Medieval II: Total War - Kingdoms Grand Campaign v4.2
Author: Dave_Scarface
Kingdoms Grand Campaign Mod is a huge expanded campaign for Medieval II Total War Kingdoms expansion. The mod focuses on increasing the size of the Grand Campaign. Which includes a huge new map, 7 new factions, and all the units from Kingdoms. The challenge is also a lot greater and the mod includes improved battle AI and campaign AI. And is quite possibly the hardest mod for Medieval II Total War.
This update adds Norway and Wales to the Grand Campaign. It also makes the Aztecs playable and adds their new religion. The new world is now also discoverable at any date. All remaining bugs are fixed and many more improvements have been made.
INSTALLATION
===========
You will first need Kingdoms Grand Campaign Mod 3.0 installed before you download patch 4.2. Install patch 4.2 over your current installation of Kingdoms Grand Campaign Mod. Point the patch to the main M2TW folder instead of the mods folder. For example path C:\Program Files\SEGA\Medieval II Total War. This will install the display fix into the games main folder as well as installing KGCM into the mods folder. Also don't forget to download and install the menu crash fix in post 2 of this thread (this could not be added to the patch).
OLD FEATURES
===========
-Aztecs can now be made playable, just put them in playable and move another faction to non playable.
-Aztec interface added.
-Aztec music and sounds added.
-New religion added for Aztecs "Sun God".
-Movie intro's for Aztecs, Mongols and crusaders added.
-EDU improvements including unit cost increases.
-Finally you can choose your next faction heir! the Privy Seal now gives +6 authority and guarantees anyone who is granted it the throne.
-Secondary fire back in for elite archers only.
-A vastly improved garrison script, now takes 10 turns until the next respawn. This allows for the surrender times of the Fortress and Large City levels. Also some cities now give a script to more than 1 faction. For example Jerusalem will now give a defensive garrison to Egypt. While Antioch and Constantinople will give scripts to the turks.
-The new world can now discovered at any time in the campaign. This allows you to rewrite history instead of having to follow historical accuracy. And it really does add a whole new dimension to many campaigns in KGCM. This also helps make the Aztec campaign work.
-Campaign end date now moved to 1380. This gives you 400 turns to complete your victory conditions. Please note that it is still possible to continue playing on until much later in the campaign (again this is for victory conditions only).
-Merc cost improvements and Elephant Artillery Mercs added.
-Princess comes of age added for local faction only (thanks to Dearmad).
-Fixed starting growth levels in some regions which were too high before.
-Map pathfinding fixes in the America's.
-Changed accent of mongols to islamic.
-1 extra free upkeep slot for forts.
===========
You will first need Kingdoms Grand Campaign Mod 3.0 installed before you download patch 4.2. Install patch 4.2 over your current installation of Kingdoms Grand Campaign Mod. Point the patch to the main M2TW folder instead of the mods folder. For example path C:\Program Files\SEGA\Medieval II Total War. This will install the display fix into the games main folder as well as installing KGCM into the mods folder. Also don't forget to download and install the menu crash fix in post 2 of this thread (this could not be added to the patch).
OLD FEATURES
===========
-Aztecs can now be made playable, just put them in playable and move another faction to non playable.
-Aztec interface added.
-Aztec music and sounds added.
-New religion added for Aztecs "Sun God".
-Movie intro's for Aztecs, Mongols and crusaders added.
-EDU improvements including unit cost increases.
-Finally you can choose your next faction heir! the Privy Seal now gives +6 authority and guarantees anyone who is granted it the throne.
-Secondary fire back in for elite archers only.
-A vastly improved garrison script, now takes 10 turns until the next respawn. This allows for the surrender times of the Fortress and Large City levels. Also some cities now give a script to more than 1 faction. For example Jerusalem will now give a defensive garrison to Egypt. While Antioch and Constantinople will give scripts to the turks.
-The new world can now discovered at any time in the campaign. This allows you to rewrite history instead of having to follow historical accuracy. And it really does add a whole new dimension to many campaigns in KGCM. This also helps make the Aztec campaign work.
-Campaign end date now moved to 1380. This gives you 400 turns to complete your victory conditions. Please note that it is still possible to continue playing on until much later in the campaign (again this is for victory conditions only).
-Merc cost improvements and Elephant Artillery Mercs added.
-Princess comes of age added for local faction only (thanks to Dearmad).
-Fixed starting growth levels in some regions which were too high before.
-Map pathfinding fixes in the America's.
-Changed accent of mongols to islamic.
-1 extra free upkeep slot for forts.
| Filename: | Kingdoms_Grand_Campaign_v4.2.exe |
| Size: | 486.58 MB |
| Post Date: | Sep 09, 2010 7:20am PDT |
| Last Updated: | Oct 29, 2010 1:16pm PDT |
| Downloads: | 613 |
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