to the Teutonic Order, they no longer work like a republic and have a family tree. They will also now never seek to become a vassal when losing but will fight to the death instead.
-Fixed Hanseatic League, now only factions around the Baltic can build the headquarters. You will also now be notified of when a rival faction builds the headquarters in one of their cities.
-New mini map showing the americas.
-Included new difficulty ratings for each faction at the campaign selection screen.
-Mercenary recruitment improved. Greek Firethrower mercs are no longer recruitable to invading Catholics, however Alamanoi mercenaries are for hire.
-Fixed a few region religion levels.
-Slightly improved armour of cavalry to make them a little better in melee. Also increased costs a bit.
-Increased movement of diplomats to 200 points.
-Reduced priest piety requirement for jihads.
-Made a few starting alliance changes.
-Fixed a few resourses on the map that were giving to much money.
-Ancona now starts as a rebel region.
-Spain start off with only 3 settlements.
-Added some new map textures in southern spain and malta.
-Brazil given to Aztecs at the start
-Advanced high/late era recruitment system.
-AI more aggressive only on VH campaign difficulty. warning only the best players should attempt this difficulty!
-Improved AI money script for better AI economy.
-Every faction now playable in the Grand Campaign (userprobe).
-Grand Campaign/Custom Battles menu CTD fixed (userprobe).
-Campaign map pathfinding fixes (again thanks to userprobe).
-Improved map textures and changed some starting settlements.
-Crusades and Jihads work even better!
-Improved AI growth, it will now build up its settlements better.
-Win conditions now require the control of at least 50 regions.
-The complete support of hotseat mode.
-Fixed Teutonic knights shields.
-Fixed Gotland_Footmen_ug1 sword texture.
-Flaming projectiles removed from artillery.
-Improvements made to descr_mercenaries.txt.
-Pavise Crossbowmen shields fix.
-Highways added in buildings tree for Byzantium.
-Garrison script counter set to activate every 9 turns (7 turns for capitals).
-Asterikses removed from garrisoned settlements.
-Knights Templar and Knights Hospitaller textures fixed for Norway.
-Norway display symbol fixed.
-Mangonel crew fix for Lithuania.
-Original battlemap movement speeds.
-Rebel pikemen replaced with spearmen in Antwerp.
-Improved costs for some buildings.
-More free upkeep units.
-Extra free upkeep slot in castles upwards.
-New settlements added to the garrison script.
-Settlements with a garrison script now marked with an asterix.
-Wales added to KGCM (by Surgeon).
-M2TW map textures and retiled the whole map.
-Vanilla mini map added.
-Small black rectangles bug fixed.
-Custom battle maps with new coordinates fixed and working.
-Hand gunners and monster bombard added to mongols.
-England AI tweaked, made to defend more and not do naval invasions.
-Small kings purse bonus added for AI.
-New garrison scripts at York, Dublin, Donegal, Galway, Cardiff, Wick, Minsk.
-Money cheats for Scotland and Portugal removed (not needed).
-North European UI for Southern European factions.
-Hero battle ui fixed.
-Gunpowder event put back further.
-Unit costs in custom battles now the same as campaign costs.
-Crusades now focused back on the Holy Land.
-Debt script improved.
-Horde removed, mongols now work like a normal faction.
-Improved starting position for Mongols.
-New historic event.
-Every new settlement in KGCM now added to the plague event.
-Enhanced garrsion script, every 5 turns and no longer works for human (userprobe).
-Map and pathfinding fixes.
-COA for portugal and Spain fixed.
-Norway NE Bodyguard armour fix.
-Knights Templar and Knights Hospitaller Norway fix.
-St johns chapter house now buildable for Ireland.
-Grand bombards for Jerusalem and Antioch fixed.
-New upkeep costs for heavily armoured units.
-Recruitment in the late era improved.
-Pike units work much better.
-Gun powder units fire more frequently.
-Siege weapons added for Norway in the construction tree.
-Scotland and Norway start off at war.
-New regions Wick, Lancaster, and Malta added!
-Orkney settlement removed.
-New World Cuirassers description fixed.
-Desciptions of Pagan temples for Mongols fixed.
-Teutonic intro removed from Norway campaign.
-Mongol starting armies increased.
-Highways added for the Byzantine Empire
-Battlemap fix to bridge near to Jerusalem.
-Battlemap fixed west of Pamplona
-New garrison scripts added at Cork, Dublin, Adana, Palermo, Granada, Leon.
-Settlement Donegal changed to a castle.
-All existing garrison scripts given additional cavalry.
-Rebalanced Antioch and made the campaign harder at the start.
-Crown ancillary added for Antioch.
-Merchant income improved!
-Factions renamed for example England now "Kingdom of England".
-New faction Norway added!
-Mongols can now be playable.
-Mongols religion pagan with ability to build pagan temples.
-A few extra new regions
-Princesses added for KOJ and Antioch.
-Grand Bombards for KOJ, Antioch, Byzantium.
-More artillery + mangonels added for mongols.
-Arguin now reachable by boat!
-Timurids now only spawn around the Holy Land.
-French Feudal knights +1 XP.
-New garrison script for Norway added.
-The capital of the Kingdom of Castile moved from Leon to Toledo (with garrison script).
-Antioch and Cairo defence beefed up.
-Teutonic Order kings purse increased slightly.
-Elephant Mercs recruitable in west africa after gunpowder discovered.
-Sudanese tribesmen textures fixed.
-Halbbruder UG1 armour fixed.
-Cannon foundry recruitment fixed.
-Mongol hordes improved.
-New world cuirassers description fixed.
-Cordoba road fixed!
-Less aggressive Pope hopefully lol.
-Oporto port fixed.
This patch is not save game compatiable with version 3.0. or patch 3.1. Download and install after you have finished your current campaign. You must have version 3.0 installed. This update does not require the previous patch.
As you can see the mongols do not hold themselves back. Their aim is world conquest!
Norway added to the campaign.
New settlements added for the Aztecs for more spectacular looking battles! as well as the New World Cuirassers and Demi Lancers available for England and France (only in the americas).
Surgeon for adding Wales.
Lord Giovanni for new campaign descriptions.
Hereje for muslim princesses.
Cadiz for small BAI fix.
vietanh797 for beta testing.
EDIT: No garrison script for 4.3 added Just place in mods\kingdoms_grand_campaign_mod\data\world\maps\campaign\imperial_campaign folder.