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Thread: KGCM Patch 4.2 + KGCM Patch 4.3 Download Thread

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  1. #1

    Default Re: KGCM Final Open Beta (01/02/09)

    Quote Originally Posted by dave scarface View Post
    No garrison script added to post 1.
    I LOVA YA MAN!

  2. #2

    Default Re: KGCM Final Open Beta (01/02/09)

    Great work Dave, Ireland is attacking Norway outside their Island! Never seen before in this Mod.

  3. #3

    Default Re: KGCM Patch 4.0 (updated 29/04/09)

    Guys, this looks great!
    Last edited by Iceclaw; May 13, 2009 at 08:04 PM.

  4. #4

    Default Re: KGCM Patch 4.0 (updated 29/04/09)

    Well guess what? the next planned update for KGCM has just got a tad bigger. Playable Aztecs from the start, and yes before anyone asks, you can now sail too and from the americas anytime you want. Coming soon...



    Dave

  5. #5
    Devil_Dog's Avatar Libertus
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    Default Re: KGCM Patch 4.0 (updated 29/04/09)

    Quote Originally Posted by Dave Scarface View Post
    Well guess what? the next planned update for KGCM has just got a tad bigger. Playable Aztecs from the start, and yes before anyone asks, you can now sail too and from the americas anytime you want. Coming soon...



    Dave
    Sweet. Can't wait

  6. #6

    Default Re: KGCM Patch 4.1 (updated 25/05/09)

    I would like to know whether there will be alternative download link such as filefront as I cannot download anything from megaupload as it always said "This service is temporarily not available from your service area." thank you.

  7. #7

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Hello, I just got your mod 3.0 version and it was amazeing truly One of the best I have seen Now loving it so much I decided to get the patch 4.1 This is Where my trouble begins when I install from megauplod eveything is fine I get the install from them where you install it finally to your foldors this is where nothing changes when I install nothing changes It's like it didn't even install.


    (Im runing vista which is saw could be a promblem but didn't really understand how to fix it.)
    Last edited by Hellboy; June 18, 2009 at 05:27 PM.

  8. #8

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Quote Originally Posted by Hellboy View Post
    Hello, I just got your mod 3.0 version and it was amazeing truly One of the best I have seen Now loving it so much I decided to get the patch 4.1 This is Where my trouble begins when I install from megauplod eveything is fine I get the install from them where you install it finally to your foldors this is where nothing changes when I install nothing changes It's like it didn't even install.


    (Im runing vista which is saw could be a promblem but didn't really understand how to fix it.)

    Note: you have to start a new game with 4.1.
    You will not be able to load a 3.0 game.




    2 things to try:

    1) Try installing again the 4.1 patch.
    Be sure you point it to the correct folder. The default is C:\Program Files\SEGA\Medieval II Total War.
    If you installed Medieval II Total War in a different place, be sure to point the 4.1 installer to that place -- the main directory folder of Medieval II Total War.

    If you have installed it correctly, you should now be able to see the Americas on the campaign map and play the Aztecs as a faction. --Not sure about playing the Aztecs, I modded them playable myself, but I believe the latest version of 4.1 includes them as playable and Antioch as not.



    2)
    Ok, this might help --- try installing the 4.1 patch to a folder you just create with nothing in it. ie: a Blank Folder. Call it 4.1_expanded or whatever.

    Once installed to that folder, you then have to copy those files into the EXACT SAME folders in Medieval II Total War/mods/kingdoms_grand_campaign_mod/

    If you do this, it will update all the necessary files from 3.0 to 4.1.


    Hold onto v3.0 download in case all stuffs up & you need to re-install from scratch...


    I hope this gets you going


    Cheers,
    Derf

  9. #9

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Quote Originally Posted by Derfele View Post
    Note: you have to start a new game with 4.1.
    You will not be able to load a 3.0 game.




    2 things to try:

    1) Try installing again the 4.1 patch.
    Be sure you point it to the correct folder. The default is C:\Program Files\SEGA\Medieval II Total War.
    If you installed Medieval II Total War in a different place, be sure to point the 4.1 installer to that place -- the main directory folder of Medieval II Total War.

    If you have installed it correctly, you should now be able to see the Americas on the campaign map and play the Aztecs as a faction. --Not sure about playing the Aztecs, I modded them playable myself, but I believe the latest version of 4.1 includes them as playable and Antioch as not.



    2)
    Ok, this might help --- try installing the 4.1 patch to a folder you just create with nothing in it. ie: a Blank Folder. Call it 4.1_expanded or whatever.

    Once installed to that folder, you then have to copy those files into the EXACT SAME folders in Medieval II Total War/mods/kingdoms_grand_campaign_mod/

    If you do this, it will update all the necessary files from 3.0 to 4.1.


    Hold onto v3.0 download in case all stuffs up & you need to re-install from scratch...


    I hope this gets you going


    Cheers,
    Derf
    Thanks I'll try that now!

  10. #10

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    -Secondary fire back in for elite archers only.
    Didn't think I'd ever see the day... *giggles* althought now I don't know how I feel about it. Just installed 4.1 and wills start diving into the files tonight. *wonders what we'll find*.

  11. #11

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Quote Originally Posted by FortressofRain View Post
    Didn't think I'd ever see the day... *giggles* althought now I don't know how I feel about it. Just installed 4.1 and wills start diving into the files tonight. *wonders what we'll find*.
    Most garrison scripts now have archers with the flame arrows ability so watch you don't get burned

    Nice mod. I would like to see Lithuania and TO map colors changed considering their neighbors colors are basically the same. Also,not sure if this is easy or complicated but....what makes Stainless Steel alot of fun to play is becuase of the different campaigns. Is it possible to create a early campaign with alot more rebel settlements? Best diplomacy and battle ai by far though with 3.4 being released. Hopefully this is the right posting section. One mopre thing I am not a fan of the Aztecs....kinda boring.
    Adding alternative custom campaigns is an idea I have already thought on. In particular I think a late era campaign would be extremely good. Because it would give people the opportunity to jump straight into the age of gun powder. I'm not so interested in an early era campaign but it could be done. Maybe if someone would like to have a go at it I would add it to KGCM 4.2 if its done well. But I have no passion for it like I said, and working on two custom campaigns would be too big a job. As for the Aztecs whether you think they are a good faction to play as or not. The Aztecs are a lot of fun to invade. Opening up the americas to be discovered early on really gives the campaign a greater feel when you are playing as someone like Spain or Portugal.

    thanks,
    Dave

  12. #12

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Opening up the Americas to be discovered early on really gives the campaign a greater feel when you are playing as someone like Spain or Portugal.
    Indeed. I'm excited to try out the new patch. This feature in particular should drastically change the dynamics of the campaign and expansion, such as kicking the Spanish out of Iberia only to find that they are thriving in the Americas, just when you thought you'd eliminated them.

    I do however have a thought relating to opening up the Americas. It seems to me that you have outright opened them up to any type of ship. I was wondering why you decided on this route, as my first thought would be to keep the deep ocean and limit crossing to the Carraks, or whatever boat it is, but instead of making the Carracks linked to an event in order for them to be recruitable, why not just place them at the highest level port. Thus, big city = big docks = big boats that can cross the Atlantic. Or even find another way to make it so that certain other boats, like the viking dragon boats for example, are able to cross deep ocean (which is historically accurate - and would be a cool advantage for the Norwegian faction of being able to build a boat that crosses the ocean before any other faction could). J/w.
    Last edited by FortressofRain; July 23, 2009 at 05:51 PM.

  13. #13

    Default Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

    downloading now, can't wait to try it out.

  14. #14
    Kesl's Avatar Tiro
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    Default Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

    Do I need to install Version 1.5 of Kingdoms before I can play this mod?
    Last edited by Kesl; January 04, 2011 at 08:12 AM. Reason: spelling error
    For The Empire - English
    For King & Country - Crown of English Monarch
    Command Your Army - English Knights
    Leave Nothing Behind - Our foes Are All Dead

  15. #15
    Stylix's Avatar MOS Team Member
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    Default Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

    Quote Originally Posted by Kesl View Post
    Do I need to install Version 1.5 of Kingdoms before I can play this mod?
    I cannot remember if it is required or not but it is highly recommended at least. The patch for Kingdoms was greatlly anticipated and fixed a number of errors and unusable features for the game. If you do not patch to v1.05 then expect at least some errors and inconsistant game play.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  16. #16
    Kesl's Avatar Tiro
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    Default Re: KGCM Patch 4.2 (Hotfix released 19/10/09)

    Thanks for the information mate. I've already download and install version 1.5 just in case.
    For The Empire - English
    For King & Country - Crown of English Monarch
    Command Your Army - English Knights
    Leave Nothing Behind - Our foes Are All Dead

  17. #17
    THARN's Avatar Senator
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    Default Re: KGCM Final Open Beta (01/02/09)

    I am going to try to reproduce this "on demand" and investigate the issue further.
    With a little luck, I can see what factors effect this.
    Koljan- Iv'e noticed that If I send just one unit or my entire army, towards the enemy - when it gets' within a certain range it activates that enemy into attacking as it should.
    perhaps it's a range bug'.

  18. #18
    Koljan's Avatar Senator
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    Default Re: KGCM Final Open Beta (01/02/09)

    any additional factors and conditions you notice will help me alot.

    Thanks.

  19. #19

    Default Re: KGCM Final Open Beta (01/02/09)

    Been playing a V/H V/H english campaign, only a few turns in.... Really like the new recruitment pools although I think that it might better to have 1 Fuedal Knights as a max and 2 Mounted sergents as Fuedal knights would require more metal and are more aristocratic....

    The only thing so far I've noticed is that the welsh leader doe'snt have a King Skin on the battlefield...

    Great work, well done dave and the team, lovin it...

  20. #20

    Default Re: KGCM Final Open Beta (01/02/09)

    The only thing so far I've noticed is that the welsh leader doe'snt have a King Skin on the battlefield...
    Neither does Norway, they both have a normal general skin instead. This is because the norman king model wouldn't work with these factions. Thanks for the feedback!

    Dave

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