The easy way to tell which version of Kingdoms you have is to open the folder for Medieval II that you're using for the mod and right click on the kingdoms.exe file, then click on the properties option that appears in the menu. From there click on the tab at the top of the properties that is labelled Details and it will tell you the version that you are using. If you do have v1.5, it should tell you so in the Details and will probably look like the picture I have attached to this post.
Hey guys, First of all thanks for the great mod, i'm enjoying it a lot.
ok now about my problem, I'm playing the 1220 campaign at the moment as Despotate of Epirus and my early general unit is missing some it's textures. the horses are textured, the officers, only the soldiers are not except for their helmets. the Empire of Nicae which seem to use the same models/textures i believe, they show up just fine. Can someone help? thanks in advance.
and a screenshot:
http://imageshack.us/photo/my-images...bugepirus.jpg/
The problem with the Cambodian general and king is that for some reason M2TW didn't like the legs of this mesh. I explain how to fix this below.
I don't know how to edit the battle maps so I can't add more trees to this region or remove the rocks.
The Despotate of Epirus' bodyguard is missing its texture. I explain how to fix this below.
I forgot to assign a texture to the Despotate of Epirus' bodyguard.
To fix both of these problems download the unit_models.rar, unpack it, and put the 'unit_models' folder in the 'Medieval II Total War\mods\conquest\data' folder. Overwrite the existing files.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
Cheers a lot, Uanime. You're a good .
"Huh?"
Yup it worked, Thanks a lot Uanime, appreciate it
I have noticed that in many of the campaigns, if not all, that mangonels make no noise at all, whether they are moving or firing. It can be a little frustrating when your own mangonel bombs kill your last survivng family member because you had not realized one had exploded nearby.
"Huh?"
Ha, I thought so too, which is why it's taken me so long to find out they don't make any noise. They're wildly innacurate, great for killing your own troops, and they leave nasty little burny patches all over the field, which your king's horse is bound to step on. However, I have found that, if used properly, mangonels can be very effective, killing an average of 200 troops per battle. Obviously tightly packed units are good targets. And because a general cares little for his or her mangonel, it can be left in front of the main battle line to draw fire and assaults. Simply withdraw your operators when the enemy draws too near, and then order your men back to their machines once the enemy recedes; an enemy, might I add, who is wandering around on burny mangonel patches. You're right though, a mangonel can't be used to assault walls.
"Huh?"
But, like rocket launchers and ribaults, when you have them working effectively they're a lot of fun -- just not as much fun without any sound.
"Huh?"
Oh yeah, for sure. They're fun when they work. I just tend to not use them as often because I'd rather use catapults, trebuchets and cannons. They may not do quite as much damage in certain aspects, but I find them easier to aim and I can use them in both land and siege battles.
Hello. Just want to say that I much like the mod, but the non combat AI is a total catastrophe.
What happened was I started a campaign with Croatia, instantly noticed that most cities are well developed and that you get 5k each turn. At turn 2 I was convinced it was a bad idea.
So anyway, turn 3, venice decides to lay siege on castle. I was very excited when I saw how many units they mustered, not to mention I was outnumbered.
The siege starts. As much as I enjoyed repelling the Venetians, I was a tad bit disappointed when I repelled a much larger force without losing even 10% of my(starting) army.
The AI is not really to blame. The culprit was the fact Venetians attacked me mainly with levies. I see what you guys were going for, at that time in middle ages, armies were largely composed of levies. But would they also be composed of levies while on a campaign? I don't think so. Not like this anyway. The feature seems artificial and somewhat forced. I checked and battled a few other armies, and they are mainly composed of levies too.
Turn 4 - Venice and another faction, forgot it's name, are eliminated. Just like that.(Though I suspect HRE did it.)
That was sort of a game breaker for me, as I was hoping for an addictive, long campaign.
I played with everything on very hard.
Anyway, the mod is otherwise awesome. Love the new units and cannot wait for you to fix the problems.
Last edited by YourStepDad; May 20, 2012 at 12:20 AM.
Uanime always says that he doesn't know how to mod the maps. One day perhaps some kind and knowledgeable person will step in and help out... Until then, I just treat it as somewhat of a fantasy scenario, eg two Arabic factions fighting in the snow and pine trees; or two Baltic factions struggling amidst the sand and date palms.
"Huh?"
The horses of the Bodyguards of the Kazakh Empire are silver, too (1547 campaign).
http://[IMG]http://www7.pic-upload.d....png[/IMG]
German Medieval: 2 Total War Freak and Modder