Huge thanks to the following for the concept ideas detailing from textures to models, scripts, music, and much more. Here are just some of the new units of the mod: start steam choose to play americas and it will run. now create a new folder called americas and drop the files into that folder.
#MODS IN A FOLDER FORGE MOD#
Pick one of those mod folders for this example we'll use americas mod and rename it to something like americas.original
#MODS IN A FOLDER FORGE MODS#
once there you should see 4 mods that came with the kingdom's expansion. Find the mod folder in your steamapps/common/Medieval II Total War/mods/ Advanced Battle and multiple Campaign AI personalities 3 different catholic, 2 different eastern, 3 different greek and orthodox. Many ways to play at the beginning of your campaign choose from a siege and captain script also a governer script.Ħ. Regions with furs and hides may increase the trade of your leather workers compared to other factions without them.ĥ. Occupy regions with a slave resource to gain a slave-only unit to help soak up the enemy archer's arrows. Weaponsmith-Fight for regions with iron or silver to improve your army's weapons, (hint)it takes a little mining but is well worth the effort. New resource-dependent buildings such as: Woodsmen guild-create longbowmen with England with this guild. (can only build in the east as a catholic faction) Merc camps-certain units can only be found this way.Ĭrusader outposts and settlements-go on a crusade and wage war against the east with units from these buildings. Training garrisons-new recruits gain experience also allows greek and Italian factions to stage games. Jousting tournaments-see if your favorite can make it to the highest level of Champion of Knights, with a little luck maybe. Be careful not to offend them because they may decide to raid your lands. This is an opportunity to gain unique units only available through this process. Traveling Mercs-every so often a mercenary commander may visit your capital offering services. The mod is based on history but is fictional. All factions (reskinned) are playable on a very large campaign map. Also added a settlement for them.Ħ) Venice is now Venice again, took flack for changing them before.ħ) Start date is 1191 also working toward making the mod more accurate with history, much has been changed so check out the new mod overhaul.}}}ġ. You can still get Kypach looking units a little further east.ĥ) In the spirit of Keiv I touched up their roster, models were the same but the textures really enhanced the faction. It's more of a western Cumania look/Slavic. Should provide much better gameplay.ģ) New Faction- Bulgaria is now in the game with unique quality units to boot.Ĥ) Cumans roster redone, they look super cool. Several factions have a new look to them.Ģ) Great Britain is larger for gameplay reasons, also added more settlements to the region.
#MODS IN A FOLDER FORGE UPDATE#
Huge update here's a list of some of the new features:ġ) New Castles and Cities. Game is meant to be a slow build-up of your nation, 6 turns per year early campaign only -Collect artifacts through battle such as special rings, shields, swords, axes, breastplates.
![mods in a folder forge mods in a folder forge](https://cdn1.wminecraft.net/wp-content/uploads/2021/06/Mountainous-Forge-Mod-5.png)
Should be harder to maintain order all around still might need tweaks. Religion now plays a bigger role in the order of your cities. Merchants are back but very limited, as with limited priests. new interactive events such as traveling mercenaries. new units all around even from previous versions. A Medieval Mod: 1191 standalone: -Full list of features in the description.