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Thread: RegionMod 3.0 - Kingdoms Version

  1. #41
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I haven't made the request.

  2. #42

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches



    Galloglaich upkeep: 150... Irish Nobles upkeep: 185 ???

  3. #43
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Looking at the stats the Galloglaich should be higher in upkeep then the nobles. The nobles can't 'hack it' - less attack and no 'armour attack effectiveness'










  4. #44
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Patch 3.4 is here!

    Features:
    - New Traits and Ancillaries (BBB) by Billydilly
    - new strat characters for Scotland
    - 'bloody' loading bar
    - small corrections (as usual)










  5. #45
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    RegMod Kingdoms passes 200 full downloads!










  6. #46

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Thank you for all the work and for keeping mtw2 alive! this mod is so awsome!!!

  7. #47
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    You"re welcome.

  8. #48
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I have added a "hotfix" to Gigantus' version 3.4. Anything you find added should have been done before I was involved.

    Old news:
    Added sounds for Armenia.
    Georgia should quit coming from England.
    Unit info cards for Georgia, Mercs, Mali.

    My adders for play purposes that Gigantus can tweak to his desires:
    Made mustering hall recruitable for all factions.
    Added units to equestrian and castle barracks first three levels for Georgia.
    Moved a gold mine in Gao to make it accessable.
    Changes a little of West Africa campaign map.

    It is not Save compatible.

    Unzip into your RegionMod_Kings folder, delete the map.rwm, start a new campaign and enjoy.
    Last edited by irishron; November 08, 2012 at 09:08 PM.

  9. #49

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Heh I got scared for a little while because I couldn't find this mod in the medieval 2 modding section, but I see it just moved to Kingdoms.

    I laughed aloud when I saw that the newer version included longer build times and slower population growth because this was exactly the change I thought the mod most needed. I actually had to check the private messages I had sent to see if I had mentioned it specifically.

  10. #50
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by irishron View Post
    I have added a "hotfix" to Gigantus' version 3.4. Anything you find added should have been done before I was involved.

    Old news:
    Added sounds for Armenia.
    Georgia should quit coming from England.
    Unit info cards for Georgia, Mercs, Mali.

    My adders for play purposes that Gigantus can tweak to his desires:
    Made mustering hall recruitable for all factions.
    Added units to equestrian and castle barracks first three levels for Georgia.
    Moved a gold mine in Gao to make it accessable.
    Changes a little of West Africa campaign map.

    It is not Save compatible.

    Unzip into your RegionMod_Kings folder, delete the map.rwm, start a new campaign and enjoy.
    I will add it to patch 3.5










  11. #51
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Patch 3.5 is out!

    - Fixed missing road to Dongola's harbor
    - Fixed incorrect settlement levels
    - Various fixes by Irishron (sounds, recruitment, unit cards)










  12. #52

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Damn! I dont have kingdoms. Gigantus is a bad influence, Ron.

  13. #53
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by Tankai View Post
    Damn! I dont have kingdoms. Gigantus is a bad influence, Ron.
    Kingdoms is a lot more stable. I like it better just because of that.

  14. #54
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    RegMod Kingdoms passes 300 full downloads!










  15. #55
    billydilly's Avatar Senator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Moved to main forum ...
    Last edited by billydilly; September 15, 2009 at 09:04 AM. Reason: Spelling :)
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  16. #56
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    It appears the AI is doing a decent job. Let us know if you run into any shortcomings, eg bizarre AI behavior, missing text or images.










  17. #57
    billydilly's Avatar Senator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    There are still some militias with missing info pics in the game, I think it was some of the european armies, but I can't remember which ones.
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  18. #58
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I started a Mali campaign in 3.4. A couple of things I have noticed is the Moors are headed for Tunis instead of Tinbuktu and the Byzantines are going after Georgia early.

  19. #59
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Byzantines are going after Georgia early
    That could be because of that region up there (Trebizond?)

    the Moors are headed for Tunis instead of Tinbuktu
    That is a refreshing change. Might give Mali a chance.










  20. #60
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I noticed when I still had a Georgia campaign going with version 3.0, Byzantium wasn't even interested in Amastra until I came through Trebizond so it could be. I am surprised the Turks haven't tried to push into there.

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