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Custom Campaign/Retrofit mod The Custom Campaign Mod is a small mod designed to provide additional game play and content for Medieval II: Total War. The Retrofit Mod retrofits various Medieval II Total War (M2TW): Kingdoms features, improvements and bug fixes to vanilla M2TW.

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Unspoken Knight
Old May 24, 2007, 11:53 PM / Custom Campaign Mod 1.02 released   #1
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DOWNLOAD

http://www.twcenter.net/forums/downloads.php?do=file&id=1403
http://files.filefront.com/Custom_Campaign_Mod_1_02exe/;7597909;;/fileinfo.html


1.0 OVERVIEW
============

The Custom Campaign Mod is a small mod designed to provide additional
gameplay and content for Medieval II: Total War. Many of the changes
are subjectively chosen by the author for different and/or improved
gameplay and will not suit all players and playing styles.

The major features incorporated in the Custom Campaign Mod are:

- Custom Campaign Maps: 6 Custom campaigns have been created and can
be accessed from the single player front end menu.
- Historical and Multiplayer Scenario Battles: The historical and
multiplayer scenario battles from Medieval II: Total War have been
modified to unlock all battle maps for both single and multiplayer.
- Tech Tree Rebalancing: Campaign recruitment has been significantly
rebalanced, nearly all faction units are recruitable (including
generals) and upkeep costs have been approximately halved.
- Heir/Leader Campaign Models: heirs and leaders now have a different
campaign map visual model compared to other generals and family
members.
- Installer: The mod is packaged with a easy to use installer to allow
streamlined installation on any computer with a valid english
installation of Medieval II: Total War version 1.00.000, 1.01.000 or
1.02.000.


2.0 FEATURES
============

2.1 CUSTOM CAMPAIGN MAPS
------------------------

- Tyronia: A new custom campaign map containing 17 playable factions
including the aztecs, mongols, timurids, papal_states and rebels.
- Iberian Peninsular: An enlarged subsection of the Iberian Peninsular from the
Grand Campaign.
- Northern Europe: A North Eurpean subsection of the grand campaign.
- North-Western Europe: A North-West Eurpean subsection of the grand campaign.
- Southern Europe: A South Eurpean subsection of the grand campaign.
- South-Westhern Europe: A South-West Eurpean subsection of the grand campaign.
- Alternative Grand Campaign: The Grand Campaign with modifications to support
playable Aztecs, Mongols, Timurids and Rebels.
- Front End support for single player custom campaigns

2.2 HISTORICAL AND MULTIPLAYER SCENARIO BATTLES
-----------------------------------------------

- Multiplayer Battle Scenarios enabled for single player (under Historical Battles)
- Historical Battles enabled for multiplayer (under Scenarios)
- All Armies selectable in Historical Battles
- NOTE: AI SCRIPTING HAS BEEN REMOVED FROM HISTORICAL BATTLES TO SUPPORT
MULTIPLAYER AND FULL ARMY SELECTION.

2.3 TECH TREE REBALANCING
-------------------------

- Approximately halved upkeep costs for all units
- City building chain now only produces militia type units for most factions
- Castle building chain now only produce peasant type units for most factions
- Free upkeep flag added to all militia and peasant type units
- Free upkeep slots added to castle building chain
- Tuned down free upkeep for city building chain
- Boyguard units (Generals) can now be trained/retrained in high level core buildings
- Added nearly all units to tech tree
- Increased recruitment times for ships, artillery and siege weapons to two turns
- Rebalanced initials sizes, replenishment rates, and max sizes for nearly all units
- Gave lower level farm and road buildings to Aztecs
- Tuned Aztec recruitment to core building and pagan temple
- Added recruitment slot to Aztec pagan temple.
- Rebalanced recruitment costs for a range of Aztec, Mongol and Timurid units.

2.4 HEIR/LEADER CAMPAIGN MODELS
-------------------------------

- Faction Heirs and Leaders now have different campaign models to generals,
making them easier to differentiate in campaign.
- Faction Heirs and Leaders now start campaigns with the late generals bodyguard unit,
making them easier to differentiate in campaign battles. (NOTE: only heirs/leaders
created through descr_strat.txt have late generals bodyguard, those created afterwards
will have standard bodyguard unit).

2.5 MISCELLANEOUS
-----------------

- Alternative campaign settlement order indicator colour scheme (finer grain red->green
gradient instead of [red, blue, yellow, green] steps)
- Unlocked Saxons, Normans and rebels for custom battles
- Missing text/art for Saxons, Normans, Aztecs, Mongols, Timurids and Rebels added where appropriate
- Added show date and seasons icons on hud command line preference
- Added unlimited men on battlefield command line preference
- Added Battle Editor command line preference


3.0 INSTALLATION
================

To install the Custom Campaign Mod, simply run the supplied executable
file. If you have a valid installation of Medieval II: Total War,
installation setup will automatically determine the installation path
for the Custom Campaign Mod. Installation consists of three main
components:

- Required Custom Campaign Mod Files: Core files required to install
and use the Custom Campain Mod. (REQUIRED)
- Historical and Multiplayer Scenario Battle Files: files required to
install and play historical and multiplayer scanrio battles in the
Custom Campaign Mod. See Section 2.2. (OPTIONAL)
- Assassinate, Infiltrate and Sabotage Movies: The installer can copy
the original Medieval II: Total War spy and assassin mission movies
for use in the Custom Campaign Mod. (OPTIONAL)


4.0 LAUNCHING THE MOD
=====================

The Custom Campaign Mod can be launched via a number of methods:

- Start menu shortcut
- Quicklaunch icon
- Desktop icon
- Medieval II: Total War game launcher (for English 1.02)
- Batch file located in:
[Medieval II Path]\mods\custom_campaign\medieval2_custom_campaign.bat


5.0 CAVEATS AND KNOWN ISSUES
============================

- This Mod is designed to be used with Medieval II: Total War version
1.02.000. Attempting to use this Mod on any other versions will
most likely reduce stability and quality.
- Some of the subjective changes made to the original Medieval II:
Total War will not cater to all players.
- All AI scripting has been removed from Historical Battles to support
their inclusion in multiplayer and to make all armies playable. This
may cause extremely different AI behaviour than the vanilla historical
battles in Medieval II: Total War.
- No attempt has been made to adhere to any historical accuracy in the
creation of this Mod. Where subjectively appropriate, historical
accuracy may have been sacrificed for gameplay or other factors.
- Some art/text and other data created for new/unlocked features by the
author of this Mod is of potentially lesser quality than much of
the existing data used in Medieval II: Total War.
- Negligible game assets were created for this Mod. The majority
of new assets seen in this Mod were unlocked directly from
existing Medieval II: Total War game assets.
- Some unlocked factions may not have all correct audio, text and other
game data.
- The front-end 'Hold Regions' win condition may not display correctly
for some campaigns after returning to the front-end from a different
campaign.
- Unit recruitment options are not displayed on building information
scrolls if playing as the Rebels.
- The Custom Campaign Mod often generates and logs numerous ignorable
errors and warnings when logging is enabled via the command line.


6.0 LEGAL INFORMATION
=====================

This is an unofficial Mod for Medieval II: Total War. SEGA and the
Creative Assembly do not endorse or support this Mod.

All right, title, interest and ownership rights in this Mod belong to
the Authors of this Mod (as far as is legally possible).

The Authors of this Mod (and for the avoidance of doubt SEGA and The
Creative Assembly) will not be held responsible for the risks connected
with any loss (financial or otherwise), damage to property, lost data,
console, computer or handheld device failure, errors and lost business
or other information as a result of possession, use or malfunction of
this Mod.

Last edited by Unspoken Knight; August 29, 2007 at 11:41 PM.
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napoleonic
Old May 25, 2007, 03:03 AM / Re: Custom Campaign Mod 1.02 released   #2
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any pics?
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Unspoken Knight
Old May 25, 2007, 03:10 AM / Re: Custom Campaign Mod 1.02 released   #3
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I will try and take some pics on the weekend if I have time, but I probably won't be able to upload any until next week.
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billydilly
Old May 25, 2007, 03:26 AM / Re: Custom Campaign Mod 1.02 released   #4
 
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Have you added any new regions?
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Axe-Battler
Old May 25, 2007, 03:33 AM / Re: Custom Campaign Mod 1.02 released   #5
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sounds like the best mod so far just based on the seperate region campaigns.
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Unspoken Knight
Old May 25, 2007, 06:36 AM / Re: Custom Campaign Mod 1.02 released   #6
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@billydilly

The Tyronia map is a fantasy map containing entirely new regions. The Iberian Peninsular map contains a lot of new Iberian regions. The other maps are extracted directly from the grand campaign to provide shorter, focused campaigns and contain no new regions.
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Lusted
Old May 25, 2007, 07:11 AM / Re: Custom Campaign Mod 1.02 released   #7
 
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Looks like an interesting mod, will you eventually be scaling up the N, NW, S, SW maps of Europe like you did with Iberia, and will you be adding in NE, SE European maps?
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billydilly
Old May 25, 2007, 07:23 AM / Re: Custom Campaign Mod 1.02 released   #8
 
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I think this is very interesting! For example for the NorthWest map you could add a bigger map and several regions, and maybe later even add more factions like Wales and Ireland Very nice.

I'm going to see if I can't add a bigger map with more regions
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Garnier
Old May 25, 2007, 07:35 AM / Re: Custom Campaign Mod 1.02 released   #9
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Post some screenshots please. I don't like to download things from people who just joined the forum, until I know what they are.

Would you enjoy recreating massive (10-20,000 troop) Historical Battles of the American Civil War and Napoleonic Wars, in friendly multiplayer with us?
Click this image.

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Lusted
Old May 25, 2007, 07:37 AM / Re: Custom Campaign Mod 1.02 released   #10
 
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Quote:
Post some screenshots please. I don't like to download things from people who just joined the forum, until I know what they are.
The downloads fine, i've checked it myself. Given a few recent problems with new members and dodgy mods i've been checking most of the ones posted by new members. This ones fine, totally legit.
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wikiman
Old May 25, 2007, 08:09 AM / Re: Custom Campaign Mod 1.02 released   #11
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This is way cool. A massive amount of work appears to have gone into this.

-wikiman
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onefistedboxer
Old May 25, 2007, 08:50 AM / Re: Custom Campaign Mod 1.02 released   #12
 
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Post some screenshots please. I don't like to download things from people who just joined the forum, until I know what they are.
I have to admit i thought the same thing, considering the most recent hoax.

Good job, i hope you can expand it with the help of the community.
Popular superstition is still superstition.
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iudas
Old May 25, 2007, 11:48 AM / Re: Custom Campaign Mod 1.02 released   #13
 
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I like the mod alot, but I would have loved it if the smaller-focus campaigns would have had more regions. A lot more regions.

But still, I like it. Is it your work?
Formerly the annoying teenager SirPaladin.
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pajomife@iol.pt
Old May 25, 2007, 04:13 PM / Re: Custom Campaign Mod 1.02 released   #14
 
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Any historical campaign or just different parts of map?
Download...finish.
The new kid in town show how to do a good mod ,I hope you made historical acurated campaigns ,like 100 years war , Teutonic wars and we don't need to buy the expansion ,i just see the maps they start all in 1080 ,they are big,...i don't like the fantasy type map Tyronia ,but you gonna be a serious case in the MTW community.
I just don't believe ur a novice ,maybe a old moder with new name?




Last edited by pajomife@iol.pt; May 25, 2007 at 04:28 PM.
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Snoopy
Old May 25, 2007, 09:05 PM / Re: Custom Campaign Mod 1.02 released   #15
 
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Tyronia: Good, but not the best thing ever.
Spain: Pretty good, but its unfair for those poor Moors, with their small armies facing 3 Christian enemies.
NW: To small.


Not the best ever, but pretty damn good for a 1 person project.
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Unspoken Knight
Old May 26, 2007, 03:23 AM / Re: Custom Campaign Mod 1.02 released   #16
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@everyone,

Thanks for the feedback,

I would have liked to create more larger scaled maps with new regions, but it is a very time consuming process.

@SirPaladin & Snoopy

I authored the majority of the work in the mod, but I had to ask another author to create the settlement names for Tyronia.
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stormbringer951
Old May 26, 2007, 08:37 AM / Re: Custom Campaign Mod 1.02 released   #17
 
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I don't know whether this was intentional or not, but playing on the small maps on VH/VH short campaign is awesome. It's a less than 50 turn race to get those needed territories, and to stop your competition getting the ones they need. This mod gets my vote!

Keep up the good work!

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"Five had been his brothers. Oswell Whent and Jon Darry. Lewyn Martell, a prince of Dorne. The White Bull, Gerold Hightower. Ser Arthur Dayne, Sword of the Morning. And beside them, crowned in mist and grief with his long hair streaming behind him, rode Rhaegar Targaryen, Prince of Dragonstone and rightful heir to the Iron Throne."
WESTEROS TOTAL WAR IS RECRUITING!
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Axeman
Old May 27, 2007, 03:49 AM / Re: Custom Campaign Mod 1.02 released   #18
 
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Downloading right now, cant wait!

+rep for you


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Kiki52
Old May 28, 2007, 12:39 AM / Re: Custom Campaign Mod 1.02 released   #19
 
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Hi

I really enjoy the Tyronia map, it is a good fantasy map with real life factions. Where did you get the idea of it, and what is the story of the continent of Tyronia? How did they all get there?

The sound seems odd, it is all like they are reverberating or something.

I've had a few suggestions.
The Mongols, is it possible you could test out if you can make them pagan instead of Muslim? Maybe you can give the Mongols a new building that makes the whole population happy or something irregardless of religious unrest (the represent the Mongols were so brutal if a city rebelled the city would be destroyed utterly by the Mongols). However if a Mongol city is captured the building disappears like any religious buildings that aren't yours. The Mongols weren't Muslim, and those that were back invading China didn't convert to Islam, but only a few who went to the Middle East did.
There was a thread about it somewhere where someone told how to edit the files to make the Mongols pagan.

Also, for the Tyronia map you could do more for it to make it bigger and have more factions. There are mods out there you can probably use and get new ideas from. Like if there is a mod that comes out about Native Americans, you if you are allowed to or ask permission you can have the Aztecs have cavalry and guns if you ask someone. However, probably ask their permission first they probably don't want you taking their units. I'd be nice if they had like an Apache horseman for Aztecs, armed with a musket.
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wikiman
Old May 29, 2007, 01:37 AM / Re: Custom Campaign Mod 1.02 released   #20
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The more I play this mod the more I like it. Tyronia is a really cool map.

-wikiman
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