Downloads: Kingdoms Grand Campaign Mod Final Patch Updated

Kingdoms Grand Campaign Mod Final Patch Updated

Uploaded by dave scarface - December 28, 2007
Author Author Dave Scarface
File Size File Size Unknown Size
Downloads Downloads 10,996
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Kingdoms Grand Campaign Mod Final Patch

Update:
I have made an update to the final patch which includes the following changes:

-Added musketeers for both England and France.
-Dismounted broken lances now available to all playable italian factions.
-The early generals mod (by plasticfigurine).
-Further improvements to unit recruitment from the barracks and stables.
-New castle models also added for southern european factions now.
-A few very small unit costs and unit stats changes.
-1 extra region for England at the start Rennes. France now gets Narbonne.

For a full run down of the final changes that were made to the export_descr_buildings see this link:

http://www.twcenter.net/forums/showthread.php?t=139970&page=2

Installation Instructions

You must have Medieval II total war Kingdoms installed for this mod to work. Then install Kingdoms Grand Campaign Final followed by this patch. Also you do not require the game to be unpacked.

The installer is simple to use, just make sure you install to this directory path SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod. To uninstall the mod run the uninstaller and then delete the folder kingdoms_grand_campaign_mod.

Campaign Changes

-A Merciless Campaign AI that attacks you with more powerful armies than ever before (Lusted).
-Better diplomacy and stronger alliances (Lusted).
-Improved Battle AI and formations (Lusted).
-More faction leaders added to the Battle map.
-Castle models added to all Northern European factions on the campaign map.
-Money script for AI now reduced (New campaign AI makes things tougher, therefore AI gets less help).
-Kings purse increased slightly for all factions.
-Mongol Invasion changed, it will now occur even earlier but the horde now only spawns in the north.
-Mangonels now available to many more factions in the building construction tree.
-Unit costs of siege weapons increased a bit, heavily armoured knights made more expensive, missile units cheaper.
-Changes made to the way siege buildings work, level ballista_range=Ballista, level catapult_range=Catapult+Mangonel, level siege_works=Trebuchet+Mangonel. This ensures that only siege weapons of a higher quality are produced as the campaign progresses.
-Secondary fire for catapults+trebuchets removed, you will see more realistic use of these weapons, they no longer fire thunderbolts across the battlefield. Mangonels are the only weapons purpose built to throw fire on the campaign.
-Added some new skins from Knights and Knaves.
-New vegetation from Kingdoms added.
-Made a few changes to some settlements and regions.

Bug Fixes

-Mangonel animations now working correctly.
-Knights Templar and Knights Hospitaller horse models fixed for NE factions and these units are now recruitable early in the campaign from guilds. But they are more expensive and the replenishment pool is slow. This is to prevent the campaign becoming easier.
-Fixed a few textures that were not working properly for a few king models on the strat map.



Merciless Campaign AI attacks you with more powerful armies than ever before (thanks to Lusted).




More faction leaders added to the Battle map.

Credits

I would like to thank Lusted for his continued work on improving Campaign and Battle AI even more, respect!
Burreck for his Knights and Knaves mod.

And all those fans that have given me feedback on my mod and helped to improve Kingdoms Grand campaign Mod even more!

Dave Scarface

Administrative NoteThe external download link on this page is not valid anymore, should you have a valid download yourself or know of an alternative download link please contact a member of the 'Modding Staff' group.

Images

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Comments

dave scarface
December 29, 2007 at 07:07 AM
Small update 29/12/07

I just reuploaded my final patch to the download link because I missed out somethink little. I forgot to add the descr_projectile.txt which I had changed to cancel out secondary fire for catapults and trebuchets to the final patch build.

So you have a choice if you like this change I made, download the patch again and install it over my mod. If you'd rather have siege weapons carry on firing fire balls keep on playing! Note this is save game compatable if you do repatch. And there is no need to uninstall my mod and patch just install the patch over it again.

Dave
anilturk
December 30, 2007 at 04:19 PM
Is it faster than the last mod my friend?
dave scarface
December 31, 2007 at 08:25 AM
The campaign map is the same as it was in Kingdoms Grand Campaign Mod Final. Therefore people who experienced lag will see no difference in this patch. I have no plans at present to release a further version of my mod with the vanilla map. But anythink is possible lets see what the feedback is like for this first, and we will see next year. I really dont want to change out this map as it makes campaigns feel so much more epic. It might be better for lag to go back to the basic map but that is all! Other than that it would definately be a step backwards. Why CA keep on making their campaign maps so small I have no idea.
killer23
January 02, 2008 at 04:27 PM
Could you add more units from kingdoms to the factions please? or it is too big problem?
dave scarface
January 03, 2008 at 08:42 AM
Hi Killer, I have already had requests to add more factions and units from Kingdoms. About factions I have no plans to add anymore Kingdoms content than I already have. I did try to add some Kingdoms units but had no luck in getting this to work. I do have my limitations as a modder and I am still learning. This is the first mod that I have made and released for the Total War community. Sorry I cannot please everybody, I hope you will still enjoy my mod.

best regards
Dave
killer23
January 03, 2008 at 12:44 PM
That is no problem, I use your mod with my small modifications and it is great.
You have done great job till now, so I am sure that you will learn fast. Additionally if you want to improve your mod, please look into Darth mod for the solution of pikes unit. I have tested it very long, and Darth`s solution of these units is great. They are real enemy of cav units, and also their real weakness (the speed and low possibility of movement was also done great). I will check how much work should be invested to implement this funktion and maybe I will show you.
killer23
January 03, 2008 at 01:28 PM
I have checked it. I needed only to change one file. If you want, I can send this file to you.
dave scarface
January 03, 2008 at 04:57 PM
Hi guys,

I now have a new home in the new Kingdoms Hosted Modifications forums. come and visit me and talk about anythink you like.

@Killer23

Thanks for sending me that file, I am always very interested in improving my mod any way I can. And I am going to test this and see if I like it. Thanks for this.

Dave
Carefulorc
January 14, 2008 at 06:06 AM
Dave

thanks for all of your hardwork, this is the first time i actually played a game to completion since the game was released

i played HRE and not see any additional teutonic units (light cav, spearman, etc) was this intentional?

careful
Guyus Caesar
March 04, 2008 at 11:29 AM
Hey,

I press the download link but it sends me to filefront homepage,
does anyone encountered the same problem?
can i please have a download link? this mod is damn great!
dave scarface
March 05, 2008 at 08:03 AM
Try the download link now it should work

Please check out my forums for the latest news on my mod. Also post any bugs you encounter in my bugs thread. Or just feel free to leave me your feedback.

Link to kingdoms grand campaign mod forums
http://www.twcenter.net/forums/forumdisplay.php?f=559
Grand Domestic
July 06, 2008 at 12:58 PM
Hi Dave,

I am trying to download the final patch of your mod by following the link you offer and it keeps sending me to the "Game Downloads" page and I get stuck there. Where do I need to go from there to download the patch?
Spanish_Armada
August 09, 2008 at 05:05 AM
The same happens to me.
jkonik
September 12, 2008 at 02:35 PM
What if you added the Novgorod faction (from Teutonic knights) to the grand campaign along with Kiev? It would more accurately represent the divided nature of Russia in this time period, plus it would add one more Orthodox faction to the game. I think if you're going to add a minor faction like Ireland, Novgorod should definitely be in it.
gojira
December 11, 2008 at 01:22 AM
Forget the Final version and the final patch also. Thats confusing, but you will need:

Mod version 3.0 and patch 3.7.

(maybe the structure to get this mod could be reworked? Theres so many threads and contradictions... It costs a lot of time to a) install the final mod, b) finding the patch therefore (I got stuck on that filefront thing aswell
just to find out u need 3.0 and vers. 3.7 patch)...