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  1. #1

    CA Developer Icon Kingdoms Retrofit mod

    Our very own Scott Lowther, author of Custom Campaign mod for M2 and in-house code guru has announced his Retrofit mod for Kingdoms.

    Check this thread for more info:
    http://www.twcenter.net/forums/showthread.php?t=118430

  2. #2

    Default Re: Kingdoms Retrofit mod

    Great news, but it looks as though the new factions aren't really complete or compatible with the core game? My confidence in Kingdoms has really been waining over the last week or so. This is good news as it makes me want to buy it again. But without the addition of the other factions, architecture and maybe some other missing things it still stings!


  3. #3

    Default Re: Kingdoms Retrofit mod

    Quote Originally Posted by Mountain_Commander View Post
    Great news, but it looks as though the new factions aren't really complete or compatible with the core game?
    The Retrofit mod includes the new tweaks, balances and code features to the Grand Campaign. Its very cool! we have been testing it here in the office over the last week.
    You must remember that the Kingdoms campaigns take place over very different time periods and locations (some of which aren't in the grand campaign map)
    The Retrofit mod does not include the new Kingdoms factions back into the grand campaign; however it does make for a very good platform for other mods to do this if they wish.

  4. #4

    Default Re: Kingdoms Retrofit mod

    Quote Originally Posted by Caliban View Post
    however it does make for a very good platform for other mods to do this if they wish.
    This seems to be rather good news to me.

  5. #5

    Default Re: Kingdoms Retrofit mod

    Oooh, nice.

    Do the features include moats for castles?

    Or how about stone forts?

    Didn't see either listed, but I'm curious.

  6. #6

    Default Re: Kingdoms Retrofit mod

    Thank you Caliban for the update and official mod support from CA.


  7. #7
    The Border Reiver's Avatar Artifex
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    Default Re: Kingdoms Retrofit mod

    Quote Originally Posted by Lionel-Richie View Post
    Oooh, nice.

    Do the features include moats for castles?

    Or how about stone forts?

    Didn't see either listed, but I'm curious.

    This will be great for those of us who prefer sticking with vanilla game as much as possible. I'd like to know about these features too and will check the actual thread for updates!

  8. #8
    mrmouth's Avatar flaxen haired argonaut
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    Default Re: Kingdoms Retrofit mod

    Quote Originally Posted by Lionel-Richie View Post
    Do the features include moats for castles?

    As it isn't listed I would highly doubt it. It would be nice to see in M2TW in the future though. Dont know if thats something you could patch in, dont understand why that and oil wouldn't have been included in the first place.

    I was under the impression that Kingdoms was going to be a classic expansion, add new things to the base game, along with individual side campaigns, kind of a let down.

  9. #9

    Default Re: Kingdoms Retrofit mod

    Wait, so this mod is basically grand campaign with kingdoms features, making a base for all other mods? That sounds great!

  10. #10

    Default Re: Kingdoms Retrofit mod

    Wow, this is really cool. As someone who prefers the vanilla game, this is just what I was hoping for. Thank you to Scott Lowther and CA!

    Can we expect patch v1.3 to incorporate and build upon the improvements contained in Retrofit?

  11. #11

    Default Re: Kingdoms Retrofit mod

    Seems like only people who have bought Kingdoms can use it, kind of gives incentive to buy it though. On another note us Aussies still have to wait another week for Kingdoms to come out.

  12. #12

    Default Re: Kingdoms Retrofit mod

    lol all ive heard the last two days is angry aussies annoyed about the extra week (i would be but im English, yay!) lol.
    we shall never surrender! - Churchill

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  13. #13

    Default Re: Kingdoms Retrofit mod

    Quote Originally Posted by ][Xyphos][ - Lee View Post
    lol all ive heard the last two days is angry aussies annoyed about the extra week (i would be but im English, yay!) lol.
    I think its more the fact that i live 15 minutes away from their office in Brisbane (i should go steal it ). lol
    Last edited by andymate; August 29, 2007 at 07:29 AM.

  14. #14

    Default Re: Kingdoms Retrofit mod

    Quote Originally Posted by ][Xyphos][ - Lee View Post
    lol all ive heard the last two days is angry aussies annoyed about the extra week (i would be but im English, yay!) lol.
    Yeah it's true, I don't even have my copy yet!

    Caliban, what are the tweaks and changes that make Kingdoms different from vanilla? We heard a little on the balance changes through Lusted's blog, but not much on the actual improvements/changes to the campaign and battle AI...
    I'm not the best person to talk about these changes, I'll get Palemades to answer this once he comes into work
    I do know however that pikes and some battle AI has had bugfixes on the battlemap, as well as a new system in for the campaign that allows us to tune and balance the way the AI builds its armies. I'll try and get back with more info, or if you sift through the enormous kingdoms thread I put a post on there a while back.

    Caliban
    Last edited by Caliban; August 29, 2007 at 07:54 PM.

  15. #15
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: Kingdoms Retrofit mod

    nice work indeed...the main main reason i purchased kingdoms was for the extra features. gives me more modding options

  16. #16

    Default Re: Kingdoms Retrofit mod

    Good news indeed! I was gonna buy Kingdoms anyway (cant wait for americas and britannia) but this adds even more joy for it! Yay! just a pity from what i understand the stone forts and moats arent available in the GC just yet because they are specific campaign features not general one!

    If im wrong please tell me! i wud be well pleased

  17. #17

    Default Re: Kingdoms Retrofit mod

    Good work Scott and CA. Looking forward to trying it out when it becomes available, since because of this I might just well buy Kingdoms.

    Caliban, what are the tweaks and changes that make Kingdoms different from vanilla? We heard a little on the balance changes through Lusted's blog, but not much on the actual improvements/changes to the campaign and battle AI...

  18. #18

    Default Re: Kingdoms Retrofit mod

    Perfect! I take back all the bad things I said about you CA! This is a great compromise solution to not having the Kingdoms balancing in the 1.3 patch. Thanks!

  19. #19
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: Kingdoms Retrofit mod

    Great news!


  20. #20

    Default Re: Kingdoms Retrofit mod

    Awesome, thanks for the post Caliban. Solid stuff.


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