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Thread: Knights of St. John mod - Finally released!

  1. #1
    EmperorBatman999's Avatar I say, what, what?
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    Default Knights of St. John mod - Finally released!

    Son of Odin and I present to you...
    The Knights of Malta mod
    Yes indeed, it is the moment many have been waiting for over a year.

    This mod majorly overhauls the forgotten Knights of St. John, a unique faction with a heritage as the Knights Hospitaller during the crusades. New units, new skins, a new feeling!
    The New Units!

    Order Cavalry
    Spoiler Alert, click show to read: 

    Cacciatori
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    Mounted Cacciatori
    Spoiler Alert, click show to read: 

    Order Militia, foot and mounted
    Spoiler Alert, click show to read: 

    Order Infantry Guards
    Spoiler Alert, click show to read: 

    Order Grenadier Guards
    Spoiler Alert, click show to read: 

    Order Marines
    Spoiler Alert, click show to read: 

    Knight General and his Bodyguards
    Spoiler Alert, click show to read: 


    New Textures!

    Line Infantry
    Spoiler Alert, click show to read: 

    Light Infantry
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    African Infantry
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    Sepoy Infantry
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    Company Infantry
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    Company Cavalry
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    Artillery
    Spoiler Alert, click show to read: 

    Grenadiers
    Spoiler Alert, click show to read: 

    Republican Guards
    Spoiler Alert, click show to read: 



    New Buildings

    Grandmaster's Palace
    Spoiler Alert, click show to read: 

    Grand Harbour (Hybrid naval port and trade port)
    Spoiler Alert, click show to read: 

    *A note about buildings- They don't have on-screen names, yet.


    Bonus Stuff

    Faction Description
    Spoiler Alert, click show to read: 


    New Government Titles
    Spoiler Alert, click show to read: 

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    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Download Link

    Download Link (Thanks to Alwyn for putting this up)

    Note, this was only tested with HusserlTW's ETF, which you can get here. No startpos included.
    How to Install

    You have to download the .zip, unzip it to C:/Program Files(x86)/steam/SteamApss/common/empire total war/data. Then if you want to play as the Knights in a campaign you have to download a seperate all-factions pack. Husserl's Empire Total Factions is pretty good and can be found in the Hosted Mods section of Empire TW.

    The Crew and Special Thanks, please Rep these people!

    Son of Odin - Mod founder, research
    EmperorBatman999 - Unit modder
    Sir Digby Chicken Caesar - Skinner
    Meneros - Skinner
    Archealos - Unit cards and buildings
    Isabellxxx - Unit Cards
    Tifayeh - Research
    Carl van Dobeln - Research
    Thomas Hospitaller - Research
    Swiss Halberdier - Loc
    Geronimo2005 - Loc
    Last edited by EmperorBatman999; April 12, 2015 at 12:20 AM.

  2. #2
    SonOfOdin's Avatar More tea?
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    Default Re: Knights of St. John mod - Finally released!

    Finally it's released eh?
    Thanks for keeping this project running while I was absent btw. +rep for all your hard work
    /The Eagle Standard/Under the patronage of Omnipotent-Q/Werder Bremen fan/

  3. #3
    carricanta's Avatar Going Nowhere Fast!
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    Default Re: Knights of St. John mod - Finally released!

    Great work, dude! +rep

  4. #4
    ♔Pom♔'s Avatar Ducenarius
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    Default Re: Knights of St. John mod - Finally released!

    Downloaded, excellent work, +Rep

  5. #5
    miguelmm's Avatar Civis
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    Default Re: Knights of St. John mod - Finally released!

    excellent work mate
    Last edited by miguelmm; February 14, 2011 at 08:28 AM.



  6. #6

    Default Re: Knights of St. John mod - Finally released!

    Been looking forward to this mod, will it be balanced for Darthmod?

  7. #7
    SonOfOdin's Avatar More tea?
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    Default Re: Knights of St. John mod - Finally released!

    Quote Originally Posted by PotentSchraphlon View Post
    Been looking forward to this mod, will it be balanced for Darthmod?
    I think someone said that he wanted to include it in Darthmod. I think it's compatible, but I haven't really tested it with DM.

    Btw here is the sig




    aannnd Worm made us the mod promotion pic that you asked for Emperor
    take a look at this beauty
    Last edited by SonOfOdin; February 14, 2011 at 01:47 PM.
    /The Eagle Standard/Under the patronage of Omnipotent-Q/Werder Bremen fan/

  8. #8

    Default Re: Knights of St. John mod - Finally released!

    Alright, howd you guys get it to work in ETF?

    Sucks that they took away the all playable without all the ETF stuff. I couldn't get the original ETF to work with this either (Empire Total Flags)

  9. #9
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: Knights of St. John mod - Finally released!

    Quote Originally Posted by Emperor Ross View Post
    Alright, howd you guys get it to work in ETF?

    Sucks that they took away the all playable without all the ETF stuff. I couldn't get the original ETF to work with this either (Empire Total Flags)
    Well, you can use any all-factions startpos. Just ETF is the biggest startpos mod out there. As long as the Knights of St. John are playable on the startpos you can use it.

    The reason why Total Flags didn't work was because pack files had the same name, and so Total Factions over wrote it. Easy fix is to rename Total Flags to something else.

  10. #10
    Derpy Hooves's Avatar Bombs for Muffins
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    Default Re: Knights of St. John mod - Finally released!

    Fantastic, will try to get it working for APETI, though I will be depressed if I cannot
    +rep to the both of you!



  11. #11
    Carl von Döbeln's Avatar Crossing the Rubicon
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    Default Re: Knights of St. John mod - Finally released!

    Finally! Great work!

  12. #12
    MorganH.'s Avatar Finis adest rerum
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    Default Re: Knights of St. John mod - Finally released!

    Congratulations on the release,great job! +rep

  13. #13
    Derpy Hooves's Avatar Bombs for Muffins
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    Default Re: Knights of St. John mod - Finally released!

    Just saw the models ingame, and I love them



  14. #14
    Orko's Avatar Praeses
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    Default Re: Knights of St. John mod - Finally released!

    Kewl!
    Though one thing: couldn't it have been a bit better if Valetta was expanded into a five-buildings city? It is possible!
    Quote Originally Posted by Marcus Aurelius
    Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.

  15. #15
    EmperorBatman999's Avatar I say, what, what?
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    Default Re: Knights of St. John mod - Finally released!

    Quote Originally Posted by Orko View Post
    Kewl!
    Though one thing: couldn't it have been a bit better if Valetta was expanded into a five-buildings city? It is possible!
    If we can get a startpos guy we can make Valetta, but it won't be 5-slot. Malta is too small.

  16. #16

    Default Re: Knights of St. John mod - Finally released!

    Great work guys, good to see it finally released

    Archealos - Unit cards and buildings
    Have any of you had any contact with him? I haven't seen him in over a year
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  17. #17
    LordKainES's Avatar Ducenarius
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    Default Re: Knights of St. John mod - Finally released!

    Splendid mod!!! downloading!!!

  18. #18
    SonOfOdin's Avatar More tea?
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    Default Re: Knights of St. John mod - Finally released!

    Quote Originally Posted by Orko View Post
    Kewl!
    Though one thing: couldn't it have been a bit better if Valetta was expanded into a five-buildings city? It is possible!
    Probably it would cause a massive CTD, or the buildings would be in the water and stuff. If we expanded Valletta to a five-building city, we'd DEFINATELY have to increase Malta's size(and add Gozo + Comino too...and maybe arrange the geography of the land a little)

    Spoiler Alert, click show to read: 
    /The Eagle Standard/Under the patronage of Omnipotent-Q/Werder Bremen fan/

  19. #19
    Orko's Avatar Praeses
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    Default Re: Knights of St. John mod - Finally released!

    Quote Originally Posted by SonOfOdin View Post
    Probably it would cause a massive CTD, or the buildings would be in the water and stuff. If we expanded Valletta to a five-building city, we'd DEFINATELY have to increase Malta's size(and add Gozo + Comino too...and maybe arrange the geography of the land a little)

    Spoiler Alert, click show to read: 
    Is it really a practicle problem? I do not know
    Quote Originally Posted by Marcus Aurelius
    Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.

  20. #20
    SonOfOdin's Avatar More tea?
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    Default Re: Knights of St. John mod - Finally released!

    Quote Originally Posted by Orko View Post
    Is it really a practicle problem? I do not know
    Don't know, we discussed it in the original mod thread though.

    http://www.twcenter.net/forums/showt...ta#post6197905
    Quote Originally Posted by Archealos
    Well as EB said we will have troubles if we convert it to a major city, if we are lucky it will only look ugly(buildings in the water etc.) in worst case we'll have a ctd fest, maybe someday when we are able to mod the map we can turn Valletta into the large city it was in 18 century till then we cant do much.

    Just a thought what about giving them an advanced shipyard afer the steamdrydock so they have a uniqe naval building?
    /The Eagle Standard/Under the patronage of Omnipotent-Q/Werder Bremen fan/

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