Hey guys, the moment has come! I will be adding various links throughout the day.
Moddb link:
http://www.moddb.com/mods/medieval-kingdoms-total-war-attila-version/downloads/first-public-build-updated
Google Drive:
https://drive.google.com/open?id=0B2gMbKDYk9_xejVHZUNDRzlYX28
Install Instructions:
1. Download the mod to the following directory: Steam/steammaps/common/Total War Atilla/data
2. Extract the rar to the same folder. The medieval kingdoms.pack should be in the same folder with the other pack files there.
3. Upon launching the game, maybe sure you enable out of date mods and select medieval kingdoms.
4. Enjoy! Thanks for the support!
Lastly i'm going to paste the stuff from the announcement thread for reference.
22 Factions:
Kingdom of England
Kingdom of France
Duchy of Burgundy
Crown of Aragon
Kingdom of Sweden
Kingdom of Hungary
Second Bulgarian Tsardom
Grand Principality of Serbia
Empire of Nicaea
Latin Empire
Empire of Trebizond
Kingdom of Georgia
Ayyubid Sultanate
Sultanate of Rum
Cilician Armenia
Teutonic Order
Grand Duchy of Lithuania
Duchy of Lesser Poland
Duchy of Silesia
Duchy of Pomerania
Kievan Rus
Cuman Khanate
Play with over 500 units complete with custom stats and manuscript inspire unit cards. Now let me do a brief Q&A.
Q: Will this version have a campaign?
A: No, this one won't but we are working on it.
Q: When will a campaign be ready?
A: Can't quite say but we will have it done in due time.
Q: Why can't you release the mod now? It's the same version the Youtubers have right?
A: Actually no it isn't. We are updating it with a revamped Cuman and Bulgarian roster, additions to Sweden and the Latins as well as further bug fixes.
Q: Will we need any DLC?
A: No, you will not and won't ever need any DLC to play with MK.
Q: Will you ever post the mod on Steam Workshop?
A. No, because the mod's file size is too big and external links are too hard for people there. Sorry.
Q: Do I need both the updates and the original?
A: Anytime there is an update you need to replace the version you have. When in doubt, replace.
Change-log:
5/9/2016
1. Completely Fixed Bugs:
- Duchy of Lesser Poland Late Halbediers), Duchy of Pomerania (polearms) and Silesian (polearms) lack proper unit cards.
- Count of Anjou Crossbow Serjeants have handguns instead of xbows.
- Missile units fire rate is to slow.
- Pikes and Halberds may need fixing.
- Some Boyar Sons lack helmets.
- Some Askari noble remain "mounted" when they are dead (only the soldier).
- Cicilian Armenia and Cuman Khanate's General unit is also their cavalry unit, which the army can only have 1 at any point.
- Pavise shields and ability allow the unit to have 100% Missile block chance. (Works as intended with xbow and bows, Handgunners will be looked at)*1
- Bulgarian Heavy Archers don't have their shields when in melee
- Lithuanian axemen have wrong abilities (parthian shot and guerilla deployment. They don't' even have missile weapons...
- Senior Ghulam from the Sultanate of Rum don't use their lances on the charge. They still have lance charge bonus, but appear with clubs and swords.
- Naffatuns have grenades floating on top of their hands.
- Gendarmes, not Grendarmes.
- You_Guess_Who's gunpowder overhaul.*1
- Custom Battle Crash
- Serbian Knights missing wedge ability.
*1 You_Guess_Who's Gunpowder overhaul basically makes gunners able to take down pavise shields.
2. Partially Fixed Bugs (AKA Bugs that should be fixed soon but possibly not completely before tomorrow):
- Latin Empire is a total mess. (Late Latin knights don't have melee weapon, captain lack spear, etc.)
- The majority of the units lack imposters and will be fixed.*2
- Some officers lack weapons and fight fisticuffs. (which one?)
- Latin Empire's Schiltron Militia and Spear Serjeants' unit cards are strange, the appear to be far shorter and not take up the space they should on the unit cards.
- When zooming out, the units become dots instead of units. *2
- Generals units (and all cav with full cloth covering that are the "heavier" knights, dissapear when you move the camera away.*1
- Armenia, Rum and Ayyubide lack bannermen.
- Kievan units wearing bear pelts have some clipping from the pelts.
- Kievan or Cuman bannerman have clipping issue with banner and his armour.
*2 Pretty much the same bug worded 3 times and we're working on that but because we are always updating units we can't promise perfection.
3. Hardcoded/Design Choice/Not on our end:
- Serbia can recruit Almogavers (It's intended).
- All units have vanilla voices. (This can't be changed at the moment)
- Replays do not work. (Don't move units in the deployment phase)
- Replays crash, even when no units are moved in the deployment phase.
- Can't see unit- or faction name, not in selection screen, not in battle. (change language to English in steam)
- Loaded a campaign and the Icon/flag for Eastern Roman empire was changed and my tech tree deleted.
- Crashed on loading screen when launching the game. (Try to disable all other mods before starting 1212)
4. Bugs to be looked at:
- When Culverin crew is killed, a broken onager appear next to the culverins.
- Culverins looks like catapults.
- Units get fatigued too early.
- Handgunners don't shoot in loose formation.
- Sometimes horse archers don't shoot (this might be due to Kievan Rus Bow cav's lack of skirmish mode and start in melee. )
- Melee and shock cavalry has the same melee damage stat.
- Some think archers are not impactful enough, while other disagree.
- Scots guard are OP.
- Cantabrian circle is not working as intended. Tested kiev, rum and cuman.
- Mounted Men-at-Arms are stronger than Gendarmes, but cost 100 more.
- Handgunners can shoot in an arch like crossbows.






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