Kingdoms.exe Medieval 2 Total War 1.5
Kingdoms is the most content-rich expansion ever produced for a Total War game, with four new entire campaigns centered on expanded maps of the British Isles, Teutonic Northern Europe, the Middle East, and the Americas. In Medieval II, you were only given a tantalizing glimpse of South America, but in Kingdoms, vast tracts of land in both North and South America have been opened up for you to conquer.
All-new factions from the New World are also now fully playable, including the Aztecs, Apaches, and Mayans. EDITED as of 2018-02-12: - Added new updated ancillaries and traits by Juzy90 to the official 3.2 version of the mod. - Sami Shamans have gotten the old portrait back, that were never in use due to it's name being wrong in the folder. - Saxon portraits updated - to the new ones that i created from TLK:WotN. - Fixed all the custom settlements that were not spawning, as i failed to realize that all the entries were missing in the descr_strat - this probably was due to me uploading a version with the wrong files.
Zoombinis Mountain Rescue. Medieval 2: Total War- Kingdoms Game Fixes, No-CD Game Fixes, No-CD Patches, No-CD Files, PC Game Fixes to enable you to play your PC Games without the CD in the drive. Hi guys, 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.
Sami/Finnish and Franc settlements didn't spawn due to a mistake: 4. - I have also fixed the Frank Infantry unit - so it will attack now and won't just stand there. - I have fixed the Erzemon Archers (Saxon Mercs) - by replacing the mesh with the mesh in use by TLK:WotN.
Canoscan D646u Ex Driver Software. - I've replaced the Lokinyki Mercenaries mesh (the same in use by the Huscarls) with the Thengs of TLK:WotN. - Burwaran-unit fixed - by replacing the animations in the BMDB-file, correcting the issue with the unit not holding it's spears.
- Also added correct rebels to all the regions, so now you will fight Sami, Finnish, Slav, Baltic, Frisian, Saxon, Rus and Norse rebels in their own homeregions - not just Norse everywhere like before. - Diplomacy has been overhauled, factions start at war with most of the ones they should be at war with - this is done to stop the AI from being peaceful or a coward. It worked well i think. - Formations added to Vikings, Saxons and Franks - just like in TLK:WotN. - Outdated upgrade of the Skjoldborgsmen removed. All in all the rebels took the most time, and i have tested it enough to know that it's stable (172 turns) and i did also check the settlements.