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Thread: Medieval Kingdoms Total War: September Update

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  1. #1

    Default Medieval Kingdoms Total War: September Update

    Hey guys, we finally have the September update ready! There isn't that much new but we do have Steam Workshop support back enough to address most issues quicker now!

    Here is the changelog:

    Significant Roster Extensions:


    Kingdom of Jerusalem and Cyprus


    (Added some more units across the boardbut mainly adding their tier 3 units that they still needed.)




    New Factional and Mercenary Units:


    Handgunners – England
    Mounted Crossbowmen(Early, High, Late)– France
    Serjeants (Late)– England, France,Lesser Poland
    Mounted Serjeants (Late) – England,France
    Cuman Swordsmen – Cumans
    Polish Swordsmen - Lesser Poland
    Cuman Macemen – Cumans
    Axemen – Lesser Poland
    Swiss Nobles (High) – SwissWaldstatte




    Other Changes:



    • Took out wrong abilities for certain units. Like how the French Late MAA still had shield wall despite being a two handed unit.
    • Added in bastion versions of catapults, bombard and flamethrower(exclusive to Byzantine factions on Constaninople)
    • Added brimstone pit back as a deployable in custom battles
    • Polearm units nerfed.
    • Increased chevron cost
    • Wall and tower HP increased by a lot.
    • Gunpowder units further balanced.
    • Flying Wedge now working as it should be on infantry units
    • Adding proper dismounted attack stats to mounted units that had them missing
    • Heavy Infantry(High) buffed considerably so it's better than the Scoutatoi Swordsmen (High)
    • Major visual adjustment to Scot's guard and a different secondary weapon
    • Minor unit naming adjustments



    LINKS:

    Workshop:

    Base
    http://steamcommunity.com/sharedfile.../?id=770918746

    Models
    http://steamcommunity.com/workshop/f.../?id=750348416

    Google Drive:

    Base
    https://drive.google.com/open?id=0B2...2ZqY0t6RlhUNVE

    Models:
    https://drive.google.com/open?id=0B2...i1NWWZRRlpLWGc


    Moddb:

    Base
    http://www.moddb.com/mods/medieval-k...total-war-base

    Models
    http://www.moddb.com/mods/medieval-k...tal-war-models
    Last edited by warman222; September 27, 2016 at 04:38 PM.

  2. #2

    Default Re: Medieval Kingdoms Total War: September Update

    No-Steam link please? :c

    Would be awesome

  3. #3

    Default Re: Medieval Kingdoms Total War: September Update

    Sigh my PC is being repaired at the moment, so I must wait. However gonna ask just in case, do I have to remove the file from the previous version and replace it with these two files?

  4. #4

    Default Re: Medieval Kingdoms Total War: September Update

    Yeah, you do not need the August Release if you have this.

  5. #5

    Default Re: Medieval Kingdoms Total War: September Update

    Nice. Thanks for the update.

    Foot Men at Arms still seem to be OP, though. Maybe decrease the melee defence? Also when I played with the Count of Dreux of France as general his mounts where invisible. But still really great work you're doing.

  6. #6

    Default Re: Medieval Kingdoms Total War: September Update

    Is this not going to be updated on Moddb?

  7. #7

    Default Re: Medieval Kingdoms Total War: September Update

    Okay guys, I added links to Google Drive and Moddb like normal.

  8. #8

    Default Re: Medieval Kingdoms Total War: September Update

    Used steam version. Everything is invisible? *fixed* How do i get the byzantine flamethrower? *Figured it all out. Im just stupid and its late*


    Amazing mod and everything. Love the flamethrower and that buff you gave the heavy infantry.
    Last edited by paulyo122; September 27, 2016 at 05:17 PM.

  9. #9
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Medieval Kingdoms Total War: September Update

    Quote Originally Posted by paulyo122 View Post
    Used steam version. Everything is invisible? *fixed*
    In case other people were wondering how he fixed it (I've posted this on Steam but may as well post it here)...

    To make sure you DON'T get invisible models, make sure you SUBSCRIBE to the Models mod and launch Attila ONCE before you DOWNLOAD AND EXTRACT the mkmodels.rar file.
    If your models are invisible, simply re-extract the .rar file again since the Steam download overrides it.


    Edit: To get the flamethrower working you have to be the Defending team on the City Assault map of Constantinople, and be a Byzantine-esque faction such as the Empire of Nicea. In the equipment tab there's an option for a Bastion Fire Siphon, but as noted above it has extremely short range and can only be placed in specific areas, meaning it'd be extremely easy to avoid.
    Last edited by Commissar Caligula_; September 27, 2016 at 08:08 PM.



  10. #10

    Default Re: Medieval Kingdoms Total War: September Update

    Hey there, I can't wait to try it out though Attila is not working after I
    - extracted the .packs (models and base) in the data folder, so both .rar and .pack are there for the updates
    - ُُEnabled the mods in the mod manager
    But Attila wont start, am I missing something here?

    thanks

  11. #11

    Default Re: Medieval Kingdoms Total War: September Update

    That happens to me all the time. Usually deleting it and extracting again works.



    Would also like to add that the Byzantine flamethrower is not working as it should. It only fires up super close where the enemy is already on your wall as well as you have to manually tell it to fire

  12. #12

    Default Re: Medieval Kingdoms Total War: September Update

    Quote Originally Posted by m090009 View Post
    Hey there, I can't wait to try it out though Attila is not working after I
    - extracted the .packs (models and base) in the data folder, so both .rar and .pack are there for the updates
    - ُُEnabled the mods in the mod manager
    But Attila wont start, am I missing something here?

    thanks
    Ok soo, what I was missing is the mods from the steam workshop i guess, and i also deleted the August release and everything worked like a charm

    @paulyo122 Can't seem to find the flame thrower though, where did you get them??

  13. #13

    Default Re: Medieval Kingdoms Total War: September Update

    Thank you @Caligula the Mad.
    Even if its short range and easy to avoid, i wanna see virtual models burn
    Also another small question, when is it gonna be available for multiplayer?

  14. #14

    Default Re: Medieval Kingdoms Total War: September Update

    Quote Originally Posted by m090009 View Post
    Also another small question, when is it gonna be available for multiplayer?
    You can play multiplayer right now. People already played MK1212 multiplayer for months now.

  15. #15
    Bobi_TWR's Avatar Civis
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    Posts
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    Default Re: Medieval Kingdoms Total War: September Update

    nice update.What do you think about buffing Bulgarian heavy infantry in next patch?Scoutatoi swords cost pretty much the same and they destroy bulgarian hvy inf

  16. #16

    Default Re: Medieval Kingdoms Total War: September Update

    Quote Originally Posted by Bobi_TWR View Post
    nice update.What do you think about buffing Bulgarian heavy infantry in next patch?Scoutatoi swords cost pretty much the same and they destroy bulgarian hvy inf
    I have to disagree though im sure the stats and costs are not complete. The bulg heavy infantry seems to be a match for the heavy infantry on the byzantine side (Tested this with both being wedge formation and the battle was 50/50 pretty much the whole fight). I think the Bulgarians will get better infantry of course. The scoutatoi are fine just more defensive and heavily armoured ( They after all where built to be the tank inf) than the Bulg heavy infantry. Put them side by side and you can see that the scoutatoi have bigger shields and armour seems 50/50 but the scoutatoi were very highly trained soldiers and one of the best infantry in the world round about that time (Under a good general).
    Last edited by paulyo122; September 28, 2016 at 08:11 AM.

  17. #17

    Default Re: Medieval Kingdoms Total War: September Update

    cant wait for campaign...keep it up guys

  18. #18

    Default Re: Medieval Kingdoms Total War: September Update

    Languages other than english are not currently supported? Because i have italian game and i can't see faction/unit name/description :l

    Someone knows some fixes or mod isn't currently ready for this? I already have UPC pack for Radious Mod but still nothing :c

  19. #19

    Default Re: Medieval Kingdoms Total War: September Update

    Quote Originally Posted by Dasso View Post
    Languages other than english are not currently supported? Because i have italian game and i can't see faction/unit name/description :l

    Someone knows some fixes or mod isn't currently ready for this? I already have UPC pack for Radious Mod but still nothing :c

    devi giocarci in inglese! su dai, non fare l'italiano che non sa l'inglese

  20. #20

    Default Re: Medieval Kingdoms Total War: September Update

    Quote Originally Posted by Dasso View Post
    Languages other than english are not currently supported? Because i have italian game and i can't see faction/unit name/description :l

    Someone knows some fixes or mod isn't currently ready for this? I already have UPC pack for Radious Mod but still nothing :c
    I can't see the unit (and faction-)names either (I have the German version of Attila).

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