Optional Mods. All of the mods below are tried and tested with Main Mod and are compatible with no issues. Known Bugs: Minor Factions do not have family tree activated but the old version works fine and should not have any crashes in game.
Steam Download: Link. Mediafire Download: Link. Doubles the public order happiness of all Religious Temples and Public Entertainment buildings for less revolts and a more stable Empire. Compatible with all other Wars of the Gods sub mods. Not to be used with Hard Economy sub mod.
MediaFire Download: Link. Doubles the turns to create buildings and Technology and doubles the cost. More aggressive Ai , more difficult economy, epic battles, more armies, difficult diplomacy. For the Veteran Total War player.
Prepare for the Slaughter. Best played on Very Hard difficulty. Harder Diplomacy Sub Mod. Changed Spotting and Hiding rules. Armies will now have more room to maneuver on campaign map to surround enemy armies and bypass cities and enemy armies. Battles will have more chance of reinforcements joining the battle. Ambushes will be better on battlefield as units will be harder to spot in forests and scrub.
Zone of control radius is doubled so armies will intercept other armies better and result in a field battle. Spotting and Hiding values are changed for better ambushes on battle map. Larger unit size battles full stacks can last ave. Units with higher morale battle last longer still.
So this makes every campaign game different from the next as the faction behavior will be different. AI is way less aggressive, it focuses on Regional Development , Trade, border security and Defending their lands. For player that wants a slower paced campaign to focus on building their faction. Raised public order, foreign occupation and political loyalty penalties per Imperium Level. Power Corrupts. Credits I.
This mod changes 2 things: blood overlay and dirt overlay I really dislike the fact that once a unit gets really blooded up it starts looking like a tomatoe. Unless the knights acctually smeared themselves with blood I find it very unlikely that they would get as much blood on them as they do in vanilla. A stabbing or slashing wound would produce a squirt or spray of blood at best and not a bucketlike outpoor. My new textures try to remedy that by decreasing the overall amount of blood and instead adding a spatter like effect.
The other problem I found in vanilla was that the cavalry units would get dirty within the first minute of a battle even if they did not move.
The new dirt texture addreses this by toning down the dirt effect so it is almost imperceptible. Changelog - added alternative texture for those who have the 'bloody' trait. Prerequisites: - Medieval 2 : Total War and possibly patched to version 1.
CFG' file. Note that you will also need to add this line to any mod specific. CFG files if you use a mod-switches make sure your CFG file is read-only as the game will erase the command otherwise. CFG files. Future Work I will release a horse barding and generals mod within a week. Credits burrek - texturing Thanks to alpaca for making the dds-texture converter Anyone is welcome to use these textures as they please and consider them public domain although it would be nice if the burrek was mentioned.
I can't get your mod to work Please explain how I install it again? Hi I can't find the more blood file or folder, where is it? Sorry for the late response but as the description said you will be more likely to get help at my texture thread than here.
Do you have the v0. The original bloodeffects really look like they took a bath in blood. Preatorian II Praetorian? I think it might have something to do with your cfg file being read-only. Go into properties to check. Right click on the cfg file and select properties from the menu.
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