Medieval 2 Total War Units Addon Mod V10 Download

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8_05_03, 67.9 kb, (VG)VictoriousGeneral addon (VI), SUVOROV. 7_17_03, 166 kb, Darth_Mod-Reloaded+low build time V.2 (VI, backup era and stat files), DARTH VADER. 3_18_03, 479, MtW First Crusade 1099 v10, Wiz914. PC gaming reviews, walkthroughs & game mods www.gamefront.com www.youtube.com/gamefront.

Stainless Steel is a mod for Medieval II: Total War - Kingdoms, created. Description: A combination of bug fixes, many small mods, better AI and AI armies, more provinces, graphical improvements and many other campaign and battle map changes. The whole game offers now a much greater challenge! The Campaign: Rebalanced victory conditions. Rebalanced building bonuses. Guild's HQ's now always offer a faction wide bonus.

Rebalanced existing missions and added more missions. New building, place-able in locations with long rivers. Removed Ireland. Added a new region below Kiev (Ireland is now 2 regions). AI factions tend to stick to their Royal Blood for many generations. Alberi di Famiglia Regal implemented. New Faction Economy scripts.

Knight's Templar & Kingdom of Jerusalem have been combined into Crusader States (with mixed units). Mongols are finally pagan. 1TPY Early Era campaign.

Slave faction are now a lot more active - including the ability to use merchants, spies and assassins. New troubadours event. The Campaign Map: Completely new and huge campaign map, covering most of Europe and the beginning of Persia. New ground types and custom climates. Maximum width the engine allows of 510 movement tiles. Mountains, hills and map outlines are based on satellite data. Work of art coastlines instead of the square 'vanilla' ones.

Maximum amount of almost 200 historically medieval settlements. (A few had to sacrifice historical accuracy for better game balance) Every Region has its own resources, including new valuable resources in the 'outbacks' of the map Resources are now better balanced, a couple of new resources were also added. All resources were moved away from roads, to ensure merchants' peaceful life. AI friendly map, the AIs' armies should no longer get stuck.

Narrow mountain passages were widened enough for agents to freely pass, while armies will still get blocked. Missing ports added. Rebels spawning on inaccessible terrain fixed and Rebel ships spawning in small lakes fixed. Agart's great city & castle models. The Battle Map & Unit Balance: Davide.cool grass mod implemented. Water now looks a whole lot better! Smoother steppes modification by wolfslayer implemented.

New war horn sounds by wolfslayer implemented (hand picked by me). Ambient sound files for Muslim temples by wolfslayer implemented. Magus' Crimson Tide implemented (the no-dirt version). Award winning BAI by Germanicu5. Swagger's Skymod included. Knights Templar units from Lord_Calidor's KT mod implemented.

BftB units by Caesar Clivus implemented. For God and St. George mods by AWellesley. Lord Condormanius's Mailed Knights.

Polish Units by MADTAO included. Rusichi mod units implemented. Real Recruitment's AoR (Area of Recruitment) system included. RR's system nearly fully integrated. (please refer to RR/RC OCT 30 post for more detailed changes) Traits & Ancillaries: Rebalanced merchant traits for 1TPY.

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As merchants get older, they lose movement points. Generals are now a lot easier to educate in settlements with schools etc. Faction Leaders can now acquire a set of traits affecting all settlements and generals. General Changes: Auto border-less mode - ALT+TAB in and out of the game without any loading.

New, epic loading screens. New music by Kevin MacLeod, Jon Sayles & Bill Hudak, vanilla MTW2 music was also brought back. Tamil serial actress devipriya hot photos

(now we have 141 music files + vanilla music, compared to 89 in 6.1 and no vanilla music, that's a hell lot!) New main menu background & splash screen by Y2day. Faction selection crash fixed.