Page 1 of 43 123456789101126 ... LastLast
Results 1 to 20 of 848

Thread: Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

  1. #1

    Default Grand Unit Addon Mod (for Retrofit 1.0) Version 6.0

    Grand Unit Addon Mod
    for Retrofit Mod 1.0
    by Candelarius aka Yakaspat
    Version 6.0


    This mod adds many of the new units from the Medieval II Total War - Kingdoms expansion pack to the Retrofit Mod 1.0 for Medieval II Total War, enabling you to recruit the new Kingdoms units in the Medieval 2 Grand Campaign. In addition, the Grand Unit Addon Mod includes many Kingdoms features, several minor bug fixes, and makes available many other unit additions from the original game that were previously not enabled.


    :::: Download Links ::::
    ============================


    New links dated 5th October 2011, thanks to dannyyxx30:

    Guam V6
    Retrofit V1

    Alternate download

    Old links:

    VERSION 6.0 FULL INSTALLER - DOWNLOAD LINK
    OPTIONAL STONE FORTS ADDON - DOWNLOAD LINK



    :::: Installation Steps ::::
    ============================


    1. Install Medieval II and Kingdoms. Requires Kingdoms 1.5 patch.

    2. Install Retrofit Mod 1.0.

    3. Double-click the self-extracting GUAM_v6.exe file after downloading it, and install into your base M2TW folder (the same folder as medieval2.exe, usually C:\Program Files\SEGA\Medieval II Total War\). Allow Windows to overwrite existing files. This will over-write your existing RetroMod folder.

    Optional: Install buildable stone forts addon (requires Kingdoms 1.5).

    4. Start the Retrofit Mod.
    (note that the game will load slowly the first time you start the mod, but only the first time)


    :::: New Units ::::
    ===================


    Over 100 units are added, including:


    Byzantium:
    - Pronoia Infantry
    - Byzantine Gunners [requires gunpowder discovery]
    - Archontopoulai
    - Alamanoi
    - Greek Firethrower
    - Mangonels

    Egypt:
    - Al-'Ashair Infantry
    - Khasseki Infantry
    - Al-Haqa Infantry
    - Abid al-Shira
    - Mamluk Handgunners [requires gunpowder discovery]
    - Sibyan al-Khass
    - Dismounted Ghulams
    - Ghulams
    - Khassaki
    - Mangonels

    Turks:
    - Ahdath
    - Turkish Crossbowmen
    - Dismounted Hasham
    - Hasham
    - Kurdish Auxiliaries
    - Iqta'dar
    - Mangonels

    Moors:
    - Andalusian Cavalry [renamed Late General Bodyguard, same stats as Turkish Quapukulu unit]
    - Andalusian Infantry [renamed Egyptian Khasseki Infantry unit, has the same stats]
    - Moorish Swordsmen [renamed Egyptian Al-Haqa Infantry unit, has the same stats]
    - Dismounted Tuareg [for recruitment in campaign, previously only in custom battles]
    - Mutatawwi'a [recruited at Masjid and above]
    - Mangonels

    Denmark:
    - Sami Axemen
    - Gotland Footmen
    - Svenner
    - Sergeant Swordsmen
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Chivalric Knights [for recruitment in campaign, previously only in custom battles]
    - Mangonels

    Spain:
    - Dragoons [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - Sergeant Swordsmen
    - Santiago Order Sergeants [recruited at Knights of Santiago Minor Chapterhouse]
    - Marshall of St. James [recruited at Knights of Santiago Headquarters, unique unit]
    - Trecenezago [retextured and renamed Dismounted Halbbruder, recruited at Knights of Santiago Major Chapterhouse]
    - Knights of Calatrava [retextured and renamed Marshall of the Templars unit, stats similar to Chivalric Knights]
    - Mangonels

    Portugal:
    - Dragoons [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - Sergeant Swordsmen
    - Santiago Order Sergeants [recruited at Knights of Santiago Minor Chapterhouse]
    - Marshall of St. James [recruited at Knights of Santiago Headquarters, unique unit]
    - Trecenezago [retextured and renamed Dismounted Halbbruder, recruited at Knights of Santiago Major Chapterhouse]
    - Mangonels

    England:
    - Pikemen
    - Musketeers [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - New World Cuirassers [requires America]
    - Mounted Cuirassers [requires America]
    - Armoured Sergeants [for recruitment in campaign, previously only in custom battles]
    - Sergeant Swordsmen
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Mounted Longbowmen
    - Mangonels

    France:
    - Musketeers [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - New World Cuirassers [requires America]
    - Mounted Cuirassers [requires America]
    - Sergeant Swordsmen
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Chivalric Knights [for recruitment in campaign, previously only in custom battles]
    - Dismounted French Archers [for recruitment in campaign, previously only in custom battles]
    - Mangonels

    Holy Roman Empire:
    - Dismounted Halbbruder [recruited at Teutonic Knights' Minor Chapterhouse]
    - Halbbruder [recruited at Teutonic Knights' Minor Chapterhouse]
    - Dismounted Ritterbruder [recruited at Teutonic Knights' Headquarters]
    - Ritterbruder [recruited at Teutonic Knights' Headquarters]
    - Dismounted Gothic Knights [for recruitment in campaign, previously only in custom battles]
    - Sergeant Swordsmen
    - Knechten
    - Mangonels

    Scotland:
    - Calivermen [requires gunpowder discovery]
    - Mounted Calivermen [requires gunpowder discovery]
    - Sergeant Swordsmen
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Mangonels

    Venice:
    - Dismounted Broken Lances [for recruitment in campaign, previously only in custom battles]
    - Sergeant Swordsmen
    - Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Crusader Campaign]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - Mangonels

    Russia:
    - Russian Heavy Infantry [renamed Lithuanian Giltines Chosen unit from Teutonic Campaign]
    - Sergeant Swordsmen
    - Tartar Lancers
    - Dismounted Tartar Lancers
    - Mangonels

    Milan:
    - Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Crusader Campaign]
    - Sergeant Swordsmen
    - Halberd Militia
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)
    - Mangonels

    Sicily:
    - Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Crusader Campaign]
    - Sergeant Swordsmen
    - Dismounted Italian Men at Arms
    - Italian Men at Arms
    - Mangonels

    Papal States:
    - Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Crusader Campaign]
    - Sergeant Swordsmen
    - Mangonels

    Poland:
    - Sergeant Swordsmen
    - Polish Foot Knights
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Mangonels

    Hungary:
    - Sergeant Swordsmen
    - Hungarian Foot Knights
    - Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, available in late era]
    - Mangonels

    Mongols:
    - Dismounted Light Lancers [for recruitment in campaign, previously only in custom battles]
    - Dismounted Heavy Lancers [for recruitment in campaign, previously only in custom battles]


    England, Scotland, France, Denmark, Milan, Venice, Papal States, Sicily, Poland, Hungary:
    - Templar Confrere Knights [recruited at Templars' Minor Chapterhouse]
    - Templar Sergeants [recruited at Templars' Minor Chapterhouse]
    - Templar Crossbowmen [recruited at Templars' Major Chapterhouse]
    - Templar Gunners [recruited at Templars' Major Chapterhouse; requires gunpowder discovery]
    - Marshall of the Templars [recruited at Templars' Headquarters, unique unit]
    - Hospitaller Sergeants [recruited at St Johns' Minor Chapterhouse]
    - Hospitaller Crossbowmen [recruited at St Johns' Major Chapterhouse]
    - Hospitaller Gunners [recruited at St Johns' Major Chapterhouse; requires gunpowder discovery]
    - Marshall of the Hospitallers [recruited at St Johns' Headquarters, unique unit]

    England, Scotland, France, Denmark, Milan, Venice, Papal States, Sicily, Poland, Hungary, Portugal, HRE, Spain:
    - Knights of Jerusalem [recruitable only in Jerusalem]
    - Dismounted Knights of Jerusalem [recruitable only in Jerusalem]
    - Canons of the Holy Sepulchre [recruitable only in Jerusalem, unique unit]
    - Knights of Antioch [recruitable only in Antioch]
    - Dismounted Knights of Antioch [recruitable only in Antioch]
    - Antioch Militia [recruitable only in Antioch]
    - Knights of Tripoli [recruitable only in Acre]
    - Squires of Tripoli [recruitable only in Acre]
    - Pisan and Genoese Sailors [recruitable only in Acre and Jerusalem, except by Italian factions]
    - Knights of Edessa [recruitable only in Edessa]
    - Edessan Guards [recruitable only in Edessa]
    - Edessan Squires [recruitable only in Edessa]
    - Templar Knights [recruitable only in Outremer]
    - Hospitaller Knights [recruitable only in Outremer]
    - Templar Sergeants [recruitable only in Outremer]
    - Hospitaller Sergeants [recruitable only in Outremer]
    - Templar Crossbowmen [recruitable only in Outremer]
    - Hospitaller Crossbowmen [recruitable only in Outremer]
    - Templar Gunners [recruitable only in Outremer; requires gunpowder discovery]
    - Hospitaller Gunners [recruitable only in Outremer; requires gunpowder discovery]
    - Sword Brethren [recruitable only in Riga, Stettin, and Thorn]
    - Livonian Auxiliaries [recruitable only in Riga, Stettin, and Thorn]
    - Christ Knights [recruitable only in Riga, Stettin, and Thorn]

    Mercenary Units:
    - Armenians of Cilicia [for hire around Outremer and Cilicia, Catholic and Orthodox factions only]
    - Frankish Axemen [for hire around Outremer, Germany, and France]
    - Frankish Swordsmen [for hire around Outremer, Germany, and France]
    - Burgher Pikemen [for hire in northern Europe]
    - Prussian Archers [for hire around Prussia]
    - Samogitian Axemen [for hire around Lithuania]
    - Sudovian Tribesmen [for hire around Lithuania]
    - Calivermen [requires gunpowder discovery, for hire in Scotland and Ireland]
    - Mounted Calivermen [requires gunpowder discovery, for hire in Scotland and Ireland]
    - Alamanoi Mercenaries [for hire in Greece and Anatolia]
    - Greek Firethrowers Mercenaries [for hire in Greece and Anatolia]
    - Dismounted Ghulam Mercenaries [for hire in Outremer, Egypt, and Arabia]
    - Ghulam Mercenaries [for hire in Outremer, Egypt, and Arabia]
    - Norse Axemen Mercenaries [for hire in Britain and Scandanavia]
    - Viking Mercenaries [for hire in Britain and Scandanavia]
    - Sherwood Archer Mercenaries [for hire in England and to a lesser extent in Scotland]
    - Gwent Raiders [for hire in England and Wales]
    - Irish Squires [for hire in Scotland and Ireland]
    - Pisan and Genoese Sailors [for hire in Outremer]
    - Apachean Braves [for hire in North America only, once you discover the New World]
    - Apachean Onde's Men [for hire in North America only, once you discover the New World]
    - Apachean Koitsenko [for hire in North America only, once you discover the New World]
    - Apachean Scouts [for hire in North America only, once you discover the New World]
    - English Huscarls [for hire in England]
    - Dismounted Frankish Knights [for hire in Europe and Outremer during the early and high eras]
    - Dismounted Mercenary Knights [for hire in Europe in the late era]
    - Dismounted Mercenary German Knights [for hire in Germany and Northern Europe in the late era]
    - Mongol Mercenary Archer [for hire in the Middle East, Russia, and Anatolia, Islamic factions only]


    Other Features:
    - All cannons can now fire grape shot [except Serpentines]
    - Some updated skins, including the mount skins for Templar and Hospitaller Knights.
    - Several spelling/grammar corrections for the unit descriptions.
    - Unlocked all playable factions.
    - Minor changes to mercenary pools.
    - Included Venetian Archers and Retinue Longbowmen armor upgrade fixes.
    - Included pikemen formation fix.
    - Minors changes to recruit priority offset.
    - Updated Swordsmith and Alchemist Guild triggers for new units.
    - Added four new custom battle maps: Village Vilinus, Broken Teeth Sands, Highland Loch, and Lake Choctaw.
    - Added new Middle Eastern culture interface from Crusades Campaign.
    - Added the campaign map castle models from the Brittania Campaign.
    - Included Kingdoms faction leader strat map models for all factions (except Timurids).
    - Replaced North American Aztec rebels with North American Apachean units from the Americas Campaign.
    - Added the following event movies from Crusades campaign: Greak Mosque, Capture Jerusalem, and Declare Jihad movies.
    - Added new Kingdoms' battlemap models for Faction Leaders for all playable factions.
    - Incorporated various adjustments from the Kingdoms 1.5 patch, namely:
    Included new Kingdoms unit shield value balance adjustments.
    Updated unit banner corrections.
    Included unit cost and attack/defense value adjustments (except those that were intended for their respective campaigns only).
    Updated several unit recruit priority values.
    Note that I did not include the "arrow type" changes as I prefer those in the Retrofit Mod over Kingdoms.
    - Buildable stone forts are a seperate optional addon.

    :::: Credits ::::
    ========================


    * Thanks to Unspoken Knight of the Grand Campaign Retrofit Mod (RetroMod).
    * Thanks to Valiant Champion for his pike fix.
    * Thanks to SSJPabs for the Marshall of St. James and Trecenezago units.
    * Additional thanks to SSJPabs for his Portugal unit textures and various bug fixes.
    * Special thanks to isilendil for his king strat map model textures.
    * Thanks to unDa for his Knights of Calatrava texture.
    * Thanks to JonatanR for helping me with adding in the new unit sounds and for the Crusades event movies plugin.
    * Thanks to Bossdave for helping me get buildable stone forts to work (available in optional addon).


    :::: Gameplay Notes ::::
    ========================


    * Templar/Hospitaller/St.James Marshalls and the Canons of the Holy Sepulcher have the "unique unit" attribute, which means you cannot recruit more than one and they cannot be awarded as Mission Reward gifts.

    * Occasionally a unit's description does not appear on it's in-game unit ID card when you right click on the unit while in battle-map mode. This happens only occasionally, and randomly, however. The cause of this is unknown and it may be a "vanilla" bug that we cannot fix with modding.


    :::: Legal Disclaimer ::::
    ========================


    The Grand Unit Addon Mod is only for Medieval II Total War: Kingdoms. This mod is not for commercial use.

    This is an unofficial Mod for Medieval II Total War: Kingdoms. SEGA and the Creative Assembly do not endorse or support this Mod.
    All right, title, interest and ownership rights in this Mod (excluding the original Creative Assembly software) belong to the author (as far as is legally possible).
    The Author (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.

    This mod was developed by Candelarius, aka Yakaspat.
    Last edited by Gigantus; November 02, 2011 at 12:22 AM. Reason: added new links

  2. #2

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    FAQ

    Q. What other cool things can we expect from this mod in the future or when will your next update be?
    A. No new changes or updates are planned. I know this is a hard concept for the modding community, but, for me, a good mod is a mod that actually gets finished. This mod is now considered finalized.

    Q. Does this mod require Medieval II Kingdoms?
    A. Yes, you must have Medieval II Kingdoms installed for this mod to work. This is a modification of the Retrofit Mod by Unspoken Knight, which also requires Kingdoms.

    Q. May I use your mod, or a component of your mod, in my own modding project? Or could I mod your mod? Do I need your permission to make changes or copy your files? etc.
    A. I am no longer supporting this mod as it is now complete. I also do not have the time or interest in helping others through their modding projects. With that said, anyone may use my mod in their mod, or modify my mod, or borrow pieces from my mod for their own modding projects. I have no problem with that, as long as you credit my work someplace in your readme/website. However, please understand that my mod is 100% stable in it's current form, and I will not be providing any technical support should your modding endeavors cause my mod to stop functioning. Good luck!

    Q. Can I have both the Retrofit Mod and this mod installed at the same time?
    A. Yes, but only by manually making a copy of your existing RetroMod folder, renaming said folder, installing my mod onto your original RetroMod installation, and then manually creating a new desktop icon for your newly renamed RetroMod folder. I am not supporting this operation directly, as I am only supporting this mod itself, which is a mod of the Retrofit Mod. Make sense? Good.

    Q. Will you be making a version of this mod for vanilla (non-Kingdoms) M2TW, or for X or Y Mod?
    A. I have no plans at present to make additional versions of this mod. It is considered "complete" and only offered in it's current format.

    Q. I've downloaded and installed mod X onto your mod, or I've downloaded and installed your mod onto mod Y, and now I'm getting a crash or other weird results, what should I do?
    A. I do not have the time, energy, or patience to download every single mod and manually verify what files are included, and then to manually advise how said files or changes could best be intregrated with my own file sets. A mod is composed, typically, of several to hundreds of text files, and when you over-write one text file with another text file, you've just destroyed whatever data my mod depended on that was contained in the over-written file. It is the user's responsibility to research, integrate, and quality test any integration of my mod into another, or any other mod into my mod. I'll be glad to answer simple modding questions, but, aside from that, please don't copy another mod on top of mine and then ask me why the mod is no longer working. My mod is only supported in the state in which I created it.

    Q. Does this mod work with the 1.5 Kingdoms patch?
    A. Yes, this mod requires the 1.5 Kingdoms patch. Certain features such as buildable stone forts and other enhancements of the 1.5 patch will work with previous versions of Kingdoms but this is not recommended or supported.

    Q. What are the Sergeant Swordsmen, Santiago Order Sergeants, Trecenezagos, Polish/Hungarian Foot Knights, and Andalusian Cavalry, etc, units mentioned in your readme? I've never heard of these units before.
    A. The Grand Unit Addon Mod adds mostly new units from Kingdoms and enables some units that were in the Grand Campaign files but not "activated". However, the original Grand Campaign files contain a number of usused unit models that were simply never assigned a texture, name, or recruitment slot. I assigned several units the necessary files to make them work and filled in "holes" in certain faction's unit rosters to balance out the additional units I added from Kingdoms.

    I have posted some screenshots below of those new "activated" units that I've included either by assigning textures to unused models, retexturing existing units to fill in "gaps" in faction rosters, or assigning recruitment names to unused units, and also some screenshots highlighting some the mods key features:

    Sergeant Swordsmen (all Catholic factions plus Russia - reskinned the Squires of Tripoli unit from Kingdoms)


    Order Sergeants of Santiago (Portugal and Spain - Templar Model with Santiago texture)


    Andalusian Cavalry (Moors - Unused Late General's Cav Unit Model and Texture)


    Polish Foot Knights (Poland - Unused baltest model)


    Hungarian Foot Knights (Hungary - Unused baltest model)


    This unit was created by SSJ by reskinning the Dismounted Halbbruder unit from the Teutonic Campaign, called the Trecenezago, and is available as an Order Santiago unit available to Portugal and Spain:


    Marshall of St. James (Portugal and Spain - Another SSJ unit, reskins the Kingdoms' marshall unit to make a marshall unit for the Order of Santiago)


    Knights of Calatrava (Spain - retexture of the Templar Marshall unit by unDa)


    Late Armored Knights (England, France, Denmark, Hungary, and Poland - renamed unused Late General model)


    Dismouted Armored Knights (England, France, Denmark, Hungary, and Poland - renamed unused Late General model)


    Sample images of new Kingdoms battlemap models for factions leaders:



    Livonian Brothers of the Sword, recruitable in Riga, Thorn, and Stetten:




    Sample images of new Kingdoms strategy map models for faction leaders:


    New Mercenaries, some examples:



    English Mounted Longbowmen (unused vanilla unit, wasn't available in custom battles or campaign, I simply unlocked it for both...great unit):


    Russian Heavy Infantry (renamed the Lithuanian Giltines Chosen unit from the Teutonic Campaign, makes a great addition for the Russians):


    Optional Buildable Stone Forts (requires Kingdoms 1.5):


    Q. How exactly does the recruitment system work for the Outremer (Holy Land) units?
    A. I wanted to include as many units as possible from the Kingdoms Crusade Campaign, yet include them in a way that doesn't allow the human player, or the AI player, a guaranteed path to world domination by taking the Holy Land early in the game. Taking and holding the Holy Land, or Outremer, as it was then known, should be a very difficult, timely, and expensive project for any player. Therefore, I developed a system, using hidden resources, or "areas of recruitability", that dictates when, and where, certain Outremer units are available. Unit availability will start very limited, and gradually increase as you progress through the tech tree. Outremer units are somewhat more expensive than your typical faction units. I ended up including nearly all of the new Crusades Campaign units, by dividing them up into two major categories: Holy Land Units, recruitable anywhere in Outremer, and Crusader States Units, recruitable in certain regions only. Here is a breakdown of how it works:

    Holy Land Units
    Available in Jerusalem, Antioch, Acre, Gaza, Aleppo, Damascus, and Edessa.
    City/Castle Wall Upgrade Units: Templar and Hospitaller Knights, Sergeants, and Gunners.

    Crusader States Units
    Kingdom of Jerusalem (Jerusalem)
    City Barracks [Limited Recruitment]: Pisan and Genoese Sailors (Light Infantry), Dismounted Knights of Jerusalem (Heavy Infantry), Knights of Jerusalem (Knight)
    Archery Range: Templar and Hospitaller Crossbowmen
    Castle Barracks [Experience Bonus]: Pisan and Genoese Sailors (Light Infantry), Dismounted Knights of Jerusalem (Heavy Infantry)
    Castle Stables [Experience Bonus]: Knights of Jerusalem

    Principality of Antioch (Antioch)
    City Barracks [Limited Recruitment]: Antioch Militia (Light Infantry), Dismounted Knights of Antioch (Heavy Infantry), Knights of Antioch (Knight)
    Archery Range: Templar and Hospitaller Crossbowmen
    Castle Barracks [Experience Bonus]: Antioch Militia (Light Infantry), Dismounted Knights of Antioch (Heavy Infantry)
    Castle Stables [Experience Bonus]: Knights of Antioch

    County of Edessa (Edessa)
    City Barracks [Limited Recruitment]: Edessan Squires (Light Infantry), Edessan Guard (Heavy Infantry), Knights of Edessa (Knight)
    Archery Range: Templar and Hospitaller Crossbowmen
    Castle Barracks [Experience Bonus]: Edessan Squires (Light Infantry), Edessan Guard (Heavy Infantry)
    Castle Stables [Experience Bonus]: Knights of Edessa (Knight)

    County of Tripoli (Acre)
    City Barracks [Limited Recruitment]: Pisan and Genoese Sailors (Light Infantry), Squires of Tripoli (Heavy Infantry), Knights of Tripoli (Knight)
    Archery Range: Templar and Hospitaller Crossbowmen
    Castle Barracks [Experience Bonus]: Pisan and Genoese Sailors (Light Infantry), Squires of Tripoli (Heavy Infantry)
    Castle Stables [Experience Bonus]: Knights of Tripoli (Knight)

    Notes:
    - Not all units gain an experience bonus at all levels, generally the higher the tech, the more the bonus, but castles always get more of a bonus.
    - Unit availability is very limited at the start, but increases as you tech-up.
    - Cities do not have stables, so they can build knights at their barracks, but with a unit availability penalty. Castles can recruit more knights and with higher experience levels.
    - Please be aware that the Outremer recruitment system does not effect the standard Order Chapterhouse recruitment system at all.
    - There are also many new mercs available in the region, but, they cost a bundle, and, be warned, the Muslim factions have some seriously nasty units, too!

    Q. I see that Sword Brethren, Livonian Auxiliaries, and Christ Knights are only available from certain cities, why is that?
    A. These units represent the Livonian Brothers of the Sword, also known as Livonian Order or Brothers of the Sword. They were based in and around the regions represented in the game of Riga, Stettin, and Thorn. After a major defeat, they were later absorbed into the Teutonic Order, but, throughout their existence they always maintained their own headquarters and Grand Master. Rather than have them recruitable from the Teutonic Order buildings, I decided to make them available to all Catholic factions from the cities/castles mentioned above. Any faction can "claim their allegiance" by capturing those cities/castles. The units are available from the city/castle walls, therefore you do not need to worry about making all of those cities into castles just to get these special units.

    Q: Could you please host this mod on another site, I cannot download from Filefront, or, I cannot download from Filefront because my country has limited servers.
    A: I'm sorry that your country has limited servers or that you are having problems downloading from Filefront. Please contact Filefront for assistance or try downloading during off-peak hours. People living in countries with limited servers are able to use Filefront, you may have to wait till a server becomes available. If you are having technical problems downloading my mod, try disabling any download accelerators and try downloading with Internet Explorer.

    It is not my policy to host my mods or files on multiple hosting spaces. This creates problems when I attempt to troubleshoot people's issues, as they sometimes have outdated versions of the mod they found on old hosting servers. I also do not have the time or patience to be uploading my mod to multiple servers for people, as no matter which host space I pick, somebody will complain they cannot download from it. Please DO NOT host my file on a host space without my persmission.


    Link to this mods TOTALWAR.COM discussion thread.
    Last edited by Candelarius; September 15, 2008 at 09:29 AM.

  3. #3
    Haqiq's Avatar Civis
    Join Date
    Jun 2007
    Location
    Malaysia
    Posts
    153

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Nice one. Good luck!




  4. #4

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Fantastic work modding the MODELDB file and adding in all the new Kingdoms units.
    Also nice idea making the units from the crusades campaign recruitable in the holy land.
    Success with your mod

  5. #5

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    I haven't had occasion to check yet, did you use my re-texture for the Dragoons?

  6. #6

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    thank you so much for this!

    HRE is unstoppable now - holy crap @ their units

    and I love the idea of making crusader units recruitable only in the holy lands

    great job
    Manifest plainness,
    Embrace simplicity,
    Reduce selfishness,
    Have few desires.

  7. #7

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    This is great, thank you.

  8. #8

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Quote Originally Posted by SSJPabs View Post
    I haven't had occasion to check yet, did you use my re-texture for the Dragoons?
    I did, actually. I forgot about that, I'll add that to the credits in the readme. Sorry, it was a last minute addon and I totally forgot.


    Quote Originally Posted by General_Genocide View Post
    thank you so much for this!
    HRE is unstoppable now - holy crap @ their units
    and I love the idea of making crusader units recruitable only in the holy lands
    great job
    Thanks.

    And yes, the HRE is pretty kickass, but, keep in mind, they only get most of those units at the Teutonic Order buildings, and, I gave them limited recruitability to help balance them out.


    Quote Originally Posted by KEYOGI View Post
    This is great, thank you.

    You're welcome!

  9. #9

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Quote Originally Posted by Candelarius View Post
    I did, actually. I forgot about that, I'll add that to the credits in the readme. Sorry, it was a last minute addon and I totally forgot.
    It's not a big deal, I'm not fishing for credits I was just curious. Unfortunately my reader cracked my Kingdoms disc 1 this evening and so I won't be able to play your mod for a while if ever I guess, so I can't test your mod out anymore. It was looking pretty good though.

    Good luck!

  10. #10

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Quote Originally Posted by SSJPabs View Post
    It's not a big deal, I'm not fishing for credits I was just curious. Unfortunately my reader cracked my Kingdoms disc 1 this evening and so I won't be able to play your mod for a while if ever I guess, so I can't test your mod out anymore. It was looking pretty good though.

    Good luck!

    Holy crap, that sucks! Maybe you can get another copy for xmas? My DVD-Writer crapped out on me earlier this year and took down two discs before I figured out the drive door was broken...fortunately they were just backup disks though. Sorry pal, I hope you're able to play again soon...

  11. #11

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Ebay is holding some inexpensive possibilities, or maybe Sega will go through a policy change, according to the customer support I talked to they are "considering" it but who knows how true that is? I'm still not quite sure how it happened as I've put in other discs both DVD and CD and they worked fine and didn't break.

    Total War wise, I'm stuck on 1.3 for the foreseeable future I guess.... hey your LiteMod still available by any chance?
    Last edited by SSJPabs; December 13, 2007 at 09:29 PM.

  12. #12

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    The LiteMod is available, do a search for it...but it's only for 1.2.

    Check out half.com, Amazon used section, or CD Universe.com, all of which commonly have cheap PC games.

    Good luck.

  13. #13
    Trajan's Avatar Capodecina
    Join Date
    Oct 2004
    Location
    USA
    Posts
    10,934

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Moved to the Kingdom Mod Threads.

  14. #14

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Very nice, Candelarius! I'm ready to go smack around the AI with all of these wonderful new units.

    Thank you!

  15. #15

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Quote Originally Posted by Trajan View Post
    Moved to the Kingdom Mod Threads.
    Thanks Trajan, but, shouldn't the Retrofit mod then also be in the Kingdoms mods area? Afterall, it is a Kingdoms mod, too, since it requires Kingdoms? Or should there be a Retrofit mods sub-folder in the Unspoken Knight's hosted mods section?

    To be honest, the seperation of M2TW from Kingdoms in the TWC forums is very confusing....why not just have M2TW and Kingdoms together in the same forums like the official site has?



    ----------------------[update]---------------------------

    Thanks to dave scarface for pointing out a minor bug that somehow made it past my careful playtesting. Apparently I forgot to assign textures to the Hungarian and Polish mangonel crews. This has now been corrected. I repacked the main installer and the current download posted in the first post of this thread is updated. I also added a patch file for those that downloaded this mod prior to December 15th. I also took this opportunity, since I had to repack the installer anyway, to add two new features: Swordsmith and Alchemist triggers have now been added for all applicable new units and I also added grapeshot to all cannons. I also further (slightly) reduced the recruit priority offset for non-cannon seige weapons as the AI is still spamming them.
    Last edited by Candelarius; December 15, 2007 at 12:46 AM.

  16. #16

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    This mod looks totally awesome! I'm going to use it along with an AI addon as a base for my personal mod. I have one problem however. I download most of my files at school since my internet connection sucks. Filefront is one of the sites that is blocked. Could you please put up a General Sun or Rapidshare link? I'm begging you! This mod is all I can think about right now.

  17. #17

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Quote Originally Posted by Saturn View Post
    This mod looks totally awesome! I'm going to use it along with an AI addon as a base for my personal mod. I have one problem however. I download most of my files at school since my internet connection sucks. Filefront is one of the sites that is blocked. Could you please put up a General Sun or Rapidshare link? I'm begging you! This mod is all I can think about right now.

    I've been planning on uploading to a mirror site. I don't like Rapidshare since they don't have an account manager tool (not a free one anyway). I'm upload to megaupload now, should be ready in about 1.5 hours.

    Thanks, enjoy.


    EDIT: Second download link added.
    Last edited by Candelarius; December 16, 2007 at 07:03 PM.

  18. #18

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    Thanks for the great mod.

    Ability to recruit crusader units in the Holy Land is a major plus.
    Last edited by JBurke; December 16, 2007 at 06:41 PM.



  19. #19

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    This is great, but I have a question:

    Is it possible to make this compatible with one of the "BigMap" mods out there? (such as RegionMod for BigMap)

    It is awesome to now have specifically Outremer units, but better if it were on a map with more than 4 provinces in the area!

  20. #20
    Chevalier IX's Avatar Primicerius
    Join Date
    May 2007
    Location
    United States,Oregon
    Posts
    3,150

    Default Re: Grand Unit Addon Mod (for Retrofit) by Candelarius

    hmmm,I do not see anyone else mentioning this so i am wondering if perhaps i am on my own with my dilemma...well..here goes..it seems that for some reason or another I get an instant ctd on the retrofit mod after installing this add-on(which although I have yet to try it,I am sure it is spectacular)I have all files unpacked per the typical solution and there are no other mods installed...please,if anyone has a solution for this I would be grateful indeed..I look forward to introducing the european mainland to new world steel courtesy of the Cuirassiers.

    Edit:Okay then,apparently a simple reinstall did the trick...no idea what went wrong the first time,but it seems the problem is solvedthanx for the help and for this wonderful add on.
    Last edited by Chevalier IX; December 17, 2007 at 03:47 PM.

Page 1 of 43 123456789101126 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •