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Thread: Medieval Kingdoms Total War: August Release

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  1. #1

    Default Medieval Kingdoms Total War: August Release

    The time has come folks! The August release has arrived! It is a VERY robust update adding a lot of stuff to the build.


    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 using something like winrar. 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 Upon launching the game, maybe sure you enable out of date mods and check medieval kingdoms.
    4. Enjoy! Thanks for the support!
    You do not need the older version for this one.

    New Factions:



    Holy Roman Empire
    Duchy of Austria
    Duchy of Bavaria
    Duchy of Brabant
    Duchy of Saxony
    Kingdom of Jerusalem & Cyprus
    Swiss Waldstatte
    Despotate of Eprius


    Roster Revamps:


    Latin Empire


    (The roster has been entirely redone,completely replacing the original roster)


    Significant Roster Extensions:


    Empire of Nicaea
    Empire of Trebizond
    Kievan Rus


    (Nicaea and Trebizond have been givenproper tier 2 and 3 units so they can fight better in high tiergames. Kievan Rus have been given the same thing but slightly moreacross all 3 tiers.)


    New Factional and Mercenary Units:


    Svanian Crossbowmen – Georgia
    Armored Crossbowmen – Lithuania
    Mounted Crossbowmen(Early, High, Late)- Aragon
    Mortar – All Factions
    Italian Mercenaries – Nicaea,Trebizond, Epirus
    Mercenary German Knights – Serbia,Bulgaria
    Mercenary Genoese Crossbowmen - France
    Condottieri – Serbia, Bulgaria
    Mercenary Swiss Pikemen – Holy RomanEmpire, Swiss Waldstatte
    Mercenary Swiss Halberdiers – HolyRoman Empire, Swiss Waldstatte




    Other Changes:



    • Altered the English, French, and Burgundian Foot Men at Arms to be a Poleaxe unit instead of a sword and shield unit
    • Lots of visual changes, particularly to many tier 2 and 3 units
    • New Plate and Barding Horse Armor models
    • Further adjustments to the gunpowder units and how they work.
    • Sorted out the tiers units are assigned to so now it should be more clear what unit is what tier. Tier 1 = 1200s, Tier 2 = 1300s, Tier 3 -1400s
    • Polearm units nerfed slightly
    • Ranged units reload increased slightly
    • All unit cards still needing to be revamped have been done.
    • A lot of the faction leaders, particularly tier 1s have been given a proper portrait unit card now.
    • Camel units are no longer OP(they had vanilla stats unlike all other mounts)
    • Flying Wedge now working as it should be on infantry units
    • Two Handed units now have the proper animation set, (some had the wrong one)
    • Greatly increased the price of the gunpowder artillery units to compensate for their power.
    • Gave artillery units proper crews instead of peasants.
    • Fixed some shock cavalry units being placed under melee cavalry



    Download Links:


    Google Drive

    https://drive.google.com/file/d/0B2g...DdjSWdaeGktU2M

    Moddb

    http://www.moddb.com/mods/medieval-k...august-release
    Last edited by warman222; August 19, 2016 at 11:15 AM.

  2. #2

    Default Re: Medieval Kingdoms Total War: August Release

    Excellent! Any sort of time frame on your campaign??

  3. #3

    Default Re: Medieval Kingdoms Total War: August Release

    Quote Originally Posted by jt88 View Post
    Excellent! Any sort of time frame on your campaign??
    Sometime this year.

  4. #4

    Default Re: Medieval Kingdoms Total War: August Release

    Wait your making a playable GC based on these factions?!

  5. #5
    FrozenmenSS's Avatar Senator
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    Default Re: Medieval Kingdoms Total War: August Release

    Quote Originally Posted by warman222 View Post

    Other Changes:



    • Further adjustments to the gunpowder units and how they work.
    • Greatly increased the price of the gunpowder artillery units to compensate for their power.


    Bye Bye OP canister shot.Al least Pixelated Apollo was rekt with canister shot for good at the right time.

  6. #6

    Default Re: Medieval Kingdoms Total War: August Release

    I like how the last canister shot was fired towards the camera. Sort of like an extra "F*&% you too."

  7. #7

    Default Re: Medieval Kingdoms Total War: August Release

    Culverin got nerfed hard. True. But don't worry, we got mortars now.

  8. #8
    FrozenmenSS's Avatar Senator
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    Default Re: Medieval Kingdoms Total War: August Release

    First things to see forgotten in the new build:
    Epirus dont have mortars
    Cummans dont have yet the 3 vlach units: 2 skirmishers and 1 levy spearmen
    Moldovian warriors are still in serbia's roster - they have to go to the bulgarian one
    The Epirote Guard unit uses the unit card of Bulgarian Swordsmen by mistake

    As for the nerf: I still got the older version of the mod can still troll the AI. xd

    The new arty is ok now,but the bombards are black themed in colour.First battle with those 2 units - vs the AI I still got 200-300 with each unit but its slow getting those kills as of right now compared with the pre-nerf.
    Last edited by FrozenmenSS; August 19, 2016 at 03:58 PM.

  9. #9

    Default Re: Medieval Kingdoms Total War: August Release

    Quote Originally Posted by FrozenmenSS View Post
    First things to see forgotten in the new build:
    Epirus dont have mortars
    Cummans dont have yet the 3 vlach units: 2 skirmishers and 1 levy spearmen
    Moldovian warriors are still in serbia's roster - they have to go to the bulgarian one
    The Epirote Guard unit uses the unit card of Bulgarian Swordsmen by mistake

    As for the nerf: I still got the older version of the mod can still troll the AI. xd

    The new arty is ok now,but the bombards are black themed in colour.First battle with those 2 units - vs the AI I still got 200-300 with each unit but its slow getting those kills as of right now compared with the pre-nerf.

    If I'm not wrong, Cuman is written with one "m"

  10. #10

    Default Re: Medieval Kingdoms Total War: August Release

    Quote Originally Posted by FrozenmenSS View Post
    First things to see forgotten in the new build:
    Epirus dont have mortars
    Cummans dont have yet the 3 vlach units: 2 skirmishers and 1 levy spearmen
    Moldovian warriors are still in serbia's roster - they have to go to the bulgarian one
    The Epirote Guard unit uses the unit card of Bulgarian Swordsmen by mistake

    As for the nerf: I still got the older version of the mod can still troll the AI. xd

    The new arty is ok now,but the bombards are black themed in colour.First battle with those 2 units - vs the AI I still got 200-300 with each unit but its slow getting those kills as of right now compared with the pre-nerf.
    What have moldavian warriors with the bulgarian roster ? Nothing.........

  11. #11
    Kjertesvein's Avatar Remember to smile
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    Default Re: Medieval Kingdoms Total War: August Release

    Cool stuff. Units look amazing.

    "Ranged units reload increased slightly" Wait a minute, you increased the time it takes to reload? nooo www.youtube.com/watch?v=XtoBFXSvD6Y

    ~Wille
    Last edited by Kjertesvein; August 19, 2016 at 06:52 PM.
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













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    This is the only forum I visit with any sort of frequency and I'm glad it has provided a home for RTR since its own forum went down in 2007. Hopefully my donation along with others from TWC users will help get the site back to its speedy heyday, which will certainly aid us in our endeavor to produce a full conversion mod Rome2.

  12. #12

    Default Re: Medieval Kingdoms Total War: August Release

    full campaign or is it just for custom battle?

  13. #13
    Bobi_TWR's Avatar Civis
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    Default Re: Medieval Kingdoms Total War: August Release

    good stuff guys,BUT there must be a hot fix elite skirms got 42 melee damage,same cost units have diffrent stats,mortar is OP in siege and men at arms and late halberdiers are too OP i agree that they gotta be good but they gotta be expensive too ))).Man at arms need to be at least 2000
    EDIT:French Man at Arms don't have a shield but got access to shield wall!
    Last edited by Bobi_TWR; August 20, 2016 at 07:27 AM.

  14. #14

    Default Re: Medieval Kingdoms Total War: August Release

    I agree with Bobi_TWR. That being said I absolutely love this mod, this is the only reason I bought Attila. The elite skirms can go toe to toe with almost all other melee unit AND have missile weapons. We will see full teams of DVOR completely wiping the field. French Men at Arms should cost roughly 1750. The mortar in my opinion is very very accurate at taking down walls easily.

  15. #15

    Default Re: Medieval Kingdoms Total War: August Release

    Sucks Varangian were nerfed. Now who will take on the OP foot men at arms. I don't think varangian deserves to have a 1 limit on it unless its going to stay as tier 1 and theres going to be a high version of them which would be awesome
    Last edited by paulyo122; August 20, 2016 at 08:32 AM.

  16. #16

    Default Re: Medieval Kingdoms Total War: August Release

    Digging all the new HRE factions coming out. Two things I'd suggest is the changes to Billmen models, can you bring back some sallets and bevored sallets to Heavy billmen? those looked so cool. The bulby kettles are worth it too but really enjoyed the variation of the old version. And maybe some houndskull bascinets foot knights in dismounted MAA?

  17. #17
    gary's Avatar Domesticus
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    Default Re: Medieval Kingdoms Total War: August Release

    Fantastic
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
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  18. #18
    PhilipO'Hayda's Avatar Vicarius
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    Default Re: Medieval Kingdoms Total War: August Release

    Can't wait to see what you guys have done with Ireland and Scotland.

    Irish Historical adviser for Albion:Total war


  19. #19
    FrozenmenSS's Avatar Senator
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    Default Re: Medieval Kingdoms Total War: August Release

    The Moldova region was always been in the area of infuence from Bulgaria and culture politicaly till the 1330s. When the campaign map was made my proposal was that should be vassal to Bulgaria as the vlachs we part of the early Second Bulgarian Tzarstvom. The compromise in April was giving that unit to Bulgaria as compensation and giving the Moldova region to the Cummans and making their campaign even harder due to the border with Hungary.
    The campaign is a bid odd in the balkans - Hungary is with 5+2 regions,Latin empire 3+2 regions and Bulgaria 3+1 regions in between.I still think that the CAI for the Cumman faction won't manage defend all its lands because Hungary will be a bit too much in the west,the rus factions to the north,the mongols to the east and rebels
    In the may build it was transferred to Serbia by mistake and in the last build was forgotten to be addressed.

    Sent from my GT-I9301I using Tapatalk

  20. #20
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Medieval Kingdoms Total War: August Release

    Mortars and canister shot? Weren't those late 16th century?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
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