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Google Drive Mirror Link - thanks BagaturSasha
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Patches and other Stuff
Patch 5.0.002 - 611KB- corrected formatting in win_conditions
- provided 'block graphic' fix
RobyGon's recruitment fix can be found here.
KGCM Delphor patch (1.13GB) by Delphor ( 6th Aug 2023)
Changes for Delphor's patch:
historical battles:
1. swapped out the heroic units no longer in the game for generic bodyguards except for richard/saladin who have their respective hero units, and made sure the battles had the right locations to make the climates correct.
2. The hre in tannenberg is replaced by the teutonic order but otherwise basically has the same army composition.
export_descr_buildings:
1. Separated the gunsmiths/cannon makers out from the siege makers.
2. Moved the city wall units from base kgcm up one level so players cannot access those elite units as easily.
3. Used the kingdoms export_descr_buildings.txt (from britannia, crusades, teutonic) to populate the buildings with units, with minor adjustments. The recruitment rate for each unit grows as you build more advanced buildings. It starts out around the same level as kgcm but grows for each tier of units as you go up a level (e.g. motte and bailey units train slightly faster/have larger pools with the next tier) up to the vanilla growth rate. This means when you fully develop a building the most basic units train at a higher rate than the more advanced units, so you still have an incentive to make the basic ones. Also, after enough building slots, the old units start to gain veterancy due to superior training, further giving you incentive to make them.
4. Castles now train cavalry and dismounted cavalry units without making stables, like in base medieval 2. Dismounted cavalry units have been moved away from the barracks to the base castle. Stable buildings are used like in the original medieval 2 total war to increase recruitment rate, and at the highest levels unlock elite units. The default Castle recruitment rate is low, and since there is no way to increase the dismounted cavalry training rate, players will only be able to construct these elite units at a limited speed.
5. For factions with an excess of knights, like France or the HRE, some of these units have been moved to the tournament field to avoid double up unlocking (e.g. unlocking French noble and chivalric knights at the same time) and giving other buildings more variety.
6. Castles no longer have free garrison units, that function is too overpowered when applied to the high-end castle military.
7. Like in base kgcm, peasant recruitment rate is kept super low. They are mainly only usable if you want fodder to move a ram or something. This also makes the AI less capable of spamming them.
Spoiler for Pending stuff:
Will any of the submods work with this mod or not?
They should, provided they worked with 4.3 - but simply try, the install path for this version is different from the 'old' installation (mods\kgmc), which means you can keep the old installation just in case something doesn't work out.
Have DL'd and installed this.
Verified itself OK.
Found two problems so far.
1) Many of the factions have their victory conditions missing. Top row and those on right hand side of second row.
2) There's a big problem with settlement battle maps.
I've found this with two factions - Ireland and England, in different settlements, playing as defender and attacker.
When you open the battle screen everything seems normal.
But as soon as you try to deploy anything you get these big white areas, units and UI are missing.
This persists throughout the battle.
Attachment 358849Attachment 358850
The battle issue should be solved by applying the tutorial I linked to (missing text note). Included now in the 5.0.002 patch, feed back on this is highly welcome.
win conditions - in the original they were totally missing as settlements instead of regions were entered, it's one of the things I fixed. While correcting it I overlooked an unintended correction in the milan entry, happened when I replaced venice with venice_provinve. Corrected it as shown below, included in patch 5.0.002
See post below for link to patch.Code:milan
hold_regions Milan_Province Constantinople_Province Bologna_Province Venice_Province Ancona_Province Bern_Province Marseille_Province Dijon_Province Cagliari_Province
take_regions 50
outlive venice
short_campaign hold_regions
take_regions 30
outlive venice
UPDATE - download here
Version 5.0.002
- corrected formatting in win_conditions (not sure if save game compatible)
- provided 'block graphic' fix
I got a question! Do you have the link to downloa and install Grand Faction Addon Mod? None of the links work.
When I downloaded the update I had to discard it. Any ideas why that is and how I can update the mod?
I don't have a link for that mod.
Please explain what you mean by 'I had to discard it'.
I can confirm that both the battle and win conditions patch work.
Thanks for the feedback, glad it was solved that easily.
EDIT - IGNORE THIS POST -
I DIDN'T REALISE THE START DATE WAS 1180 AND NOT 1080. APOLOGIES
Is there any possibility of changing the regions to reflect actual historical situation in 1080 ?
E.G. : England should not control Dublin or Wexford, maybe better as independent Norse kingdoms, the same as castle Town on the Isle of Man.
Brittany was an independent Duchy, not part of England.
England needs to have the longbowmen removed from the starting garrisons as well and replaced with peasant archers and archer militia.
I haven't looked at the wider map, but if anyone has further suggestions I'd be interested.
I mean Gigantus that I tried to download the new update for this mod but I got an error saying that it was dangerous and harmful to my computer. So I was told to discard it. That is what I meant in my earlier reply. Do you know any forum that has the Grand Faction Addon Mod with a working link? I am dead set on that mod.
Another minor bugette :
The catapult maker uses the wrong graphic for the small versions ion building browser for both city and castle (northern european at least)
(might be the RTW catapult maker ?)
There should be no problem with the patch, it can however happen that an AV raises a false positive due to the BAT file which executes a code. It's one of the reasons why I include a file check with the installation. And no, I don't have that link.
I'll keep that in mind, thanks.
How does this mod compare to Stainless Steel, if you don't mind me asking? :P
I haven't gone into playing it for any extended time, best to give it a try yourself.
Pal Gigantus thanks and congrats for one more job well done..! :) So can we play the mods that you have made steam compatibles like "For King or Country" or when you manage to do something for "Rule Britannia" and if we manage to make "Kingdom oh the Scots" work that both are Kingdoms mod for the Britannia campaign and other mods with this mod so for all of the mods to work just fine or if istall this i will have problems with all of the mods I mention.!? Btw is mod foldered and buddy you know what I am waiting for if you manage to make it work.! No pressure thoug... The box bug worked for KotS but it CTD with a message thanks anyway pal.?
Another day, another bug.
Irish unit recruitment is incomplete.
In the city barracks, Ceitherne (kern) are only recruitable at the 1st and 2nd tier barracks, but not above that level.
In the castle barracks, Cliathari (spearmen) and Peasants are only recruitable for the 1st tier barracks.
This is a big issue as the Cliathari are the only spear unit the irish have and you lose them if you upgrade the barracks.
Not sure if it's intentional but ballista are only recruitable at 1st tier siege works ; catapults only recruitable at 2nd tier.