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Grand Unit Addon Mod

for Retrofit Mod 1.0


by Candelarius aka Yakaspat
Version 6.0
This mod adds many of the new units from the Medieval II Total War - Kingdoms ex
pansion pack to the Retrofit Mod 1.0 for Medieval II Total War, enabling you to
recruit the new Kingdoms units in the Medieval 2 Grand Campaign. In addition, th
e Grand Unit Addon Mod includes many Kingdoms features, several minor bug fixes,
and makes available many other unit additions from the original game that were
previously not enabled.
:::: Installation Steps ::::
============================
1. Install Medieval II and Kingdoms.
2. Install Retrofit Mod 1.0.
3. Double click the Grand_Unit_Addon_Mod.exe and install into your base M2TW fol
der (the same folder as medieval2.exe, usually C:\Program Files\SEGA\Medieval II
Total War\). Allow Windows to overwrite existing files.
4. Start the Retrofit Mod.
:::: New Units ::::
===================
Over 100 units are added, including:
Byzantium:
- Pronoia Infantry
- Byzantine Gunners [requires gunpowder discovery]
- Archontopoulai
- Alamanoi
- Greek Firethrower
- Mangonels
Egypt:
- Al-'Ashair Infantry
- Khasseki Infantry
- Al-Haqa Infantry
- Abid al-Shira
- Mamluk Handgunners [requires gunpowder discovery]
- Sibyan al-Khass
- Dismounted Ghulams
- Ghulams
- Khassaki
- Mangonels
Turks:
- Ahdath
- Turkish Crossbowmen
- Dismounted Hasham
- Hasham
- Kurdish Auxiliaries
- Iqta'dar

- Mangonels
Moors:
- Andalusian Cavalry [renamed Late General Bodyguard, same stats as Turkish Quap
ukulu unit]
- Andalusian Infantry [renamed Egyptian Khasseki Infantry unit, has the same sta
ts]
- Moorish Swordsmen [renamed Egyptian Al-Haqa Infantry unit, has the same stats]
- Dismounted Tuareg [for recruitment in campaign, previously only in custom batt
les]
- Mutatawwi'a [recruited at Masjid and above]
- Mangonels
Denmark:
- Sami Axemen
- Gotland Footmen
- Svenner
- Sergeant Swordsmen
- Late Armored Knights [renamed Late General Bodyguard, same stats, available in
late era]
- Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, a
vailable in late era]
- Dismounted Chivalric Knights [for recruitment in campaign, previously only in
custom battles]
- Mangonels
Spain:
- Dragoons [requires gunpowder discovery]
- Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusi
on with regular crossbowmen)
- Sergeant Swordsmen
- Santiago Order Sergeants [recruited at Knights of Santiago Minor Chapterhouse]
- Marshall of St. James [recruited at Knights of Santiago Headquarters, unique u
nit]
- Trecenezago [retextured and renamed Dismounted Halbbruder, recruited at Knight
s of Santiago Major Chapterhouse]
- Knights of Calatrava [retextured and renamed Marshall of the Templars unit, st
ats similar to Chivalric Knights]
- Mangonels
Portugal:
- Dragoons [requires gunpowder discovery]
- Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusi
on with regular crossbowmen)
- Sergeant Swordsmen
- Santiago Order Sergeants [recruited at Knights of Santiago Minor Chapterhouse]
- Marshall of St. James [recruited at Knights of Santiago Headquarters, unique u
nit]
- Trecenezago [retextured and renamed Dismounted Halbbruder, recruited at Knight
s of Santiago Major Chapterhouse]
- Mangonels
England:
- Pikemen
- Musketeers [requires gunpowder discovery]
- Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusi
on with regular crossbowmen)
- New World Cuirassers [requires America]
- Mounted Cuirassers [requires America]
- Armoured Sergeants [for recruitment in campaign, previously only in custom bat

tles]
- Sergeant Swordsmen
- Late Armored Knights [renamed Late General Bodyguard, same stats, available in
late era]
- Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, a
vailable in late era]
- Mounted Longbowmen
- Mangonels
France:
- Musketeers [requires gunpowder discovery]
- Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusi
on with regular crossbowmen)
- New World Cuirassers [requires America]
- Mounted Cuirassers [requires America]
- Sergeant Swordsmen
- Late Armored Knights [renamed Late General Bodyguard, same stats, available in
late era]
- Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, a
vailable in late era]
- Dismounted Chivalric Knights [for recruitment in campaign, previously only in
custom battles]
- Dismounted French Archers [for recruitment in campaign, previously only in cus
tom battles]
- Mangonels
Holy Roman Empire:
- Dismounted Halbbruder [recruited at Teutonic Knights' Minor Chapterhouse]
- Halbbruder [recruited at Teutonic Knights' Minor Chapterhouse]
- Dismounted Ritterbruder [recruited at Teutonic Knights' Headquarters]
- Ritterbruder [recruited at Teutonic Knights' Headquarters]
- Dismounted Gothic Knights [for recruitment in campaign, previously only in cus
tom battles]
- Sergeant Swordsmen
- Knechten
- Mangonels
Scotland:
- Calivermen [requires gunpowder discovery]
- Mounted Calivermen [requires gunpowder discovery]
- Sergeant Swordsmen
- Late Armored Knights [renamed Late General Bodyguard, same stats, available in
late era]
- Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, a
vailable in late era]
- Mangonels
Venice:
- Dismounted Broken Lances [for recruitment in campaign, previously only in cust
om battles]
- Sergeant Swordsmen
- Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Cru
sader Campaign]
- Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusi
on with regular crossbowmen)
- Mangonels
Russia:
- Russian Heavy Infantry [renamed Lithuanian Giltines Chosen unit from Teutonic
Campaign]

Sergeant Swordsmen
Tartar Lancers
Dismounted Tartar Lancers
Mangonels

Milan:
- Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Cru
sader Campaign]
- Sergeant Swordsmen
- Halberd Militia
- Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusi
on with regular crossbowmen)
- Mangonels
Sicily:
- Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Cru
sader Campaign]
- Sergeant Swordsmen
- Dismounted Italian Men at Arms
- Italian Men at Arms
- Mangonels
Papal States:
- Sailors of the Italian States [renamed Pisan and Genoese Sailors unit from Cru
sader Campaign]
- Sergeant Swordsmen
- Mangonels
Poland:
- Sergeant Swordsmen
- Polish Foot Knights
- Late Armored Knights [renamed Late General Bodyguard, same stats, available in
late era]
- Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, a
vailable in late era]
- Mangonels
Hungary:
- Sergeant Swordsmen
- Hungarian Foot Knights
- Late Armored Knights [renamed Late General Bodyguard, same stats, available in
late era]
- Dismounted Late Armored Knights [renamed Late General Bodyguard, same stats, a
vailable in late era]
- Mangonels
Mongols:
- Dismounted Light Lancers [for recruitment in campaign, previously only in cust
om battles]
- Dismounted Heavy Lancers [for recruitment in campaign, previously only in cust
om battles]
England, Scotland, France, Denmark, Milan, Venice, Papal States, Sicily, Poland,
Hungary:
- Templar Confrere Knights [recruited at Templars' Minor Chapterhouse]
- Templar Sergeants [recruited at Templars' Minor Chapterhouse]
- Templar Crossbowmen [recruited at Templars' Major Chapterhouse]
- Templar Gunners [recruited at Templars' Major Chapterhouse; requires gunpowder
discovery]

- Marshall of the Templars [recruited at Templars' Headquarters, unique unit]


- Hospitaller Sergeants [recruited at St Johns' Minor Chapterhouse]
- Hospitaller Crossbowmen [recruited at St Johns' Major Chapterhouse]
- Hospitaller Gunners [recruited at St Johns' Major Chapterhouse; requires gunpo
wder discovery]
- Marshall of the Hospitallers [recruited at St Johns' Headquarters, unique unit
]
England, Scotland, France, Denmark, Milan, Venice, Papal States, Sicily, Poland,
Hungary, Portugal, HRE, Spain:
- Knights of Jerusalem [recruitable only in Jerusalem]
- Dismounted Knights of Jerusalem [recruitable only in Jerusalem]
- Canons of the Holy Sepulchre [recruitable only in Jerusalem, unique unit]
- Knights of Antioch [recruitable only in Antioch]
- Dismounted Knights of Antioch [recruitable only in Antioch]
- Antioch Militia [recruitable only in Antioch]
- Knights of Tripoli [recruitable only in Acre]
- Squires of Tripoli [recruitable only in Acre]
- Pisan and Genoese Sailors [recruitable only in Acre and Jerusalem, except by I
talian factions]
- Knights of Edessa [recruitable only in Edessa]
- Edessan Guards [recruitable only in Edessa]
- Edessan Squires [recruitable only in Edessa]
- Templar Knights [recruitable only in Outremer]
- Hospitaller Knights [recruitable only in Outremer]
- Templar Sergeants [recruitable only in Outremer]
- Hospitaller Sergeants [recruitable only in Outremer]
- Templar Crossbowmen [recruitable only in Outremer]
- Hospitaller Crossbowmen [recruitable only in Outremer]
- Templar Gunners [recruitable only in Outremer; requires gunpowder discovery]
- Hospitaller Gunners [recruitable only in Outremer; requires gunpowder discover
y]
- Sword Brethren [recruitable only in Riga, Stettin, and Thorn]
- Livonian Auxiliaries [recruitable only in Riga, Stettin, and Thorn]
- Christ Knights [recruitable only in Riga, Stettin, and Thorn]
Mercenary Units:
- Armenians of Cilicia [for hire around Outremer and Cilicia, Catholic and Ortho
dox factions only]
- Frankish Axemen [for hire around Outremer, Germany, and France]
- Frankish Swordsmen [for hire around Outremer, Germany, and France]
- Burgher Pikemen [for hire in northern Europe]
- Prussian Archers [for hire around Prussia]
- Samogitian Axemen [for hire around Lithuania]
- Sudovian Tribesmen [for hire around Lithuania]
- Calivermen [requires gunpowder discovery, for hire in Scotland and Ireland]
- Mounted Calivermen [requires gunpowder discovery, for hire in Scotland and Ire
land]
- Alamanoi Mercenaries [for hire in Greece and Anatolia]
- Greek Firethrowers Mercenaries [for hire in Greece and Anatolia]
- Dismounted Ghulam Mercenaries [for hire in Outremer, Egypt, and Arabia]
- Ghulam Mercenaries [for hire in Outremer, Egypt, and Arabia]
- Norse Axemen Mercenaries [for hire in Britain and Scandanavia]
- Viking Mercenaries [for hire in Britain and Scandanavia]
- Sherwood Archer Mercenaries [for hire in England and to a lesser extent in Sco
tland]
- Gwent Raiders [for hire in England and Wales]
- Irish Squires [for hire in Scotland and Ireland]
- Pisan and Genoese Sailors [for hire in Outremer]
- Apachean Braves [for hire in North America only, once you discover the New Wor

ld]
- Apachean Onde's Men [for hire in North America only, once you discover the New
World]
- Apachean Koitsenko [for hire in North America only, once you discover the New
World]
- Apachean Scouts [for hire in North America only, once you discover the New Wor
ld]
- English Huscarls [for hire in England]
- Dismounted Frankish Knights [for hire in Europe and Outremer during the early
and high eras]
- Dismounted Mercenary Knights [for hire in Europe in the late era]
- Dismounted Mercenary German Knights [for hire in Germany and Northern Europe i
n the late era]
- Mongol Mercenary Archer [for hire in the Middle East, Russia, and Anatolia, Is
lamic factions only]
Other Features:
- All cannons can now fire grape shot [except Serpentines]
- Some updated skins, including the mount skins for Templar and Hospitaller Knig
hts.
- Several spelling/grammar corrections for the unit descriptions.
- Unlocked all playable factions.
- Minor changes to mercenary pools.
- Included Venetian Archers and Retinue Longbowmen armor upgrade fixes.
- Included pikemen formation fix.
- Minors changes to recruit priority offset.
- Updated Swordsmith and Alchemist Guild triggers for new units.
- Added four new custom battle maps: Village Vilinus, Broken Teeth Sands, Highl
and Loch, and Lake Choctaw.
- Added new Middle Eastern culture interface from Crusades Campaign.
- Added the campaign map castle models from the Brittania Campaign.
- Included Kingdoms faction leader strat map models for all factions (except Tim
urids).
- Replaced North American Aztec rebels with North American Apachean units from t
he Americas Campaign.
- Added the following event movies from Crusades campaign: Greak Mosque, Capture
Jerusalem, and Declare Jihad movies.
- Added new Kingdoms' battlemap models for Faction Leaders for all playable fact
ions.
- Incorporated various adjustments from the Kingdoms 1.5 patch, namely:
Included new Kingdoms unit shield value balance adjustments.
Updated unit banner corrections.
Included unit cost and attack/defense value adjustments (except those that wer
e intended for their respective campaigns only).
Updated several unit recruit priority values.
Note that I did not include the "arrow type" changes as I prefer those in the
Retrofit Mod over Kingdoms.
- Buildable stone forts are a seperate optional addon.
:::: Credits ::::
========================
* Thanks to Unspoken Knight of the Grand Campaign Retrofit Mod (RetroMod).
* Thanks to Valiant Champion for his pike fix.
* Thanks to SSJPabs for the Marshall of St. James and Trecenezago units.
* Additional thanks to SSJPabs for his Portugal unit textures and various bug fi
xes.
* Special thanks to isilendil for his king strat map model textures.

* Thanks to unDa for his


* Thanks to JonatanR for
he Crusades event movies
* Thanks to Bossdave for
in optional addon).

Knights of Calatrava texture.


helping me with adding in the new unit sounds and for t
plugin.
helping me get buildable stone forts to work (available

:::: Gameplay Notes ::::


========================
* Templar/Hospitaller/St.James Marshalls and the Canons of the Holy Sepulcher ha
ve the "unique unit" attribute, which means you cannot recruit more than one and
they cannot be awarded as Mission Reward gifts.
* Occasionally a unit's description does not appear on it's in-game unit ID card
when you right click on the unit while in battle-map mode. This happens only o
ccasionally, and randomly, however. The cause of this is unknown and it may be
a "vanilla" bug that we cannot fix with modding.
:::: Legal Disclaimer ::::
========================
The Grand Unit Addon Mod is only for Medieval II Total War: Kingdoms. This mod
is not for commercial use.
This is an unofficial Mod for Medieval II Total War: Kingdoms. SEGA and the Crea
tive Assembly do not endorse or support this Mod.
All right, title, interest and ownership rights in this Mod (excluding the origi
nal Creative Assembly software) belong to the author (as far as is legally possi
ble).
The Author (and for the avoidance of doubt SEGA and The Creative Assembly) will
not be held responsible for the risks connected with any loss (financial or othe
rwise), damage to property, lost data, console, computer or handheld device fail
ure, errors and lost business or other information as a result of possession, us
e or malfunction of this Mod.
This mod was developed by Candelarius, aka Yakaspat.

:::: FAQ ::::


========================
Q. Does this mod require Medieval II Kingdoms?
A. Yes, you must have Medieval II Kingdoms version 1.5 installed for this mod to
work. This is a modification of the Retrofit Mod by Unspoken Knight, which also
requires Kingdoms.
Q. Can I have both the Retrofit Mod and this mod installed at the same time?
A. Yes, but only by manually making a copy of your existing RetroMod folder, ren
aming said folder, installing my mod onto your original RetroMod installation, a
nd then manually creating a new desktop icon for your newly renamed RetroMod fol
der. I am not supporting this operation directly, as I am only supporting this m
od itself, which is a mod of the Retrofit Mod. Make sense? Good.
Q. Will you be making a version of this mod for vanilla (non-Kingdoms) M2TW, or
for X or Y Mod?
A. I have no plans at present to make additional versions of this mod. It is con
sidered "complete" and only offered in it's current format.

Q. I've downloaded and installed mod X onto your mod, or I've downloaded and ins
talled your mod onto mod Y, and now I'm getting a crash or other weird results,
what should I do?
A. I do not have the time, energy, or patience to download every single mod and
manually verify what files are included, and then to manually advise how said fi
les or changes could best be intregrated with my own file sets. A mod is compose
d, typically, of several to hundreds of text files, and when you over-write one
text file with another text file, you've just destroyed whatever data my mod dep
ended on that was contained in the over-written file. It is the user's responsib
ility to research, integrate, and quality test any integration of my mod into an
other, or any other mod into my mod. I'll be glad to answer simple modding quest
ions, but, aside from that, please don't copy another mod on top of mine and the
n ask me why the mod is no longer working. My mod is only supported in the state
in which I created it.
Q. Does this mod work with the 1.5 Kingdoms patch?
A. Yes, this mod requires the 1.5 Kingdoms patch.
Q. What are the Sergeant Swordsmen, Santiago Order Sergeants, Trecenezagos, Poli
sh/Hungarian Foot Knights, and Andalusian Cavalry units mentioned in your readme
? I've never heard of these units before.
A. The Grand Unit Addon Mod adds mostly new units from Kingdoms and enables some
units that were in the Grand Campaign files but not "activated". However, the o
riginal Grand Campaign files contain a number of usused unit models that were si
mply never assigned a texture, name, or recruitment slot. I assigned several uni
ts the necessary files to make them work and filled in "holes" in certain factio
n's unit rosters to balance out the additional units I added from Kingdoms.
Q. How exactly does the recruitment system work for the Outremer (Holy Land) uni
ts?
A. I wanted to include as many units as possible from the Kingdoms Crusade Campa
ign, yet include them in a way that doesn't allow the human player, or the AI pl
ayer, a guaranteed path to world domination by taking the Holy Land early in the
game. Taking and holding the Holy Land, or Outremer, as it was then known, shou
ld be a very difficult, timely, and expensive project for any player. Therefore,
I developed a system, using hidden resources, or "areas of recruitability", tha
t dictates when, and where, certain Outremer units are available. Unit availabil
ity will start very limited, and gradually increase as you progress through the
tech tree. Outremer units are somewhat more expensive than your typical faction
units. I ended up including nearly all of the new Crusades Campaign units, by di
viding them up into two major categories: Holy Land Units, recruitable anywhere
in Outremer, and Crusader States Units, recruitable in certain regions only. Her
e is a breakdown of how it works:
Holy Land Units
Available in Jerusalem, Antioch, Acre, Gaza, Aleppo, Damascus, and Edessa.
City/Castle Wall Upgrade Units: Templar and Hospitaller Knights, Sergeants, and
Gunners.
Crusader States Units
Kingdom of Jerusalem (Jerusalem)
City Barracks [Limited Recruitment]: Pisan and Genoese Sailors (Light Infantry),
Dismounted Knights of Jerusalem (Heavy Infantry), Knights of Jerusalem (Knight)
Archery Range: Templar and Hospitaller Crossbowmen
Castle Barracks [Experience Bonus]: Pisan and Genoese Sailors (Light Infantry),
Dismounted Knights of Jerusalem (Heavy Infantry)
Castle Stables [Experience Bonus]: Knights of Jerusalem
Principality of Antioch (Antioch)

City Barracks [Limited Recruitment]: Antioch Militia (Light Infantry), Dismounte


d Knights of Antioch (Heavy Infantry), Knights of Antioch (Knight)
Archery Range: Templar and Hospitaller Crossbowmen
Castle Barracks [Experience Bonus]: Antioch Militia (Light Infantry), Dismounted
Knights of Antioch (Heavy Infantry)
Castle Stables [Experience Bonus]: Knights of Antioch
County of Edessa (Edessa)
City Barracks [Limited Recruitment]: Edessan Squires (Light Infantry), Edessan G
uard (Heavy Infantry), Knights of Edessa (Knight)
Archery Range: Templar and Hospitaller Crossbowmen
Castle Barracks [Experience Bonus]: Edessan Squires (Light Infantry), Edessan Gu
ard (Heavy Infantry)
Castle Stables [Experience Bonus]: Knights of Edessa (Knight)
County of Tripoli (Acre)
City Barracks [Limited Recruitment]: Pisan and Genoese Sailors (Light Infantry),
Squires of Tripoli (Heavy Infantry), Knights of Tripoli (Knight)
Archery Range: Templar and Hospitaller Crossbowmen
Castle Barracks [Experience Bonus]: Pisan and Genoese Sailors (Light Infantry),
Squires of Tripoli (Heavy Infantry)
Castle Stables [Experience Bonus]: Knights of Tripoli (Knight)
Notes:
- Not all units gain an experience bonus at all levels, generally the higher the
tech, the more the bonus, but castles always get more of a bonus.
- Unit availability is very limited at the start, but increases as you tech-up.
- Cities do not have stables, so they can build knights at their barracks, but w
ith a unit availability penalty. Castles can recruit more knights and with highe
r experience levels.
- Please be aware that the Outremer recruitment system does not effect the stand
ard Order Chapterhouse recruitment system at all.
- There are also many new mercs available in the region, but, they cost a bundle
, and, be warned, the Muslim factions have some seriously nasty units, too!
Q. I see that Sword Brethren, Livonian Auxiliaries, and Christ Knights are only
available from certain cities, why is that?
A. These units represent the Livonian Brothers of the Sword, also known as Livon
ian Order or Brothers of the Sword. They were based in and around the regions r
epresented in the game of Riga, Stettin, and Thorn. After a major defeat, they
were later absorbed into the Teutonic Order, but, throughout their existence the
y always maintained their own headquarters and Grand Master. Rather than have t
hem recruitable from the Teutonic Order buildings, I decided to make them availa
ble to all Catholic factions from the cities/castles mentioned above. Any facti
on can "claim their allegiance" by capturing those cities/castles. The units ar
e available from the city/castle walls, therefore you do not need to worry about
making all of those cities into castles just to get these special units.

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