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Thread: (Updated Build 5/9/16) Medieval Kingdoms Total War: First Build Release

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  1. #1

    Default (Updated Build 5/9/16) Medieval Kingdoms Total War: First Build Release

    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 Upon launching the game, maybe sure you enable out of date mods and select medieval kingdoms.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 fa
    ction 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.


    Last edited by warman222; May 09, 2016 at 10:26 AM.

  2. #2
    2Shy's Avatar Campidoctor
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    Default Re: Medieval Kingdoms Total War: First Build Release

    Sweet! Great work guys!
    Downloading ...

  3. #3
    Laetus
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    Default Re: Medieval Kingdoms Total War: First Build Release

    Finally! Thanks guys

  4. #4

    Default Re: Medieval Kingdoms Total War: First Build Release

    Nice now i can stop

  5. #5
    Ltd.'s Avatar Senator
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    Default Re: Medieval Kingdoms Total War: First Build Release

    Thanks for your continuous support , guys ! Hope you enjoy the mod.

    Now DIG IN !!!

  6. #6

    Default Re: Medieval Kingdoms Total War: First Build Release

    I can't wait to play with the Latin Empire! Gonna smash me some Bulgars and Byzantines.

  7. #7

    Default Re: Medieval Kingdoms Total War: First Build Release

    Fun Fact:Use the Google Drive Link it downloads faster

  8. #8
    Domnall Og's Avatar Laetus
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    Default Re: Medieval Kingdoms Total War: First Build Release

    Quote Originally Posted by DonCornholium View Post
    Fun Fact:Use the Google Drive Link it downloads faster

    Aye, Moddb is like 1 hour and 30 mins whereas I just got it in less than 5 mins off of google!

  9. #9

    Default Re: Medieval Kingdoms Total War: First Build Release

    zactly

  10. #10

    Default Re: Medieval Kingdoms Total War: First Build Release

    this version only custom war ?

  11. #11
    Ted23's Avatar Laetus
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    Default Re: Medieval Kingdoms Total War: First Build Release

    Absolutely fantastic! ou have really done a great job guys!

  12. #12
    Laetus
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    Default Re: Medieval Kingdoms Total War: First Build Release

    Hey Warman I just picked up that it works for multiplayer custom battles but not normal custom battles. Doesn't seem to want to load and crashes if I click the button. Not a big issue of course.
    Also no idea if it's me or a wider problem. I'll try and work it out but thought Id' let you know.
    By the way thanks for the effort and work you and the team have put in, looking forward to spending countless hours on it.

  13. #13
    Domnall Og's Avatar Laetus
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    Default Re: Medieval Kingdoms Total War: First Build Release

    normal custom battles dont work for me witer it always crashes!

  14. #14
    Ted23's Avatar Laetus
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    Default Re: Medieval Kingdoms Total War: First Build Release

    Quote Originally Posted by Domnall Og View Post
    normal custom battles dont work for me witer it always crashes!
    There was a patch on modDB for this issue but it has just been deleted

  15. #15

    Default Re: Medieval Kingdoms Total War: First Build Release

    For those who crashes, try doing this (usually fixes custom battle problems due to presets):

    Go to
    C:\Users\[your username]\AppData\Roaming\The Creative Assembly\Attila

    AppData is a hidden folder, so remember to set folder visibility settings first.

    Look inside battle_preferences and army_setup folder. Delete all the files inside those two folders, but not the folders themselves.

  16. #16
    Laetus
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    Default Re: Medieval Kingdoms Total War: First Build Release

    Quote Originally Posted by You_Guess_Who View Post
    For those who crashes, try doing this (usually fixes custom battle problems due to presets):

    Go to
    C:\Users\[your username]\AppData\Roaming\The Creative Assembly\Attila

    AppData is a hidden folder, so remember to set folder visibility settings first.

    Look inside battle_preferences and army_setup folder. Delete all the files inside those two folders, but not the folders themselves.
    Will do. Cheers

  17. #17
    FrozenmenSS's Avatar Senator
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    Default Re: Medieval Kingdoms Total War: First Build Release


  18. #18

    Default Re: Medieval Kingdoms Total War: First Build Release

    Okay, I've heard that fix before, I wish I knew what the hell is causing the crash and how that fix takes care of it.

  19. #19

    Default Re: Medieval Kingdoms Total War: First Build Release

    Quote Originally Posted by warman222 View Post
    Okay, I've heard that fix before, I wish I knew what the hell is causing the crash and how that fix takes care of it.
    Seeing the crash happens when a player clicks Custom Battle button rather than when the custom battle is loading, I assume that the problem is that the custom battle army setup automatically loads the previous units the player played in custom battle.

    I see what caused the crash is that the player probably used some unit pack mods before, and used that additional mod unit in the custom battle. Now, that player might deactivate other unit mods when playing the MKTW mod to avoid possible incompatibilities; However, this also erases the mod unit from the data, which the army_setup is referencing. When that player clicks the Custom Battle button, the game loads the units that are in the army_setup, including the mod unit that are now missing. Hence, crash.

    I don't have any unit from any other unit mod pack in my previous custom battles, that's why I don't encounter this kind of crash.
    Last edited by You_Guess_Who; May 05, 2016 at 10:19 AM.

  20. #20

    Default Re: Medieval Kingdoms Total War: First Build Release

    I do not steam

    steam necessary for this mode?

    please help me

    Thank you

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