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Medieval II: Total War - Rise of Kings v1.0

This is a combination mod for MTWII, aimed at adding more...

  • Category Real-Time
  • Size 41.8 MB
  • Program by Kushan (FFVIIfreak)

Medieval II: Total War - Rise of Kings v1.0

This is a combination mod for MTWII, aimed at adding more realism and balance.

All work on the mods included go to their respected creators, I only take credit for combining them and making them work together.

Please see readme for more details.

OVERVIEW:

This is a combination mod for MTWII, aimed at adding more realism and balance. I am releasing this with only minimal playtesting, in theory there should be little to no bugs; but as this mod combines a number of mods that were meant to run independantly theres no way to predict what bugs or balancing issues might creep up. If you do notice any bugs please let me now via posting or pming either at TWC or totalwar.org or emailing me at [email protected].

v1.1 Preview:

- Unit scaling system

- Renamed factions

- reworked Building and Unit

INSTALLATION:

Unzip into your main MTWII directory. The file structure should be maintained. Run "Rise of Kings.bat" to play.

CHANGE LOG:

v1.0

- Added Anno Domini v0.9 light

- Added Shaba Wangy's Diplomacy mod v1.4

- Added DariusEGs Battle Mechanics v0.7

- Added Titles, Bishops, Princesses, Privy Council v1.2a

- Added DarthMod MTWII v1.0 Light

- Added Lands to Conquer export_desrc_unit, exprt_desrc_building, and campaign script

- Added 2H Axe Unit Animation Fix

- Added Ballista/Cannon Tower Fix

CREDITS:

- Like to thanks the folloing people for their mods:

- Re Berengario I (Anno Dimini)

- Shaba Wangy (Diplomacy)

- DariusEG (Combat Mechanics)

- Dearmad (Titles)

- Darth vader (DarthMod)

- Lusted (Land to Conquer)

- Zxiang1983 (Bug Fixes)

- ER for his guide on MTWII modding and how to get mod switch to work

- Everbody on the TWC and totalwar.org forums

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