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Thread: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

  1. #1

    Default RELEASED: ---= Knights Templar Minimod =--- v0.5 beta


    pic by Prasa


    Knights Templar Minimod
    for Stainles Steel 6.1

    Current Version: v0.5 beta
    (based on Point Blank's Real Recruitment)


    Highly Recommended - new Templar & Jerusalem unit cards + missing Jerusalem's cards:
    http://www.twcenter.net/forums/downl...o=file&id=2071


    Installation Instructions
    1. Install Stainless Steel 6.1 clean, without any additonal options ticked during installation.
    2. Install Point Blank's Real Recruitment, version RR for SS 6.1, found here: http://www.twcenter.net/forums/showthread.php?t=162997
    3. Download Knights Templar minimod, and extract it into Medieval2 Total War\mods\Stainless_Steel_6\data folder, overwriting all files.
    4. Report all errors, suggestions and thoughts here.
    5. Enjoy playing!
    6. Miscellanious.
    7. of Nine.

    Note: if you see strang text, like "placeholder here" or something similar, go to the Medieval 2 Total War\mods\Stainless_Steel_6\data\text folder and delete the following files:
    - expanded.txt.strings.bin
    - export_units.txt.strings.bin
    - historic_events.txt.strings.bin


    Optional files and other mods' compatibility
    • SSTC+RAJ Version: Install SSTC + RAJ, then Templar Minimod as described above (from Step 3, of course). Download the patch at the end of this post and extract it into the Medieval2 Total War\mods\Stainless_Steel_6\data folder, overwriting all files. (Thnx to Firebat11 for fixing the modeldb file)
    • Perfectly Polished v3.0: Install PP 3.0, as described in their thread. It already contains Templars minimod, so only install the Wrong Text Fix from THIS POST and follow the instructions within.
    • Battle for the Baltic: Install SSTC+RAJ, then BftB SSTC+RR version following their instructions, then Templars minimod following the above instructions (from step 3) and finally THIS PATCH.
    • Tsarsies' Garrison Script v1.0: Install Templars minimod in regular fashion, following above instructions, then apply THIS PATCH over the existing files.


    In Development thread
    http://www.twcenter.net/forums/showthread.php?t=157512

    Screenshots
    Spoiler Alert, click show to read: 

    Upgraded Voulgiers awaiting enemy charge

    Dismounted Knights of St.Lazarus, just looking cool

    Templar Sergeants in their typical macho pose

    Order Heavy Spearmen are proud of their enlarged pe..., I mean spears

    Pikemen, puting the Order Heavy Spearmen from previous pic to shame

    Rhodes Palace Guard, guarding a grassy mound

    Dismounted Hospitallers, looking for someone to put in hospital

    Dismounted Templars... just... freaking Templars!

    Fully upgraded freaking Templars!

    Holy Sepulcher Knights. Old geezers with big boys' toys.

    Solomon's Temple Guard. Don't mess with a golden armoured guy wielding a poleaxe.

    Armenian Archers. Pah... filthy peasants.

    Upgraded Templar Crossbowmen, sniping some Sicilians.

    Lancers of St.John, with their colorful candy sticks.

    Hospitaller Knights looking busy.

    Templar Confanoniers zeroing in to nothing.

    Templar Praeceptors showing off their pimped hammers.

    Templar Knights. No comment needed.

    Knights of St.Lazarus. The Leper knights. They'd better keep those visors down.

    Same as above. This time splitting some militia skulls.



    The Story of the Mod
    Basically, I was not satisfied by the unit roster of a Templar faction in early era campaign. Most of the units were "stuck" in high-era, limited to mail/partial plate armour, and it lacked the professional and better equipped units from the late medieval/renaissance era. As this game is a game of changing history and what-ifs, I feel that the guys who established banking system and were outrageously wealthy, if they survived past 1312., would use the most advanced stuff available. Use of heavy knights, in heavy mail (at it's peak - 12/13th century) and reputation of one of the best mounted knights in known world, justified that notion.

    To balance them, and also give them a bit of historical accuracy, I've increased their units' cost significantly, so they would field lower numbers, but superior quality, opposed to vast numbers, but somewhat lower quality of muslim armies.

    Besides unit changes, I'm also working on new models & skins, which should better reflect the armour type, social status of the soldiers, and generally I'll try to make them feel more like a faction which not only relied on heavy knights in white surcoats, but also on various local & european mercenaries, volunteers and levies. My Knights Templar are not only a Templar faction, but more like a faction encompassing all christian Outremer, or Crusader States (they still start with only 1 castle - Tortosa - though, and will have a tough time in early game).


    Changes in the Mod
    UNITS:
    - Some changed skins and minor adjustments on the models.
    - Most of the units have completely new set of weapons, done by me , and also some new shield and helm textures.
    - Added new units - Templar Sword Militia, Dismounted & Mounted St.Lazarus Knights, Rhodes Palace Guard, Solomon's Temple Guard, Templar Praeceptors, Lancers of St.John.
    - Existing units added to Templar roster - Holy Sepulcher Knights, Voulgier, Pikemen, Armenian Archers.
    - Almost all other units previously in Templars' roster were changed, i.e. stats adjusted, added armour upgrades etc.
    - Deleted Templar Squires and Pisan and Genoese Sailors. Templars and Jerusalem both have new, low-tier units as militias or early field soldiers.

    GAMEPLAY:
    - Changed the recruitment options and availability of Templars' units. Now all units become available at a proper dates, as per Real Recruitment rules. Don't expect to see plate armour in 1200.
    - Templar's Guilds no longer buildable by Templar faction. All their units moved to castle buildings. For other factions, they still have to build chapterhouses to recruit them.
    - Swordsmith Guilds give a bit better bonuses, but still not melee upgrade as in vanilla M2TW.
    - Also, all Templar sword units now give proper bonuses for building of Swordsmith's Guilds.
    - Pilgrims and Pisan/Genoese Sailors removed from mercenaries list.

    TEXT:
    - Added remarks for historic events which "unlock" new armour, weapons and units in the Real Recruitment system, so now players know when they become available.
    - Adjusted unit descriptions, and also added JaM's idea for showing the available armour upgrades.


    Important Gameplay Notes
    Since this mod is based on Point Blank's excellent Real Recruitment mod, all his rules apply.
    - First heavy mail Templar units available at late 12th century, all other at cca. 1200.
    - Partial plate cca. 1275.
    - Full plate cca. 1380.
    - Advanced plate cca. 1440.
    - New weapon types like halberds, pikes, steel crossbows etc. (but not gunpowder) cca. 1300.

    Unit costs and availability is based on RR's unit type system. I suggest you read the first post in his thread for more info.

    Some units are recruitable only in certain provinces and after some conditions have been met:
    - Rhodes Palace Guard can be recruited only in Rhodos and few provinces around, and only if the Rhodes is captured.
    - Solomon's Temple Guard and Holy Sepulcher Knights are available only in Outremer, and after Jerusalem has been liberated.
    - Lose Rhodes or Jerusalem, and those units are not available until you recapture them.


    Thanks, Credits and stuff
    This mod has been done mainly by me, Lord_Calidor, however many other guys have helped with an idea, suggestions or actual help on modding.

    Thnx go to:
    Creative Associates & SEGA
    TWC forum team
    mr. Velimir Vuksic and his Husar magazine
    King Kong
    Broken Crescent team
    Point Blank
    y2day
    Lusted
    Quark
    Rozanov
    Matko
    ... and all other guys who have participated in discussions in Development thread of this mod.
    Last edited by Lord_Calidor; August 30, 2008 at 11:13 AM.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  2. #2
    TemplarLord's Avatar Ordinarius
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Nice dude, +rep

  3. #3
    Barser's Avatar Senator
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    And the crowd goes wiiiild.

    Awesome weapons man :-D. Hope this gets to a future ss realese.
    Last edited by Barser; July 19, 2008 at 01:52 PM.

    ______________Factionleaders and Generals mod__________________
    ______________________Agents-minimod____________________________

  4. #4

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    wooo
    glad i told u about lazuras eh?
    lol
    reeli good job
    God dam, I wish Boromir survived


  5. #5

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    oh dear this isnt goin to work 4 me
    i have vista and wen i try and extract stuff it says acess denied
    can any1 help me?
    God dam, I wish Boromir survived


  6. #6

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Turn off user access protections or smth like that. Its in the control panel, under users, open your user name and there you should see this option.

    I have XP SP3, so I'm not quite sure abt option names...

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  7. #7

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    is there anyway youcould make this into a noramal install patch kind of thing
    God dam, I wish Boromir survived


  8. #8

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    good news its installed
    im playing a campain but there are no knighst availible ever!!!!
    in any guild hmm
    duz this meen rr is not installed coz i thort i did
    God dam, I wish Boromir survived


  9. #9

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Hospitallers Kane View Post
    good news its installed
    im playing a campain but there are no knighst availible ever!!!!
    in any guild hmm
    duz this meen rr is not installed coz i thort i did
    What turn is it?

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  10. #10

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    15
    God dam, I wish Boromir survived


  11. #11

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    also there is no normal templar kights availible
    without guild
    but they are all there in custom battle and quick question
    they are the best models i ever did see but
    in Custom mode there isnt Rhodes Palace Guard
    and
    what happened to this tunic
    Last edited by Hospitallers Kane; July 19, 2008 at 04:42 PM.
    God dam, I wish Boromir survived


  12. #12
    Brewskii's Avatar Senator
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Lord Calidor, very nice work my friend

    Spoiler Alert, click show to read: 
    Nothing, just wanted to see if you'd open it.

  13. #13

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    LOL, did you even read the first post (or Real Recruitment's documentation)?

    There are no knights in heavy mail until turn 100 or so. Until then, use Templar Sword Militia, Spearmen, Sergeants or Confanoniers.

    Edit: that tunic will be in version 1.0.
    Last edited by Lord_Calidor; July 19, 2008 at 04:46 PM.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  14. #14

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    oh i had no idea well
    my campains usually last about 20 turns lol
    erm will later realease be without rr
    God dam, I wish Boromir survived


  15. #15
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Great job man. Told you they look awesome in the game. Thoroughly impressed man.

  16. #16
    Douchebag's Avatar Vicarius
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    +rep!

  17. #17

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    still havin fun =]
    but encountered a problem
    the late era campaign dusnt work for jerusalem i tried but wen you press start it takes you ro the late era screen agen?
    also if i dont have RR wot will happen
    Edit:
    the late era campain just doesnt work at all
    Last edited by Hospitallers Kane; July 19, 2008 at 07:39 PM.
    God dam, I wish Boromir survived


  18. #18

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    is there a chance that this will be released with SSTC and No RR? Some people dont like those mods.

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  19. #19
    Barser's Avatar Senator
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Meister Sibrand View Post
    is there a chance that this will be released with SSTC and No RR? Some people dont like those mods.
    I agree.

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  20. #20
    strife1013's Avatar Campidoctor
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    mad propz
    + rep


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