Kingdoms Grand Campaign Mod Expanded
Current Version
KGCME V.4.1
Installations instructions
You must have both KGCM 3.0 and patch 4.1 installed for this mod to work correctly. You may also install XAI for use with the compatible version found below. Unarchive the attached rar file. Copy the data folder into your main kingdoms grand campaign mod folder (for most people this will be: medieval 2 total war/mods/kingdoms_grand_campaign_mod). This will place all the modified files into their correct locations. If prompted to merge folder, click the yes to all and click merge folders. If prompted to copy and replace files, click yes to all and click copy and replace.
Change Log - Last updated 31 July 09
Removed 5 peasant units from the game
Changed peasant recruitment slot in lowest level castle barracks to recruit town militia or appropriate unit per faction
Changed descr_rebel_factions.txt to replace all peasant units with appropriate town militia or equivalent units
Changes descr_strat.txt to replace EE peasants with EE town militia
Included new unit cards and unit info picture for new units
Added Dismounted Knights Templars, Dismounted Knights Hospitallers, Dismounted Knights of Tripoli, Dismounted Knights of Eddessa, Dismounted Templar Conferee Knights, and Dismounted Knights of Santiago to the game for recruitment
Changed export_units.txt and export_units.txt.strings.bin in the text folder to include new unit descriptions for new units
Screenshots
http://www.twcenter.net/forums/showthread.php?t=255214
Optional Mods Included
Installation instructions are the same as for the main KGCME above, save that you have to navigate and copy the appropriate data folder found in the respective optional mod folder.
Burning Ammo for Catapult, Trebuchet, and Grand Bombard
Extended Burning Men Effect
Improved Torch Lighting Effect
Inquisitor Reversion - Hunt Faction Leaders and Heirs
More Siege Engines Per Unit Mod
Permanent Arrows on Battle Map
Sherwood Archers Recruitable
For a list of optional mods included for your use, please see the readme found in the main folder for expanded description and suggested use.
Continued Development
May be adding:
-Crimson Tide - blood and particle effect mod
-Real Horses - if permission can be attained
-Zero's Horde Script when completed
-Optional Mods: Alternate Campaign starting scenarios, such as expanded England into France, or more rebel settlements for France for tougher human French campaign
-Optional Mod: Possibly altering the Aztec Faction to slave, and adding in another faction to the game
-Adding more diverse loading screens
-Possibly Adding in new faction shields/icons
-Adding more/expanded loading qoutes
-Possibly adding more units/new skins
-Optional Mod: Adding fire arrows back in for archers (please not Dave added this back in for KGCM 4.1 for elite archers).
Feedback and Suggestions
If you have any feedback, suggestions for mods to include or as an optional sub-mod please post them here.
Bug Reports
This mod release has been thoroughly tested by myself and is completely bug free as far as I know. However, if you find that you encounter any oversight or bug while playing after the installation of this mod, please let me know and will correct this as soon as possible. Please include your error log.
Special Thanks and Credits
Finally, a special thanks to Dave Scareface for all the work he has done to gift us this wonderful playground for our enjoyment and to the following authors who have generously allowed their work to be included for this release.
Pawel The Crusader - Dismounted Knights Hospitaller, Templar for the Crusaders Campaign
zhumin1978 - Dismounted Knights Orders Mod