If you wish to ask a question, or simply have a suggestion or comment to make, please create a new thread in the Modding Forum.
*Work in progress*
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Lands to Conquer
By Lusted
Lands to Conquer is a mod aimed at improving the gameplay and balance of Medieval II Total War. It does this through extensively rebalanced unit stats; changed unit costs; longer, slower paced campaign; more difficult to maintain larger empires; improved campaign ai thanks to the Ultimate AI mod; and various other things. It also features an easy to use installer that does everything for you.
img299.imageshack.us/my.p...jpg.th.jpg
img299.imageshack.us/my.p...tc2tj9.jpg
img299.imageshack.us/my.p...jpg.th.jpg
For more information see:
p223.ezboard.com/fshogunt...D=12.topic
Download Links:
files.filefront.com/Lands...einfo.html
www.megaupload.com/?d=Z3T0MAH2
www.filefactory.com/file/01cb4b
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The Amerial Wars
This is a fantasy mod in development, we are taking this is small steps. We will first create a gameplay mod, and then later move onto creating new factions and skins and so forth. Our fantasy plans:
The Amerial War covers the turbulent period of world war that engulfed the great nations of the world from the year 989, on the Nordamian conquest of Manruni to the end of the Demon Scare in 1224.
The Factions:
Republic of Nordam
The People of Languar
Holy Milodan Kingdom
Kingdom of Estan
Republic of Keria
Kingdom of Sasbae
Kumir
Crozania
Keryoim Empire
Kingdom of Tranemed
The Lugar Empire
Holy Kingdom of Light
Republic of Cira
Areth Federation
Porhisvia
Minor Factions:
The Philian Isles Confederate
Saldim
Republic of Neufany
Oscoa Alliance
Lorvikia
Kingdom of Westmarch
Mandi Empire
Emergent Factions:
Royal Brosmen Resurgence
Hellions
Campaign Map Gameplay:
Massive population bonuses coupled with massive building happiness bonuses. All this to make each individual city that much more important.
Massive population boom is in line with massive earnings and cheap troops.
Massive map and battles, with armies of 10 stacks or more on the campaign map.
No more spies, Assassins can double as spies, but no way to open city gates. Cities are too important to gameplay to allow silly spies to open them.
The gameplay will focus on large set piece battles with a wide variety of physical users in coordination with cavalry, infantry, artillery, and archers. The map will have more distance between cities, making each city at once more important, sieges more rare.
Units will be much cheaper and easier to produce, allowing for simply massive invasions and more field battles instead of boring sieges.
The focus will now be on combat. Extraneous M2TW options such as merchants, princesses will be eliminated.
Religion will play a key role in a faction's ability to summon angelic forces to help defeat its enemies.
The Castle/City differentiation is silly and pointless, each city is important, each city will at once be able to be a military center and an economic center. As it is in the real Nordam and co.
Invading armies will suffer from desertion and attrition problems.
Devastation will be a much greater issue, simulating the problems nations have with hostile armies on their soil.
The plague now has the ability to wipe out entire cities in only a few years.
More aggressive and smarter Campaign AIs.
More strategic locations on the battle map to make campaign map maneuvers more important.
Much shorter and cheaper recruitment times, more units can be recruited per turn.
Much cheaper and much shorter times to build buildings. More buildings may be built simultaneously.
Battle Map Gameplay:
Increased defense values of troops so that they take less losses over the same period of time. - Effectively slowing down battle speeds.
New units with new special abilities for different and more varied battles.
Link to Website and Forums:
www.generalscollective.com/mods/taw/
If you want to drop a comment but don't feel like registering for any forums...
Come drop a hello in our friendly guestbook:
www.generalscollective.co...hp?file=31
inserted by on a mountain
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A Game of Thrones: Total War
This is a mod based on A Song of Ice and Fire, the bestselling novel series by George RR Martin. It is a resurrected version of an abandoned Rome mod called Westeros: Total War, with some of the same team in place plus some new talent on board.
A Song of Ice and Fire is a huge seven-volume novel sequence set in the Seven Kingdoms of Westeros, a large, South America-sized continent. Westeros and the wider world experience extremely long seasons, which often last for years at a time, occasionally decades, and a cold, harsh winter is coming which will threaten much of the land with famine and harship. Three centuries ago, Westeros was united under the rule of the Targaryen kings. The last of the Targaryens, an insane ruler who murdered at whim, was overthrown in a rebellion led by the charasmatic Lord Robert Baratheon. Fifteen years on, King Robert's death has seen his coalition fracture apart and now several factions battle one another for control of the Iron Throne. This conflict will eventually become known as the War of the Five Kings. At the same time, the Sworn Brothers of the Night's Watch man the Wall, a vast fortification defending the northern border of civlisation, face the growing thread of the wildlings, the savages of the uttermost north who have been united by the King-beyond-the-Wall and threaten to invade the Seven Kingdoms.
The factions in the game will be:
House Stark of the North
House Lannister of the Westerlands
House Tyrell of the Reach
House Tully of the Riverlands
House Arryn of the Vale
House Martell of Dorne
House Greyjoy of the Iron Islands
House Baratheon, under Stannis Baratheon (King Robert's eldest, law-abiding brother)
House Baratheon, under Renly Baratheon (King Robert's youngest, glory-seeking brother)
House Baratheon, under Joffrey Baratheon (King Robert's son, claimed to be illegitimate by some)
The Sworn Brotherhood of the Night's Watch
The Free Folk (as the wildlings call themselves)
The religions in the game will be:
The Faith of the Seven
The Red Priests of the Lord of Light
The Drowned God
The Old Gods of the North
Discussion of the mod is ongoing at these locations:
Campaign Map Discussion: asoiaf.westeros.org/index...opic=15182
General Discussion:
asoiaf.westeros.org/index...opic=15042
General Discussion: www.twcenter.net/forums/s...hp?t=68676
Map screenshots:
s118.photobucket.com/albu...dStark844/
In the game we hope to feature a campaign which starts with the political/military situation from late in the first novel, A Game of Thrones, and allows players to develop new strategies from there. Hopefully we hope to expand the faction roster to include the Targaryens and other older factions for the purposes of historical battles and to aid later additions to the mod. We also hope to expand the campaign map after the release of the fifth novel, A Dance of Dragons, which will include maps of the eastern continent, including the Free Cities and other new factions. However, the Free Cities may be featured in the first release as unconquerable recruiting locations for mercenaries (sellswords and sellsails).
There will be changes to the way cities and castles work in the game, including the creation of a special hybrid of the two which will be used to depict the greatest cities in Westeros (King's Landing and Oldtown), and another hybrid to depict the large, 'capital' castles of the individual states (Winterfell, Riverrun, Highgarden etc).
Because A Song of Ice and Fire is very closely based on 'real' medieval history, despite being set in a created world, it is uniquely suitable to be transformed into a Medieval 2 mod, and the atmospheres of the setting and the game are a perfect match for one another.
Team Leader: Marcus Brutus
Mapmaker: Chewietobacca
Research: asoiaf.westeros.org (the semi-official ASoIaF web forum)
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Stainless Steel Mod
By King Kong
A combination of many small mods and bug fixes, many additional improvements and burrek's new historical unit textures.
The main intention:
- A much harder and challenging game
The main changes:
- AI produces more, balanced and tough armies
- Elimination of bugs and other errors
- A few more, logically inserted provinces
- New unique european unit textures
All changes are well tested and working and shouldn't affect the game balance in general.
DOWNLOAD FULL VERSION:
files.filefront.com/Stain...einfo.html
Mirror:
www.strategyinformer.com/...10957.html
INSTALLATION: Simply extract the files in your "...\Medieval II Total War" folder. Now you can start the mod by launching the .bat file.
DOWNLOAD 1.5 PATCH (If you already have Stainless Steel)
files.filefront.com/Stain...einfo.html
INSTALLATION: Simply extract the files in your "...\Medieval II Total War\Stainless_Steel\data" folder and overwrite the existing files.
NOTE1: Version 1.5 is compatible with saved games from 1.2.
-BUT- :I would highly recommend to start a new campaign to get all the benefits (better AI armies/traits/...) of the new version.
NOTE2: You may also combine this mod with one of the diplomacy mods out there, e.g Ultimate AI mod or Shaba Wang's diplomacy mod. Simply add the .xml file(s) into the "Stainless_Steal\data" folder.
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ANNO DOMINI
Anno Domini is a mod which is aiming toward a realistic gameplay and an immersive medieval atmosphere that will give you a completely different game experience than vanilla.
It is still in a "beta" stage because it is a work in progress and new features are included on a day per day basis.
For more informations and download see:
www.twcenter.net/forums/d...le&id=1164
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Custom Campaign Mod 1.02
The Custom Campaign Mod is a mod designed to provide additional
gameplay and content for Medieval II: Total War. Many of the changes
are subjectively chosen by the author for different and/or improved
gameplay and will not suit all players and playing styles.
The major features incorporated in the Custom Campaign Mod are:
- Custom Campaign Maps: 6 Custom campaigns have been created and can
be accessed from the single player front end menu.
- Historical and Multiplayer Scenario Battles: The historical and
multiplayer scenario battles from Medieval II: Total War have been
modified to unlock all battle maps for both single and multiplayer.
- Tech Tree Rebalancing: Campaign recruitment has been significantly
rebalanced, nearly all faction units are recruitable (including
generals) and upkeep costs have been approximately halved.
- Heir/Leader Campaign Models: heirs and leaders now have a different
campaign map visual model compared to other generals and family
members.
- Installer: The mod is packaged with a easy to use installer to allow
streamlined installation on any computer with a valid english
installation of Medieval II: Total War version 1.00.000, 1.01.000 or
1.02.000.
Thread Links:
http://shoguntotalwar.yuku.com/topic/16712/t/Custom-Campaign-Mod-1-02-released.html
http://www.twcenter.net/forums/showthread.php?t=100492
Download Link:
http://files.filefront.com/Custom_Campaign_Mod_1_02exe/;7597909;;/fileinfo.html
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