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Thread: Kingdom units in Vanilla???

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  1. #1

    Default Kingdom units in Vanilla???

    Has anyone thought of moving the new units into the old game?? I really love the new units but I like the old map better.

    Thank you

  2. #2
    TheFirstONeill's Avatar Father of Thera
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    Default Re: Kingdom units in Vanilla???

    I have a mod, which moves the tuetonic campaign onto the old vanilla map
    see thread http://www.twcenter.net/forums/showt...41#post2176541

    House of Wilpuri :By the Patronage of Elrond: Patron of Caki : Aduellist : Borissomeone
    Proud Creator of Thera, Legacy of the Great Torment: Opifex :

  3. #3

    Default Re: Kingdom units in Vanilla???

    How about the crusader units?

  4. #4
    TheFirstONeill's Avatar Father of Thera
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    Default Re: Kingdom units in Vanilla???

    not yet, thats next, Im just trying to get time to add them in, but getting delayed by support requests

    House of Wilpuri :By the Patronage of Elrond: Patron of Caki : Aduellist : Borissomeone
    Proud Creator of Thera, Legacy of the Great Torment: Opifex :

  5. #5
    Foederatus
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    Default Re: Kingdom units in Vanilla???

    how would i be able to add william wallace to scotland to vanilla

  6. #6

    Default Re: Kingdom units in Vanilla???

    This is what i'am waiting for.Someone to put kingdom units in the vanilla campaigns and well balance the AI

  7. #7

    Default Re: Kingdom units in Vanilla???

    If you are able to move all new kindoms units into to the vanilla campaigns i would be most interested.I have tried the UAI mod which has some of this but it seems while playing as a European faction all middle east factions are up to 3 times stronger,and the Mongles are impossible to play against.So i did not care for the UAI mod.I really like the new units in kindoms and was disappointed that Sega did not patch them in the Vanilla campaigns.Is there any well balanced AI mods out there.

  8. #8

    Default Re: Kingdom units in Vanilla???

    Adding all the factions from kingdoms to the vanilla campaign is not possible. Not without some serious moding.
    This is do too the hardcoded limit of 500 units in the game.
    The vanilla campaign have 413 units in it. Americas add 46 new units, Britannia adds 45 new units, Crusaders add 58 new units and Teutonic adds 56 new units to the game. That’s a total of 618 units.
    Holy Land mod for Crusaders Campaign
    Dismounted Knights Templar, Hospitaller for the Crusaders Campaign

  9. #9

    Default Re: Kingdom units in Vanilla???

    but you wouldn't add the america's units, as their is no map... not including the kinda crappy (in comparison to the americas campaign that is) side quest in vanilla, which really isn't worth doing now that kingdoms is out.

    so if it was just the good crusade units and maybe even factions down in the middle east, that'd be around 30-40, as you wouldn't use them alllll... be selective, or only add a few to turkey/egypt etc's unit roster,

    then you add in wales, ireland and add their units, and some selected ones into scotland and england, not that there is much new, and you wouldn't even have to add norway if you don't wish... that'd be around 20, maybe?

    then you've got the selected ones out of teutons which would really only have to be for nov,teuts and lithuania, so excluding the mongols and other weird stuff outta that would bring it to maybe another... 30 or so?

    you can always remedy the limit by excluding alot of uniques and giving the new kingdom factions alot of standard units in their roster to balance it out...

  10. #10

    Default Re: Kingdom units in Vanilla???

    Well you could always delete the crappy units from all the factions to make room for the better ones.

  11. #11
    ♔ST0MPA♔'s Avatar Ordinarius
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    Default Re: Kingdom units in Vanilla???

    "Yeah tho I walk through the valley of the shadow of death; I shall fear no evil... for I'm the meanest sonofa in the valley."


  12. #12

    Default Re: Kingdom units in Vanilla???

    The install is to much for me.If its not auto i'll just screw it up

  13. #13

    Default Re: Kingdom units in Vanilla???

    Quote Originally Posted by ST0MPA View Post
    To much above my capabilities.I'll just screw it up if it is not an auto install.I tried a mod like this with Kingdoms add on units for retofit mod,it had to have the 3 campaigns unpacked also.I could not get it to work and ended up reinstalling the whole game again.This mod does sound good but i'll never get it to work in the form it is in.Not all of us out here are computer wizzes.Some of us need the auto install.

  14. #14
    Foederatus
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    Default Re: Kingdom units in Vanilla???

    Still want to know how to get William Wallace unit onto vanilla

  15. #15

    Default Re: Kingdom units in Vanilla???

    Has anyone tried to add the main factions of kingdoms, along with most of their units into the vanilla game?:hmmm:

    By main factions i mean, norway, ireland, wales, teutonic order, lithuania, novgorod, Kingdom of Jerusalem, Principality of Antioch and maybe the Apacheans or something?
    Last edited by Aedan2812; October 25, 2007 at 02:09 AM.

  16. #16

    Default Re: Kingdom units in Vanilla???

    Ive been looking forward to a mod like this since I got Kingdoms. Having the Americas int eh Grand Campaign isn't worth it anyway. especially not with the release of Kingdoms.

    I would cut off the Americas entirely in the Grand Campaign. The AI can not make use of it anyway. Then add all the new factions. And only elite and unique units to existing factions. Plus I would love to hear the music from Kingdoms added in to the Grand Campaign according to the factions region. I'm not interested in the super characters like William Wallace. Just an expanded Grand Campaign that tries to stay right in line with CA's original work.


  17. #17

    Default Re: Kingdom units in Vanilla???

    yeah thats pretty much what i want, however some units like town militia or spear militia could be removed to make way for more kingdoms units and to give all factions slightly more unique rosters.
    The Lord tells me he can get me out of this mess...but He's pretty sure your @#$%^&

  18. #18

    Default Re: Kingdom units in Vanilla???

    Quote Originally Posted by Mountain_Commander View Post
    Ive been looking forward to a mod like this since I got Kingdoms. Having the Americas int eh Grand Campaign isn't worth it anyway. especially not with the release of Kingdoms.

    I would cut off the Americas entirely in the Grand Campaign. The AI can not make use of it anyway. Then add all the new factions. And only elite and unique units to existing factions. Plus I would love to hear the music from Kingdoms added in to the Grand Campaign according to the factions region. I'm not interested in the super characters like William Wallace. Just an expanded Grand Campaign that tries to stay right in line with CA's original work.
    I agree!

  19. #19

    Default Re: Kingdom units in Vanilla???

    What is the faction limit for Medieval 2 ?
    We still have Portugal, Spain, the Maurs, Egypt, Turks, Sicilly, Byzanz, Venice, The papal state, Milan, France, HRE, Denmark, England, Sccotland, Poland, Hungary, Russia and Mongols + Timurid + Rebells = 21 ---> remaining 9 faction for faction limit of 30, if i am right ???
    So i propose following factions and units:
    America:
    To have more diversity among the aztec faction we could add some units of other mesoamerican factions and even to the mercenaries pool.
    Middle East:
    i prefer only kingdom of jerusalem and to give it some of the best antiochia faction units. For egypt and turkey we could replace some old by new units, the same or byzanz.
    Europe:
    for Venice some new units. Teutonic Order, maybe as an emrgent faction. Lithuania for sure, but implementaion will be difficult concerning pagan and catholics system. New Denmark units. Nowgorod as counterparts for Russia or a mixture of both.
    Norway to have some counterpart in the north.
    Great Britain:
    On the vanilla map there is no place for Scotland Wales and Ireland. And the idea of Wales or Ireland to be a world conqueror is absurd. Maybe we could establish them as not playable factions or as rebell faction that affect english faction by events, like williams wallac uprising or some rebellion in ireland. Or when a irish territory unhappy enough with english conquerred be england revolts and became irish faction.

    Result:
    4-8 new factions and at least 87 new units and about 40 - 50 units to be replaced.
    Norway: 25 units
    Jerusalem + Antiochia: 35 units but i think less is better ( including overlappings)
    Lithunia: 20 units ( pagan + catholics)
    Teutonic Order: 20 units
    Nowgorod: Only a few are new like kosaks, berdichkämpfer and Waldbewohner, the other have only other banner and colours,

  20. #20

    Default Re: Kingdom units in Vanilla???

    Quote Originally Posted by MunichRules View Post
    What is the faction limit for Medieval 2 ?
    We still have Portugal, Spain, the Maurs, Egypt, Turks, Sicilly, Byzanz, Venice, The papal state, Milan, France, HRE, Denmark, England, Sccotland, Poland, Hungary, Russia and Mongols + Timurid + Rebells = 21 ---> remaining 9 faction for faction limit of 30, if i am right ???
    So i propose following factions and units:
    America:
    To have more diversity among the aztec faction we could add some units of other mesoamerican factions and even to the mercenaries pool.
    Middle East:
    i prefer only kingdom of jerusalem and to give it some of the best antiochia faction units. For egypt and turkey we could replace some old by new units, the same or byzanz.
    Europe:
    for Venice some new units. Teutonic Order, maybe as an emrgent faction. Lithuania for sure, but implementaion will be difficult concerning pagan and catholics system. New Denmark units. Nowgorod as counterparts for Russia or a mixture of both.
    Norway to have some counterpart in the north.
    Great Britain:
    On the vanilla map there is no place for Scotland Wales and Ireland. And the idea of Wales or Ireland to be a world conqueror is absurd. Maybe we could establish them as not playable factions or as rebell faction that affect english faction by events, like williams wallac uprising or some rebellion in ireland. Or when a irish territory unhappy enough with english conquerred be england revolts and became irish faction.

    Result:
    4-8 new factions and at least 87 new units and about 40 - 50 units to be replaced.
    Norway: 25 units
    Jerusalem + Antiochia: 35 units but i think less is better ( including overlappings)
    Lithunia: 20 units ( pagan + catholics)
    Teutonic Order: 20 units
    Nowgorod: Only a few are new like kosaks, berdichkämpfer and Waldbewohner, the other have only other banner and colours,
    First off the limit is 31 and there are already 22 (u forgot aztecs), but you were right in that 9 more factions can be added.
    i would do the same as you and make the teutons an emergent faction,
    However i don't think there is a point to making Ireland and Wales non-playable because they are going to take up a faction slot anyway. Besides some people might want to make the world green or green and red hehe.
    The Lord tells me he can get me out of this mess...but He's pretty sure your @#$%^&

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