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Thread: Expanded America's 2.0

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    Default Expanded America's 2.0

    Requires Kingdoms, the mod is perfectly stable, but will probably need some polishing up.

    Its in 2 parts so download and install part 1 first, then part 2.
    Version 2.0 will be installed into its own modfolder, so if your mid-campaign on version 1.0 or 1.1 and you have the hard disk space (2.58 gig) you can install version 2.0 and your current campagin wont be affected. Version's 1.0 and 1.1 can then be removed at your convenience.

    See version 3.0 for newest download links

    Earlier version's not required

    Note. This Mod does not alter any original data!
    You do not need your medieval files unpacked, but if they are not, you will need to follow the instructions in the Display ReadMe!
    This can be found in the expanded_americas2 folder. It involves copying 3 files and pasting them into the ui folder in your main Medieval data folder.
    This is common to all Kingdoms mods.


    The America's in Vanilla was a joke, so I've increased the maps width and put in a much larger America with over 20 provinces.
    -24 Playable Factions
    -More provinces added to the existing Vanilla Map.
    -2 turns per year from 1350 to 1535
    -Gunpowder available from the start.
    -Any ship can cross the Atlantic, no need to wait for the 'world is round' event.
    -Antioch and Kingdom of Jerusalem added as emergent factions.
    -Aztecs, Apachean, Mongols, Ireland, Teutonic Order, Lithuania and Papal States added to the grand campaign as playable.
    -AI only trait system, for a better challenge.
    -All Aztec and Apachean buildings and agents from Americas mod added, plus new ones by me!
    -Aztecs and Apachean can ‘invade’ Europe.
    -All Factions start with at least a Large City or Fortress and a Gunsmith.
    -Better Artillery, increased movement on campaign map and 3 pieces instead of 2.
    -Fast cavalry moves quicker on the battlemap.
    -Improvements made to Rebel Faction’s AI.
    -More realistic building times and cost's, all farm upgrades are cheaper and quicker, etc.
    -Increased movement points on the campaign map.
    -Increased merchant trade value for the best resources.
    -Cannons recruitsble as mercenaries.
    -Mercenary Wardogs available as an optional unit.
    -Dismounted Knights Templar, Hospitaller, Teutonic Knights and
    Knights of Santiago added and available from Major Chapter House
    -Mounted Naffatun, Mounted Greek Firethrowers and Bulgarian Bandits added.
    -Added Officers to all units recruitable from City Watch and below.
    -Made more Ancillaries transferable.
    -Added more Victory Conditions.


    Spoiler Alert, click show to read: 


    The Aztec capital with the elite Jaguar Warriors present, the units are awarded for completeing council of noble missions

    Spoiler Alert, click show to read: 


    [url=http://g.imageshack.us/g.php?h=185&i=0005un1.jpg][IMG]
    More Aztec lands, complete with open mine's and Traders Routes, the Yucatan and Cuba are present in the distance.

    Spoiler Alert, click show to read: 



    The Moors are somewhat unprepared for an invasion force turning up out of the blue...

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    Taking the city is one thing, holding on to it may be another, but with the capture of a European city containing a marketplace, the Aztecs can now recruit Merchants there...

    Spoiler Alert, click show to read: 



    A Rebel Leader dares to besiege an English settlement, and pays the price... Capture!


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    The Byzant's try their luck against an Aztec city...

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    Greek firethrowers are a new experience for the Aztec garrison...

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    That's gotta hurt!!!


    Spoiler Alert, click show to read: 


    Mecenary Wardog unit.
    After much trail and error and with help from KnightErrant and Bwian, Wardogs are back in Total War. However a problem with stability in custom battle means that Wardogs are not 100% satisfactory. A beta test folder was put to the community by myself some time ago, to test Wardogs in Campaign mode (check my sig). Due to limited testing by myself in Campaign mode and limited feedback from the community Wardogs will, for now, be optional. See bottom of post for activation details.

    Spoiler Alert, click show to read: 


    Dismounted Knights Hospitaller


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    Dismounted Knights Templar


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    Dismounted Knights of Santiago


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    Dismounted Teutonic Knights


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    Bulgarian Bandits, model thanks to Mark121


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    Mounted Naffatun


    Spoiler Alert, click show to read: 


    Mounted Greek Firethrowers v's Mounted Naffatun


    Optional Mercenary Wardogs instructions
    Spoiler Alert, click show to read: 

    Navigate to the imperial_campaign folder, open descr_mercenaries.
    Hit ctrl+f and type wardog, notepad should take you to line 189 where you will see the entry for Mercenary Wardogs
    Code:
    ;unit Mercenary Wardogs  exp 0 cost 1200 replenish 0.02 - 0.08 max 2 initial 1
    Remove the ;
    Close and save.
    Mercanary Wardogs will now be available from Volga-Bulgar, Sarkel, Kiev, Caffa, Ryazan, Krasnodar and Koslan.
    Last edited by Eothese; July 24, 2010 at 09:29 AM.

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