Medieval 2 Total War Units Addon Mod V10 Download

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PC gaming reviews, walkthroughs & game mods www.gamefront.com www.youtube.com/gamefront. Roum ru najti cheloveka po nomeru telefona.

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• Do not link or request pirated material. • Do not abuse other participants. • Giveaways and contests must be approved beforehand by the moderation team.

• Keep self-promotion reasonable. • Flair your posts with the relevant game. Filter Content • • • • • • • • • • • • • • • • • • Community Resources • • • • • • • • • Subreddits Total War Subreddits • • Strategy Subreddits • • Interesting Subreddits • • • • Think we missed one? Give us a Modmail and suggest new Subreddits to add to the lists! A fortnight ago I shared with you my first mod for Medieval 2.

Since then i kept on changing and adding and cursing and despairing. I present you 'Total Vanilla 0.6' still in beta. Read the change notes below for what to expect. In short: Norway now playable, Apacheans added but unplayable, improved campaign map, etc. Feel free to comment, have fun. Edit: it would be nice, if those who try this mod out, could report any bugs if they encounter them, so i can look into it, thank you total vanilla mod for medieval 2 total war:kingdoms change notes by azumi beta 0.6 hello fellow generals, i made some progress modding this game to my liking (with a lot of 'why you no work?'

I tested it 100 turns into a norway campaign. This is a vanilla+ mod, it leaves the base game mostly like it is, but adds new regions, units, factions and some improvements. Here in short, what to expect: features • -aprox. 200 regions (a lot more in north america and in the african desert, and some sprinkled all over the map) • -integrated most units from grand unit addon mod v6 (by candelarius from tw center) • -integrated stone forts complete mod (by gigantus from tw center), and changed them so you can build stone forts, instead of wooden forts on the campaign map. If they are neglected, they will disapear.

(i proclaimed to have added this in the 0.5 version, but i was wrong. Took me a long time to figure out how to gert it working.) • -integrated retrofit mod (by unspoken knight from tw center) • -1 new playable faction (norway, starting in oslo and reykjavik) • -1 new non playable faction (apacheans, it seems they have recently conquered the whole of north america. Now it's much harder to take this land) • -more ressources everywhere around the map, especially in north america (so it's worth to either conquer or trade with the apacheans) • -first glimpse of special unique units (emperors guard for hre, merry men for england, doges guard for venice, milans defenders for milan.) still in testing and share the skins with other units, they are recruitable in the biggest cities and citadel, but only one unit is allowed.

• -slightly reworked starting positions and holdings for all factions (for example: portugal now starts with lisbon, porto and badajoz) • -new splash screen, main menue film & many loading screens XD • -no more floods, because if a region gets flooded it will prevent you from building watchtowers afterwards in that region • -added a new function to the explorers guild. Now it works like the assassins guild and grants diplomats a new trait. (journeyman of the explorers guild, etc) • -changed the bonus from the merchants guild for the merchants, so they get equal boni as assassins and spys (journeyman, etc). • -toned down the rate rebells and pirates spawn • -toned down the points settlements get for thieves guild for recruiting thieves from 10 to 5 and deleted the trigger for points gained for thieves in enemy settlements. Intention is, that the ai won't get offered the thieves guild as frequently, because as most of us know, every enemy settlement has a thieves guild in it. Hope it increases the variety a bit.this means for the human player it will take longer to get the thieves guild offered, but you are human, you can deal with it. Just train a few more spies in the settlement you want the thieves guild in.

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