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Thread: Jedi Knight's KGCM Submod (Timurids Added)

  1. #1
    Jedi Knight's Avatar Civis
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    Default Jedi Knight's KGCM Submod (Timurids Added)

    New Version has been released. You can find new units and textures in the new version. I have changed the units stats and lots of staff. Enjoy the submod

    Hi, i have made a submod for KGCM. This submod is compatible with KGCM 4.3 patch. I want to give some info about submod and share some of my work. A small note i added BC units to Islamic factions.

    Added Units:
    From the start to osman_emerge event, you can recruit ghulam and some turkoman units with Turks. You can recruit ghulam and some arab units with Egypt until Baibars emerge. After these events, Ottoman and Mamluk units can be recruitable.

    Janissary Swordsmen:
    Spoiler Alert, click show to read: 


    Ottoman Heavy Infantry:
    Spoiler Alert, click show to read: 

    Attachment 272201

    Dismounted Sipahi Lancers:
    Spoiler Alert, click show to read: 


    Ghulam Infantry:
    Spoiler Alert, click show to read: 


    Ghulam Heavy Infantry:
    Spoiler Alert, click show to read: 


    Ghulam Axemen:
    Spoiler Alert, click show to read: 


    Janissary Arquebusiers:
    Spoiler Alert, click show to read: 


    Turkish Javelin Cavalry:
    Spoiler Alert, click show to read: 
    ]


    Tripolitan Guard:
    Spoiler Alert, click show to read: 


    Templar Zweihander:
    Spoiler Alert, click show to read: 


    Crusader Longbowmen (KOJ and Antioch):
    Spoiler Alert, click show to read: 


    Dismounted Knights Templar (For all Catholic Factions except Antioch):
    Spoiler Alert, click show to read: 

    Armor upgrade:
    Spoiler Alert, click show to read: 


    Dismounted Knights Hospitaller (For all Catholic Factions except KOJ):
    Spoiler Alert, click show to read: 

    Armor upgrade:
    Spoiler Alert, click show to read: 


    Dismounted Knights of Santiago:
    Spoiler Alert, click show to read: 


    Armour upgrade:
    Spoiler Alert, click show to read: 


    Dismounted Teutonic Knights:
    Spoiler Alert, click show to read: 


    Armour upgrade:
    Spoiler Alert, click show to read: 


    Templar Guard:
    Spoiler Alert, click show to read: 


    Hospitaller Guard:
    Spoiler Alert, click show to read: 


    Dismounted Mailed Knights:
    Spoiler Alert, click show to read: 


    Polish Guard Infantry:
    Spoiler Alert, click show to read: 


    Dismounted Polish Retainers:
    Spoiler Alert, click show to read: 


    Dismounted Tsars Guard:
    Spoiler Alert, click show to read: 


    Late Swordsmen (For all Catholic Factions):
    Spoiler Alert, click show to read: 


    Caliphs Guard (Moors):
    Spoiler Alert, click show to read: 


    Moorish Axemen:
    Spoiler Alert, click show to read: 


    Heavy Archers (For Muslim Factions):
    Spoiler Alert, click show to read: 


    Mamluk Heavy Infantry:
    Spoiler Alert, click show to read: 

    Crusader Longbowmen for Antioch:
    Spoiler Alert, click show to read: 

    Halberdiers:
    Spoiler Alert, click show to read: 

    Templar Halberdiers:
    Spoiler Alert, click show to read: 

    Hospitaller Halberdiers:
    Spoiler Alert, click show to read: 

    Templar Pikemen:
    Spoiler Alert, click show to read: 

    Hospitaller Pikemen:
    Spoiler Alert, click show to read: 

    Swiss Halberdiers (Mercenary Unit):
    Spoiler Alert, click show to read: 

    Swiss Armored Pikemen (Mercenary Unit):
    Spoiler Alert, click show to read: 

    Mongols units:
    Spoiler Alert, click show to read: 

    NE Swordsmen Militia:
    Spoiler Alert, click show to read: 

    Heavy Spear Militia:
    Spoiler Alert, click show to read: 

    Men at Arms:
    Spoiler Alert, click show to read: 

    Mounted Arquebusiers:
    Spoiler Alert, click show to read: 

    EE Swordsmen Militia:
    Spoiler Alert, click show to read: 

    Arab Swordsmen:
    Spoiler Alert, click show to read: 

    Saracen Swordsmen:
    Spoiler Alert, click show to read: 

    Saracen Cavalry:
    Spoiler Alert, click show to read: 

    Lithuanian Macemen:
    Spoiler Alert, click show to read: 

    Armenian Infantry:
    Spoiler Alert, click show to read: 

    Thanks to CBUR team for their awesome units and allowing me to use their units. I have added pikemen and heavy infantry to Byzantines. This the Byzantine unit roster:
    Spoiler Alert, click show to read: 

    New UI Cards:
    Spoiler Alert, click show to read: 



    EVENTS:

    Fourth Crusade:
    Spoiler Alert, click show to read: 



    If Venice still has Constantinople, Michael Palaiologos will besiege the city:
    Spoiler Alert, click show to read: 



    If Turks have Nicaea and Byzantines have Constantinople, there will be a siege again by Mehmed.
    Spoiler Alert, click show to read: 


    After Jerusalem and Antioch were captured by Muslims, crusade armies will emerge.
    Spoiler Alert, click show to read: 


    Timurids:
    Spoiler Alert, click show to read: 

    And more events and characters like Osman, Baibars, Louis, Sigismund etc.

    New units in the last version
    Mitbruder:
    Spoiler Alert, click show to read: 


    Dismounted Mitbruder:
    Spoiler Alert, click show to read: 


    Dismounted Knights of Antioch (Armour Upgrade)
    Spoiler Alert, click show to read: 

    Dismounted Knights of Jerusalem (Armour Upgrade)
    Spoiler Alert, click show to read: 

    Hospitaller Heavy Spearmen
    Spoiler Alert, click show to read: 

    Templar Heavy Spearmen
    Spoiler Alert, click show to read: 

    Hospitaller Mounted Sergeants
    Spoiler Alert, click show to read: 

    Templar Mounted Sergeants
    Spoiler Alert, click show to read: 

    Norman Cavalry
    Spoiler Alert, click show to read: 

    Knights of Tripoli (Armour Upgrade)
    Spoiler Alert, click show to read: 

    Arab Heavy Infantry
    Spoiler Alert, click show to read: 

    Turkman Heavy Swordsmen
    Spoiler Alert, click show to read: 

    Heavy Spearmen
    Spoiler Alert, click show to read: 

    Armored Spearmen
    Spoiler Alert, click show to read: 

    Armored Swordsmen
    Spoiler Alert, click show to read: 


    English Knights
    Spoiler Alert, click show to read: 


    Boyars
    Spoiler Alert, click show to read: 

    Norse Axemen
    Spoiler Alert, click show to read: 

    Norse Swordsmen
    Spoiler Alert, click show to read: 


    INSTALLATION:
    Extract rar file to C:\Program Files\SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod and ovewrite all. Then download fix which is at the bottom of the post and install it.

    Download Link:
    http://www.gamefront.com/files/22342...+Knight+V3.rar
    http://www.speedyshare.com/uJ6fZ/KGC...-Knight-V3.rar
    Mediafire Link:
    Part 1: http://www.mediafire.com/?nn1g95988y41bg1
    Part 2: http://www.mediafire.com/?7w8ptpe4h9p7eon

    Fix:
    http://www.gamefront.com/files/23098254/fix.rar
    http://www.mediafire.com/?b2y72c076d08h09

    No Garrison Script Copy the file into mods\kingdoms_grand_campaign_mod\data\world\maps\campaign\imperial_campaign folder.
    http://www.gamefront.com/files/22342...ign_script.rar
    http://speedy.sh/x2eMF/campaign-script.rar

    Missing units voice problem and shield texture problem have been fixed. New textures and new units have been added. RBAI has been included.

    CREDITS
    CBUR TEAM
    Rusichi Total War
    Thanks to them for their awesome units.
    Strelac, AlphaDelta and wudang_clown (Thanks to them for the awesome BC units.)
    Thanks to gracul, Point Blank, Germanicu5, warman222 and the entire SS Team
    Last edited by Jedi Knight; March 20, 2013 at 10:44 AM.

  2. #2
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    Default Re: Jedi Knight's KGCM Submod

    Fix.
    Attached Files Attached Files

  3. #3

    Default Re: Jedi Knight's KGCM Submod

    I like what you've got so far...only one suggestion...You should fix those shields for the Crusader Longbowmen....Maybe give them Templar/Hospitaller and/or English type shields instead of the basic red ones they have now...I think it would look much better...If you would like help with this I would be glad to assist...
    Last edited by valvegas1; February 09, 2012 at 02:08 PM.

  4. #4
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    Default Re: Jedi Knight's KGCM Submod

    Quote Originally Posted by valvegas1 View Post
    I like what you've got so far...only one suggestion...You should fix those shields for the Crusader Longbowmen....Maybe give them Templar/Hospitaller and/or English type shields instead of the basic red ones they have now...I think it would look much better...If you would like help with this I would be glad to assist...
    Thanks for the suggestion. . The shields are dismounted longbowmens shields., i'm using kingdoms models and unfortunately there are no suitable templar or hospitaller shields for crusader longbowmen.

  5. #5

    Default Re: Jedi Knight's KGCM Submod

    Just tryin to help you a little so here's an attachment set I made for similar units I use personally...I think this one would look real nice with your Crusader Longbowmen for Antioch...If you like it feel free to use it...I think Jerusalem's attachment set would be fine for the Templar's since its mostly red and white colors anyway...
    Last edited by valvegas1; February 09, 2012 at 06:31 PM.

  6. #6
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    Default Re: Jedi Knight's KGCM Submod

    Quote Originally Posted by valvegas1 View Post
    Just tryin to help you a little so here's an attachment set I made for similar units I use personally...I think this one would look real nice with your Crusader Longbowmen for Antioch...If you like it feel free to use it...I think Jerusalem's attachment set would be fine for the Templar's since its mostly red and white colors anyway...
    Thanks for the help valvegas1 +rep

  7. #7

    Default Re: Jedi Knight's KGCM Submod

    No problem bro...anytime

  8. #8
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    Default Re: Jedi Knight's KGCM Submod

    Deleted

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  10. #10

    Default Re: Jedi Knight's KGCM Submod

    Very good submod. Thank you + rep.

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    Default Re: Jedi Knight's KGCM Submod

    Quote Originally Posted by Sulfurion Blackfyre View Post
    Very good submod. Thank you + rep.
    Thanx Sulfurion.

    Timurids submod and download link have been added.

  12. #12

    Default Re: Jedi Knight's KGCM Submod

    Quote Originally Posted by Jedi Knight View Post
    Timurids submod and download link have been added.
    I'm curious how this mod plays with the RBAI...I was thinking of asking to put it into my sub-mod but wasn't so sure...did you add any new units for the timurids cause if not i want to try incorporating these with my sub-mod (for personal use only of course)...

  13. #13
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    Default Re: Jedi Knight's KGCM Submod

    Quote Originally Posted by valvegas1 View Post
    I'm curious how this mod plays with the RBAI...I was thinking of asking to put it into my sub-mod but wasn't so sure...did you add any new units for the timurids cause if not i want to try incorporating these with my sub-mod (for personal use only of course)...
    Timurids units are same as Mongols units. I added one heavy cavalry (horse archer) which is not vanilla unit.

  14. #14

    Default Re: Jedi Knight's KGCM Submod

    Quote Originally Posted by Jedi Knight View Post
    Timurids units are same as Mongols units. I added one heavy cavalry (horse archer) which is not vanilla unit.
    Cool...I think i'm just gonna clone my mod folder so i can incorporate all your new units and stuff for myself...I like most of the units you made/used...Especially the Crusader longbowmen...I had made longbowmen for the crusade orders before but wasn't sure how well others would like it so I scraped it for my sub-mod...Plus I want to try out the RBAI system as well...Thanks for all your work...looking forward to enjoying it...

  15. #15
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    Default Re: Jedi Knight's KGCM Submod

    Quote Originally Posted by valvegas1 View Post
    Cool...I think i'm just gonna clone my mod folder so i can incorporate all your new units and stuff for myself...I like most of the units you made/used...Especially the Crusader longbowmen...I had made longbowmen for the crusade orders before but wasn't sure how well others would like it so I scraped it for my sub-mod...Plus I want to try out the RBAI system as well...Thanks for all your work...looking forward to enjoying it...
    Thanks. I made many battles with RBAI and i can't fight against ai without RBAI anymore. Battles are challenging now.

  16. #16
    Decanus
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod

    Can your other units packs be added to this mod

  17. #17
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod

    Quote Originally Posted by Gato The Great View Post
    Can your other units packs be added to this mod
    Except dismounted marshalls i added the other units to this submod.

  18. #18
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod

    Does that mean your Improved Crusades Campaign is added to this submod
    ( because i would really like to try byzantines, turkish, and crusaders pikes )

  19. #19
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod

    Quote Originally Posted by Gato The Great View Post
    Does that mean your Improved Crusades Campaign is added to this submod
    ( because i would really like to try byzantines, turkish, and crusaders pikes )
    I'll update this submod in a few days. I am waiting for the permission for one file. There will be templar and hospitaller pikemen in the new version but no janissary pikemen and i added BC units to islamic factions.

  20. #20
    Decanus
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod

    Quote Originally Posted by Jedi Knight View Post
    I'll update this submod in a few days. I am waiting for the permission for one file. There will be templar and hospitaller pikemen in the new version but no janissary pikemen and i added BC units to islamic factions.
    I will be waiting for this
    In what turn does the Timurid invasion start ?
    thank you for making KGCM funner and more diverse to play
    Another question are going to balance the new stats since Dismouted Tsar Gaurd has 23 defence while late swordsmen have 20 and the pikemen on purpose be recruited before the gun powder discovery
    Last edited by Gato The Great; April 03, 2012 at 09:09 PM. Reason: Adding some questions

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