
Teutonic Grand Campaign Expanded
Please Not this is not a sub mod of the Teutonic Campaign, it is a Complete rework bringing many new factions including the Teutonics onto the Bigmap, including new traits, scripting and kingdoms features.
I have attached link to a downloadable preview doc inc screenshots
http://files.filefront.com/teutonicG.../fileinfo.html
MOD DOWNLOAD http://www.megaupload.com/?d=HDH2VWV3
changelog
Teutonic Grand Campaign Expanded
This Mod places the Teutonic and some features of the Crusades Campaign into the Grand Campaign using Spuris's Big Map. (Kingdoms is required to play this mod, as
it uses the kingdoms.exe). All the new factions are there, along with the new units and features
(including burning oil, mangoels, permanent forts, changing battlefield and strat map models)
New playable factions are
Teutonic Order - starting with large armies, but only one settlement, Thorn
Lithuania - Starting with smaller armies, but two settlements, Riga and Vilnius
Novgorod - One region Novgorod (Russia now starts with Moscow)
Crusaders - Two regions - on Island of Cyrus
Norway - included with one settlement (Oslo)
There are 23 playable factions
Crusading Noble missions available to the Teutonic Order
Lithuanian conversion, and the Kalmark Union events are not included.
There is no attempt at historic realism here, this an attempt to bring the features of the Teutonic and crusades Campaigns into a larger scale, and in doing so bringing a mod that offers challenging and entertaining gameplay.
New Features Include
William Wallace emerges
Antioch and Jerusalem units included
Many Irish units added as recruitable mercs
4 different models (battle and strat map) for captains, generals, heirs, and kings, with skins from Tyre, and Rex Cobalt. Now you can easily identify Kings and Heirs both on the strat map and battlefield
New Trait and ancillary system based on work by the BBB team, Rawghi and Zapppa
new BAI and CAI by Lusted
Big Map by Spirius
Real Combat by Pointblank
Real Names project, added onto vanilla names for huge name database
AI Generals get big trait boost, most AI generals should be 3+ command at least, and extra troop morale, so longer harder battles
4 ZOR's, being Cossack, holy land, desert, and Ireland
Factions start with one powerhouse settlement, and other less developed settlements
Increased kings purse for all factions, plus Kings Purse bonus for AI factions (including slave)
Recuitable generals AND new Governor units
Early generals mod
Dismounted orders mod
All imported units have fully functioning voices, unit and accents
Gameplay Changes
New traits system adds real RPG element to the game. Ai has boosted generals giving AI armies better morale, this makes for longer harder battles.
Early artillery (non gunpowder units) have twice as many engines per unit, but cost twice as much to recruit, (upkeep remains the same) this means you need less units per army, but also helps combat the AI spamming artillery only armies.
4 tier general battle and strat map models for generals helps you identify your (and the enemies) key characters.
Increased movement points, lineofsite and starting number of spies, especially for the AI, makes AI expand early and in an aggressive fashion, whilst not becoming manicially aggressive
Faction specific changes
Mongol
now playable with an expanded unit roster incorporating some Lithuania pagan units
Mongol now pagan complete with pagan shamans, with new strat map models by Caesar Clivius
Mongol start with one small settlement, but with four strong armies
Faction heir use Sultan strat map and battle models
Faction leader use Nur el Din battle models and Sultan strat map model
Crusaders
Starting with two well developed settlements on Cyprus
Have St Johns and Templar chapter houses
Recruitment pool includes merc, Antioch, and Jerusalem troops, with long replenishment times,
Faction leader uses Papal Late general battle and strat map model
Faction heir uses Jerusalem Fancy general battle and strat map models
Generals use fancy captain battle and strat map models
Captains use papal early general battle map model, and captain strat map model
Whilst not starting at war with Egypt and Turks, there relationships are very poor
Teutonic Order
Start with one well developed region, including Teutonic Order HQ (well who else would have it)
Faction Leader uses Hochmeister battle and strat map model
Faction heir uses new Hochmeister battle and strat map models (by Rex Cobalt)
Generals use fancy general strat map model, and new Teutonic general battle model (by Rex Cobalt)
Captains use new Teutonic captain battle and strat map models (by Rex Cobalt)
Crusading nobles missions available
Faction heir now Order marshal not gross komtuire
New earnable rank traits and anc's including Ritterbruder, Komturei, Landmeister, Grosskomtur,
Increased religious requirement for elite troops, (overcome in starting settlement by the Teutonic Order HQ), so new settlements have to be converted in order to produce quality troops, this slows down the early game steam roller effect that the Teutonic order can have.
England
Faction Leader uses generic king, strat model, and Edward King Battle model,
Faction heir uses late general strat model, and early general battle model
Generals use new fancy general strat map model, and early captain battle model
Captains use new northern captain strat map model by tyre, and early captain model by Rex Cobalt
If England conquers all of Ireland, scripted O'Neill rebellion will occur
Scotland
Wallace emerges feature included
Faction leader uses generic king strat map model, and late general battle model
Faction heir uses Wallace battle model, and Late general strat map model
Generals use new fancy captain strat map models, and early captain battle model
Captains use new late captain model by tyre, and early captain model by tyre
Turks
Faction Leader uses Eastern Sultan strat map model, and Nur Edin Battle model
Faction Heir uses eastern sultan strat map and battle models
Nur El Dins Jihad event included
Expanded recruitment pool, including mounted and dismounted Hashams
Egypt
Faction Leader uses Eastern Sultan strat map model, and Saladin Battle model
Faction Heir uses eastern sultan strat map and battle models
Nur Edins Jihad event included
Expanded recuitment pool, including mounted and dismounted Hashams
Other Factions
Byzantines use andronicus batttle model, Spain uses spanish viceroy battle model, most other factions use generic King strat map models, and late general battle model for Faction Leaders
Late general start map models, and early general models for faction heirs
Captain or fancy general strat map models, and early captain battle models for generals
New captain strat map models, and early captain battle models by Tyre for captains
Expanded recuitment pools using Zor's
New Trait and ancillary
New traits include
Career Path based on work by Zappa
A new general has a career path or either general or governor. You choose for your starting generals.
To make them a general have them finish the first turn OUTSIDE a settlement. To have them become a governor have them finish the first turn INSIDE a settlement. This is the case for new family members when they come of age. For generals you recruit, you can recruit governors bodyguards in cities (they are an improved dismounted knight unit) these will gain governor trait, and in castles you can recruit normal mounted bodyguard units, these will gain general trait. General trait improves battle skills, Governor trait improves administration and trade skills.
Military Rank Trait System based on work by oda nobunaga
Different earnable ranks for different cultures, each culture has between four and five different ranks, these are earned by winning battles, and other heroic achievements, governors improve, by running their settlement well.
Battles Won Trait
Tracks how many battles a general had won, and gives appropriate bonuses
BBB traits by Prutmaster and Dearmad
BBB HEALTH SYSTEM
BBB MILITARISTIC TRAITS
BBB VANQUISHER & Vendetta
BBB AGENT TRAITS
BBB HEREDITY TRAITS
BBB BLOODLINES
BBB MARRIAGE TRAIT
Britannia and Crusades Traits
Earnable England Hero, Scotland Hero, Christian Hero, and Islam Hero traits
New Ancillaries Include
heraldry by rawghi
Titles for ruling settlements , (not all settlements yet included)
Faction Rank Ancillaries, such as treasurer, Security
Career Path Ancs, based on work by Zapppa
Generals Retinue, Governors Retinue
Rank based Ancs
Personal standards,
Hero Ancs
Earnable England Hero, Scotland Hero, Christian Hero, and Islam Hero Ancs
New Scripts
William Wallace Included
Nur Edin and Saladin Jihads
Irish Rebellion
AI cash Boosts
Changing battle models for captains, generals, heirs and Kings
Four ZORs
Cossack
Allows recruitment of
Merc Samogitian Axemen
Merc Sudovian Tribesmen
Cossack Musketeers
Cuman Horse Archers
Alan Light Cavalry
Ireland
Allows recruitment of
Horseboys
Calivermen
Mounted Calivermen
Ceitherne
Ostmen
Ulster Swordsmen
Galloglaich Mercs
Irish Kerns Mercs
Holy Land
Allows recruitment of
(muslim only)
Hasham
Kurdish Auxiliaries
Dismounted Hasham
Ghazis
Kwarizmian Cavalry
(Christian only)
Knights of Tripoli
Knights of Antioch
Syrian Militia
Tripolitan Militia
Edessan Squires
Armenians of Celicia
Armenians of Cilicia Cavalry
Desert
Allows recruitment of
Bedouin Cavalry
Bedouin Camel Riders
Elephants Mercs
Elephant Rocketeer
Elephant Artillery Mercs
Sudanese Tribesmen Mercs
[B] To install
First your game, kingdoms and vanilla must be unpacked,
To do this run C:\Program Files\SEGA\Medieval II Total War\tools\unpacker\unpack_all
then run
C:\Program Files\SEGA\Medieval II Total War\tools\unpacker\unpack_teutonic
IMPORTANT DELETE THE TWO GEOPGRPHY FILES FROM
C:\Program Files\SEGA\Medieval II Total War\data
and
C:\Program Files\SEGA\Medieval II Total War\mods\teutonic\data
Copy Teutonics Folder from C:\Program Files\SEGA\Medieval II Total War\mods
and rename it TeutonicGC
extract my mod file into you MODS folder, this will overwrite the TeutonicGC folder you just created
Delete map_fog from TeutonicGC/Data/world/maps/imperial campaign folder
copy FMV/events folder from crusades into teutonicsGC/data folder/fmv]
Credits
Many thanks to
Lusted for Battle and Campaign AI
King Kong for dismounted orders models and skins
Finney for names project
Spurius for the Big Map
Rawghi for the Ancillaries and traits
Prutmaster and Dearmad for Ancillaries and traits
Zapppa for Ancillaries and traits
Rex Colbalt for Teutonic Skins
Tyre for General skins and models
GrnEyedDvl for scripting Help
Ceasar Clivius for mongol shamen skin
Ralendil for dismounted orders mod
Trajan for advice on increasing artillery engines
Plasticfigurine for early generals mod
Many thanks to the many modders who have helped, I hope I have included you all in the credits, if I have missed you out please PM me so I can correct.
Many thanks
Jason