Stainless Steel is a mod for Medieval II: Total War - Kingdoms, created byechuu.
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.
Medieval Total War Mods Download
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.
How To Make Special Effects With Fruity Granulizer. Now, turn the Grain attack time ( ATT) to 5 ms. This will set the attack and decay time of the grains to minimum so we get grains that have very short attack and decay. Adjust the Grain hold ( HOLD) to 0 ms. Leave the Grain spacing ( G.SP) to 100% (the default setting). Also, leave the Wave spacing ( W.SP) to 100% and PAN to as is. Open an empty Fruity Granulizer channel. Drag and drop your sample/recording on the Granulizer channel. Open the SMP tab (at the top of Granulizer's window) and right-click the 'Time' knob and then select 'Autodetect' from the pop-up menu. Select the 2nd last tempo shown at the bottom of the list with (tempo) behind it in brackets. This locks Granulizer to the project tempo. Another cool thing when using the Fruity Granulizer is that the sound plays for a duration that corresponds to the length of your note events. If you have an ordinary sampler channel, the entire vocal clip plays when you trigger it by a note event. This is not the case when using the Granulizer. The first thing to do is to load the Fruity Granulizer: Drop a sample into the Granulizer: Create an empty pattern to Playlist (press F4) and open the Piano Roll view of the Granulizer and create a 16 bars long C5 note: Go to the Playlist and make a selection that is 16 bars long. How to use fruity granulizer video. What is the Fruity Granulizer? Watch this FL Studio tutorial to find out! Learn how to use the granulizer properly, because using it properly can be very powerful, but using it wrongly, it can really mangle up your FL Studio samples.
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.
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. (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.
All factions accessible in custom battle and hotseat.
External campaign chooser - for easy hotseat and CTD reduction.
External launcher application - taking care of things the user would normally do.
CBUR with most of its features implemented.
Riczu trade carts removed.
Parts of Awellesley's 1100AD mod integrated.
SSTC by Chimaeira implemented.
Real Horses by Argent Usher implemented.
CBUR and Unit Card improvement projects by Agis Tournas implemented.
Animations updates.
Y2day's faction shields & banners.
New quotes.
Proper character aging.
Byzantine and Kievan Rus unit cards by akvilonn.
Tax auto-manage should now work properly.
Medieval 2 Total War Mods Stainless Steel Steam
Added Patriarchs for Orthodox factions.
All factions now have their one-liner pre-battle speeches activated (more speeches for existing factions, and no more mute Norway, Kwarzemian Empire, etc. generals)
Unbelievable amount of fixes, both big and small, too many to mention them all.
This mod offers an installer.
Report problems with download to [email protected]
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Popular files for Medieval II: Total War - Kingdoms
Following the Medieval II Total War update that was released on 22/7/2014, some of you may have experienced some difficulties running the game with mods. This step by step guide will explain how to make them work. We strongly encourage you to give explicit names to the folder where your mods will be installed (instead of using a Kingdoms campaign name) and to use the Steam Launcher to start Medieval II with mods. Procedure/Scenario #1: if your mod could work only by using an original Kingdoms Campaign name
Note: remove the Launch Option to play Medieval II vanilla or Kingdoms campaigns Procedure/Scenario #2: your mod uses the original “Kingdoms.exe” file
Finally, if you still experience crashes or receive error messages while trying to start Medieval II with mods, please contact BitBaboon via PM.
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All factions
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the 'descr_strat' file in the 'medieval ii total wardataworldmapscampaignimperial_campaign' directory. Locate the 'unlockable' heading and copy its contents over the current contents under the 'playable' setting.
Cheat Codes
While playing the game, press ~ to display the console window. Type one of the following case-sensitive codes to activate the corresponding cheat function. Note: Family member names, settlement names, and other proper names must be capitalized correctly.
Note: The code does seem to work for characters with a second name. However, you can select the character on the campaign map, then type for example, give_trait this 'GoodCommander' 5 or whatever desired trait. This also works for the 'give_ancillary' code.
Traits
Use the following values with the 'give_trait [character] [trait] [level number]' code. Note: Some of these can be accompanied with a 'level number', usually ranging from 1 to 5, giving additional bonuses (or penalties).
AcademyTrained
Ancillaries
Use the following values with the 'give_ancillary [character] [ancillary] [level number]' code. Note: Some of these can be accompanied with a 'level number', usually ranging from 1 to 5, giving additional bonuses (or penalties).
academic_advisor
Westeros: Total War is a mod for Medieval II: Total War - Kingdoms, created by WTW Dev Team.
Description
Westeros: Total War is a modification for Medieval 2 Total War: Kingdoms. It is based on the 'A Song of Ice and Fire' novels by George R.R. Martin.
Features:
To install:
1.Extract the archive into „mods” folder (you will find it in your game’s folder)
2.Launch Westeros.bat.
Report problems with download to [email protected]
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Popular files for Medieval II: Total War - Kingdoms
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