Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Medieval 1100 AD Campaign [PART 2]
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Tags: mod, Overhaul
File Size
Posted
Updated
6.447 GB
14 Feb, 2019 @ 6:47am
28 Oct, 2021 @ 9:09am
14 Change Notes ( view )

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Medieval 1100 AD Campaign [PART 2]

Description
You need only 2 mods to play Campaign (in order):
1. Medieval 1100 AD Campaign [PART 1]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2280460874
2. Medieval 1100 AD Campaign [PART 2] - This one.


WARNING! Move this mod on 2 place in Mod Manager!


Deus Vult, Rome II fans! I prepared my new mod on the theme of Middle Ages for you - 1100 AD! The time of the first Crusade, religious wars and feudalism! “Rome 2 is a completely different era!” - someone will say, but I managed to convert it. Ancient temples and columns (was the main problem) turned into churches and towers, and all the cities became to look in Medieval style! You can check it in custom battles!

In total, more than 100 models of buildings and textures were replaced. At this stage, the mod affects only battles and units. Battles mechanics and animations were completely reworked for more realism and dynamics! Hope you enjoy it!


Things to be done:

1. Make historically accurate campaign on Imp. Augustus map.
2. Create more than 80 unique factions.
3. Add a lot of new units.
4. Make historical names of the rulers of states and cities.
5. Add new religions: Orthodoxy, Catholicism, Islam.
6. Add new buildings and Medieval style icons.
7. Make Viking raids (pirates) in the north and nomads raids in the east.
8. Make new missions for the factions.
9. Replace the ancient ships to the medieval ones (from Attila).



Already several hundreds of units' equipment (armour, helmets, weapons, shields) have been added to 1100 AD from different games, mostly mods for Warband such as "Rus 13th Century", "Crusaders Way to Expiation", etc.
Also credits for some models used go to Avetis, Aguirre, Elvasat and dontfearme22!
Warning! You need my permission to use new models of this mod!



1100 AD fans' Discord:
https://discord.gg/WxWVkeYNB7

Anno Domini (mod for Attila) Discord:
https://discord.gg/ZynmuvKWgB
Popular Discussions View All (10)
63
6 Apr @ 11:58am
Battles bugs & inconsistencies
Starsmil
42
27 Feb, 2024 @ 9:44am
PINNED: 1100 FAQ
Starsmil
7
28 Jun, 2023 @ 11:23am
Norse Expedition
VexingWeeb - Discord
1,867 Comments
Starsmil  [author] 17 Jul @ 8:40am 
you can read comments about mods on Mac at Part 1 page.
YakuzaUnderlord 17 Jul @ 3:13am 
hey kinda random, im on mac we don't havea mod manager and the official solution is to download in order, but it keeps crashing, is this incompatible w mac?
Jean-Maginot 8 Jul @ 4:21am 
Hey :b3d_lol: I see that you posted a screen of 3dsmax, have you created every meshs from scratch ?! It's a huge work gg
Starsmil  [author] 10 Jun @ 7:27am 
Thanks, so far nope. For more news join our discord!
SANCHOsRANCHO 28 May @ 11:55am 
Perhaps my experiments with various other mods in my first acquaintance with your incredibly fascinating work led to this.... I will start campaigns with your mod more than once, that's for sure)) In any case, large garrisons are the right challenge. Once again, thank you for your work for the benefit of the community!
Starsmil  [author] 28 May @ 11:37am 
Same for AI. Btw players sometimes complain that AI garrisons rise too fast )
Also we respond only for own mods, so if u use foreign mods like Bran's for 1100, such things could happen. For more info join our discord!
SANCHOsRANCHO 28 May @ 5:48am 
Thanks for the answer. But what about the AI? I see a full stack of AI going through enemy territory capturing their empty settlements and garrisons not appearing. This leads to the fact that the borders of the AI ​​states are in constant motion, states disappear and appear again and again. In my playthrough for the Normans this is true for the Holy Roman Empire, France, England, Scotland. Italian factions and Arabs on the contrary get garrisons after capture
Starsmil  [author] 28 May @ 3:04am 
if u just conquered city, its garrison start increasing from low numbers.
SANCHOsRANCHO 28 May @ 12:53am 
Hello to the respected creators of this magnificent mod. One question - is the lack of permanent garrisons in most settlements (at campaign turn 130) the authors' intention or a bug?
Starsmil  [author] 8 May @ 1:26pm 
engine limits