Medieval 2
Favorite submod/minor mod
1st: Stainless Steel Historical Improvement Project (SSHIP)
2nd: Divide and Conquer
3rd: Last Kingdom: Wrath of the Norsemen (v4.0) & Steve´s Submod for Ferrum Aeternum
NEW version 3.9 release uploaded of this submod!
Article:
http://www.moddb.com/mods/the-last-k...expansion-v-39
Download-link:
http://www.moddb.com/mods/the-last-k...on-submod-v-39
- Three new factions - West-Frankish Empire, Gautland and the Ui Néill.
- Two new rosters for old factions - Kingdom of Gwynedd & the Kingdom of Munster.
- New units for most factions - Denmark, Alba, the four Saxon factions.
- Updated old rosters, with changed composition of rosters for East-Frankish Empire, Vestfold and Hordaland.
- New portraits for many of the new units.
- New starting alliances and win-conditions for the Irish factions and Hordaland, for Vestfold and Alba and for the Gautland and Denmark factions.
- A few new songs for the Kingdom of Gwynedd on the strat-map - taken from the Arthurian Total war mod for Rome Total war.
- Balance for all the rosters, new and old - and the new units.
- Regional recruitment between the three Irish factions, the Viking factions with Gautland added as well as Denmark's new units and of course between the four saxons and the two Frankish Empire-factions.
- Plus additional fixes, improvements and additions.
Credits:
Version 3.9:
- Danova - For the base-mod of TLK.
- Absinthia - For the creation of new Saxon, Ui Néill and Gwynedd models - plus three of the new Albian models and four/five of the new Munster unit models.
- The War of the West-team - for the creation of the bigger part of the new Munster roster, based on their "Kingdom of the Isles"-roster - and for some basic units in use by the Albians and Saxons.
- Myself (Mr_Nygren) - For all the work on this submod, as i used the assets created by others but did all the work on updating the old TLK 3.06 into this version myself. - Coding, portraits, implementation of new units and factions, gameplay and everything else basically - such as the music-mod.
- WarcraftHero - For the Gautlandi new symbols, and for fixing a gamebreaking issue with diplomacy regarding the Gautland faction after it had been implemented.
- Jurcek1987 - For fixing the Gwynedd General model i think, as it had some issues.
- Paleologos - For providing me with his backup of the Absinthia Romano-Britton roster, after i found an old thread at TWC where he had been sent those units by Absinthia himself.
- Gigantus - For providing support.
Everything below is old:
Version 1.08 released as an update to the old 1.079 version without bothering to create a new article or add a new upload for it:
Updated july the 23, i suggest everyone to download this version when you read this - it adds the custom settlements to the mod, as i figured now that WotN has them - this mod should too! People might want to play with them instead of with vanilla settlements. So, this is now 3.08, but it doesn't have new units or new rosters - that will be 3.09 or 4.0.
Version 3.08 final release of this old upload (23 july 2017)
- all custom settlements added to the mod, and includes a few more than in WotN: The Baltic - also has all the "Barbarian/Viking" buildable buildings implemented unlike WotN where i didn't bother to include more than the viking temples and longhouses.
Download link:
http://www.moddb.com/mods/the-last-k...#downloadsform
Article:
http://www.moddb.com/mods/the-last-k...xpansion-v-307
Changelog:
- New music for all factions/cultures - mainly taken from my WotN-music-mod, from the Unofficial 4.0 patch and from DBM. But i have edited all the songs and only taken what i wanted from DBM and the Unofficial Patch. Most of their songs aren't in use. The Kingdom of Gwynedd got some extra work made on their stuff. Nothing new but the music for Gwynedd, Munster/Connach and Alba - in this release at least.
- New units for the Francs, Denmark, Hordaland and Vestfold - Denmark has gotten a few new units, the Franks got their whole roster from WotN added to their roster, Hordaland got the Norse units of WotN with the Rygjalandi elites - Vestfold got the Norse units from WotN but with Vestfolds elites.
- New Swedish units as a separate rebel faction in Swedish territories - the rebel faction is controlling all the rebels on the map, but the difference with the Swedish units is that the rebel faction can actually recruit and train Swedish and Norse units from Swedish respectively Norse regions. Rebel faction made rich so it will be able to recruit units.
- New Regional Recruitment system for specific factions - Mercia/Eastanglia/Wessex can recruit Northumbrian basic troops in their specific regional building - while Northumbria can recruit all of their old Saxon-units if Northumbria has this building. Northumbria gets the Northumbrian units from the start of course. And the others can only recruit Northumbrian elites if they hold the Northumbrian homeland and build the right building for it. Yes, the Northumbrian faction have a completely unique roster made by Absinthia for WotN - i have also fixed the Burwaran-unit and given them a mounted unit.
- There is a similiar system for the Viking-factions - if any Viking faction holds the other two factions territories they can recruit all of that factions unique troops - the Norse also has the Unification script as an alternative option. When Hordaland and Vestfold are united they also get all standing armies - but i was not sure about if they could recruit those faction-specific troops. But now they can, and therefore you as a player will have a reason to conquer the other Viking factions before going to Britain. The Swedish rebels have like five unique Swedish Viking-troops - they can all be recruitable if you conquer skara and that other Swedish settlement - and after that build the correct building. But be warned: I gave them huge garrisons to represent them being a faction of their own - Svitjod/Svea and Gautland in a mix - Gautland was conquered by Svitjod soon after anyway. And unfortunately Svitjod wasn't on the map, but Gautland was.
- Balanced all the WotN-units so that they are very well balanced based on the system in TLK - with the Real Combat-mod active. You will not have factions that are overpowered or underpowered - they are as they should be historically. While the strongest units may be the Magyar Horsemen - they are a spawning faction with no territories unlike their enemies the Franks among others - they needed to have the best units as they otherwise would stand no chance against factions with developed economies and many settlements. But they are beatable so they´re not overpowered. Makes sense that mounted troops are superior to dismounted ones - and while the Francs and Normans do have mounted knights - they don't have horse archers.
- Fixed alot of minor bugs and errors, as well as implemented the whole Unofficial Patch 4.0 manually ontop of my mod by myself - using the tool Total Commander to compare my files with Wino's - as he recommended.
- Added troops to starting positions in the descr_strat, the scripts and the rebel_factions-file - you will have more varied armies from the start - and there are many different kinds of rebels not there previously.
- Added siege engines to the campaign, and ballistas, trebuchets and catapults were already in custom battles for the Normans and the Francs. Now they are in the campaign, and in custom battle - for all factions! But there is a little trick to getting them in the game.
All the factions can build Ballistas if they build a siege-building - but only the cities starting as highly developed cities are able to build Catapults - this means they are restricted to Saxon and Frank-territories - and the only possible way to get a catapult for barbarians and Vikings will be by conquering those highly developed cities. The same rule applies to Trebuchets and Mangonels - the last which i added to the Franks. But in these cases it is even more rare to get across these siege engines - you'll need to conquer one of the big frankish cities! Saxons doesn't have the skill to create Trebuchets and Mangonels in this early era - it's a Frankish Empire-only thing. But everyone who holds one of their key-cities, such as Aachen, Paris or that third one - can create these siege engines.
I am sure i did more but this is what i remember currently right off the tip of my head - i have been working on the mod for at least four and a half full weeks (including evenings) like 17h/7- i hope you guys will enjoy it. It feels pretty complete, were it not for a few unit portraits that needs to be fixed - they are currently using placeholders.
I played it for a few hours in hotseat and it worked great - i have played it with auto-resolve in an older version from last summer for over 500 turns. But this is a new version and i haven't played one single long campaign by autoresolving. But i think it should work fine! Remember that i use the CD-version - don't ask me for help with Steam - but it should be compatible with steam also. But i only help if you are using the CD-version.
Pictures and videos coming soon - as well as a release maybe? . I started this project in april last year and sat for one week i think, then i sat for two whole weeks in the summer and later two weeks ago now, i decided to finish things. As i have been lazy for like five days i guess we could say i have worked four weeks and a half on this, and not five weeks.
Cheers , and btw - the music and the WotN-units make things sooo much more awesome! Greatly enhances the already awesome TLK-mod.
Edit Ops, did i forgot to mention that the Magyars are now playable - and they do use half the Avar-roster from EoR: Danube Limes - just like they are used in the Wrath of the Norsemen: Grand Campaign - with permission from Darius. I only used half the roster in this submod though - and it's mostly horsemen.
Too bad my video-recording program started to not work as it should - it states i haven't registered and things.. That's annoying, as it means my videos can only be 10 min long - my battle was interrupted at the end therefore.
Video of Northumbria VS Wessex - while they may win easily here, i played a battle against Mercia and they lost big time. And Mercia has the same units with the same stats.. I'll guess it depends on the computer player.
I made this submod only by myself- but there are some people who deserves both credit and mentioning:
Danova & team - For the base TLK-MOD!
Absinthia - for the WotN-units such as the Franks, the Northumbrians and the new Vikings - also a thank you to Leif Ericsson for the Vigamenn - Absinthia and Horsa were fine with me using the units, as i am also a developer on WotN currenly - and they told me that Leif would probably be more upset than happy if i didn't include his unit (the Vigamenn) also. I guess i was fine with Absinthia giving thumbs up on that one. TLK and WotN were created by different teams around the same time period - and i know about Horsa and Danova having a sharing agreement which we are playing upon in WotN: Grand Campaign.
Thanks to Heathen Storm also if you have done anything on the units.
But mostly, this was all Absinthias work and he should have credit for the bigger part of the rosters.
Thanks to Darius - for allowing me to use parts of East of Rome: Danube Limes in Wrath of the Norsemen - as this is an "expansion" in the middle of the two WotN-releases - with a clear WotN-connection - i assume this was fine as well - because i got permission for the big one. And this is the same thing but set only in Britain and smaller parts of Europe. Thanks for allowing the use.
Then i wanna thank Wino - for his advice on using Total Commander to help me add his changes on-top of my own submod - thanks man! Would have been very hard without that program.
And finally to Rhaymo, the creator of DBM - for using some of the music of his mod. Not that he ownes the music but it was still in use in his mod.
Without all of you this submod wouldn't have been possible - or at least not releaseable! I'm grateful for that.
As for the submod itself i have done all the work myself, but using parts created by those guys above - still many weeks of work on this just using what they have already created. The new music was edited by me to suit my taste - and i am very detailed in my work.
I wanna thank Derek Fiechter, an artist - for letting me use his song "Celtic Music Instrumental - Avalon" in the mod - on condition of mentioning him.
Here is a link to his Youtube and the song: https://www.youtube.com/watch?v=3Ivc...6Nhaw&index=22