Each will require hours to get through, particularly if you play through each battle rather than have the computer automatically generate the results. (If the "walking bush" infiltration cutscene doesn't make you smile, then you have no sense of humor.)Įven though these campaigns aren't quite on the scale of the epic campaign in Medieval II, they're still huge. Even some of the oft-humorous cutscenes that show in-game events have been retooled for the better. Each campaign feels like it was built from the ground up, complete with its own appropriate music, movies, units, rule changes, and more. The nice thing about these campaigns is that they don't feel like Creative Assembly just recycled a lot of content from the core campaign and called it a day.
This expansion is like having four all-new games in one, considering that it features four unique single-player campaigns: Britannia, the Crusades, the Teutonic Knights, and, most radically, the Americas. Go England! Or maybe you're for Scotland? How about Wales? And where did Norway come from? There's a lot of content in here for veteran Total War fans to chew through, though newcomers should probably familiarize themselves with Medieval II before diving into this packed expansion. Enter Medieval II: Total War Kingdoms, an expansion pack that offers up whole new areas of the world for would-be emperors to conquer. It's a big place, after all, and there's no shortage of foes, as you might have learned in Sega and Creative Assembly's epic strategy game.
Just like descrmount, there is already a available for this file, so I'm not going to go into more detail about it.BareGeomoddata descrrebelfactions.txt - This file defines the types of units that will spawn for different types of rebel armies.Conquering Europe is never an easy task, in real life and in Medieval II: Total War. In it, you can adjust important stats for these projectiles like velocity and angle, which affect max range, or mass, which affects the staggering effect.
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If you want information about how to mod mounts, check out that guide.BareGeomoddata descrprojectile.txt - This file defines all of the projectiles that are used by ranged units and siege weapons. I'm not really going to go into much detail for this file since there is some good info at the top of the file as well as a very good for the file already available. So the effect of normalization is bigger the further away you are from the target number.BareGeomoddata descrmount.txt - This file defines all of the mounts and important stats for the different mounts. Trustworthy, Dubious, Immaculate, etc.).Īs you can see, reputation increased by 0.3 in the first case, and only 0.1 in the second case. Abysmal, Amiable, Perfect, etc.) and faction reputation (e.g. You don't really need to worry about the bottom part of the file.BareGeomoddata descrfactionstanding.txt - This file defines all of the triggers that will affect faction relations (e.g. The bottom of the file simply describes the different text that will appear in the game in the diplomatic screen based on how favorable the offer is, how good your diplomatic relations are, and other stuff like that. For example, if you wanted to make offering gold to be more valuable in diplomacy, you could increase the modifier on offerpayment. If you wanted to halve the movement speed for all navies in the game, you would halve the Starting Action Points for Admirals.BareGeomoddata descrdiplomacy.txt - This file includes 'diplomatic cost' modifiers for the different diplomatic offers. So, for example, if you wanted to double the movement speed for all armies in the game, you would double the Starting Action Points value for Named Character and General.