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the author of the MW mod has a strict no-submod policy, and he is especially against the idea of StartPOS editing. Hence the faction unlock function of this submod has been removed.
Don't freak out bro, it's just a game, there are far better things to do, like... pray a rosary or smth... Chill.
I downloaded this mod to fix some problems but it did not work.
I downloaded the mod in the correct order but still i cannot play with venice, genova, latin empire and more.
This factions just do not appear to be available in the main capaign.
How can i fix it?
What's more the names of the nations in the campaing are those of total war attila and did not change...
Thank ypu for your help
This mod has been put on hold, indefinitely. It's been nice working for you folks, but eh... yeah. Good luck.
AI frequently sallies forth to meet me in the fields. Maybe it's before I made changes to KV rules and re-enabled naval battles. Don't know(
Found some upgraded unit unavailability. Fixed.
TW is hard to mod Lol
But yeah, Guess people are chiefly here for the faction unlock feature XD
Send me screenshots in Discord will ya
Because, well, I figure the unlocks are working as intended, you have the 'High' tier with heavy cavalry, and 'Late' with the cannons. make sense, and would be a lot easier to mod. Would probably be incompatible to existing saves tho, sadly
Faction&Tech
MW-Graphic
MW-Pack 1
MW-Pack 2
MW-Base
MW-Models
First two inter-changeable, consult MW-Base Pack for more info
But, transport fleet are still weak against naval boarding. You'd stand a chance.
~Byzantine Pikemen(high) upgrade moved to ‘Age of Cannons’, to better simulate the age of ‘Pike and Shot’.
~Removed ‘Weapons Upgrade’ buildings for all factions, since MW base mods gave its building effects to ‘Amour Upgrades’ chain. •Localization text changed accordingly.
~Library now requires Timber resource. Since you know, books and shelves and all.
~‘Siege Workshop’ wood military upgrades now require Iron resource, and renamed to ‘Firearms Workshop’, since you know, it builds all the lategame firearms.
~Greek Fire Siphon troops now use correct Siphon unit card, no longer Handgunners'.
(That’s basically all done for Romans. Planning to somehow add mercenary upgrades, without the making tech panel to cluttered, so that wild mercs aren’t completely useless)
(Russian update takes priority)
Savegame compatible.
Check if there's an extra-strong AI faction doing massive auto-resolves all the time. If it exists, kill it, or give it an influx of donation and encourage it to stop doing whatever 's crashing your game.
Attila is possibly the most unstable game CA's ever produced. It happens. I've lost campaign saves like this as well, my condolences XD
Click on your national emblem to go to the 'Summary' tab, navigate the second section and find Imperium. Hover your cursor on the Imperium bar to see its requirements and effects
Note that Medieval Warfare mod does decrease the Imperium effects, you field less armies than in vanilla, to simulate how field armies are smaller in the middle ages.
Restores the number of available factions to that of Medieval Warfare 'Base' pack, instead of that of 'Pack-1'. Now you should have a few more factions, like the HRE, Sicily, Principalities of Kiev and Vladimir, Sultanate of Rum and Morocco to play with.
Cheers