Total War: ATTILA

Total War: ATTILA

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Medieval Kingdoms 1212 AD Scripts
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标签: mod, Campaign
文件大小
发表于
更新日期
343.637 MB
2019 年 12 月 11 日 下午 6:10
7 月 25 日 下午 6:01
51 项改动说明 ( 查看 )

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Medieval Kingdoms 1212 AD Scripts

描述
MK1212 Scripts Component:
This component contains all the scripts for Medieval Kingdoms 1212 AD, aiming to further enhance the gameplay experience with the addition of new mechanics and quality of life changes. This is a required component for MK1212's campaign.

Special thanks to Causeless, Drunk Flamingo, Marthenil, Hardballer, and various C&C Modding Den discord users for their help!

Main Features:
Annex Vassals: Diplomatically annex vassals who have been subjugated for 10 or more turns.
Buffer States: Release vassal buffer states from conquered territories where your direct control may be tenuous.
Challenges: If you find the campaign too easy or just want to shake things up a bit, challenge campaigns are available when starting a new campaign.
Crusades: Travel far from your homeland to retake the Holy Land, in service of God or perhaps in search of glory and power.
Decisions: Enact decisions that can affect your ruler or your realm.
Frontend Overhaul: The frontend has been overhauled with changes such as a Grand Campaign start date selector (currently only 1212 AD is available), a modified faction selection screen, and increased room for factions in custom battles.
Dynamic Faction Ranks: Any faction in the campaign can grow from a county to an empire.
Holy Roman Empire System: Factions in the Holy Roman Empire are represented in the HRE system, complete with elections, imperial decrees, and reforms.
Increased Building Slots: Increased the number of building slots in settlements from 6 to 10.
Ironman Mode: Play with manual saving disable and unlock custom achievements!
Nicknames: Characters gain nicknames as a consequence of their actions or the traits that they have.
Population: Cities now have population, which directly affects their squalor levels and economy. All non-mercenary units require population of their respective classes to recruit.
Region Trading: Regions can be traded with AI factions, with weighted values based on diplomatic attitude, distance from their borders, and the value of the regions' buildings.
Story Events: Various factions have scripted story events, offering unique challenges for certain factions.
The Pope: Catholic factions may find themselves with a thorn in their side in the form of His Holiness himself. However, those who placate the pope may receive certain boons.
War Weariness: Returning from Age of Charlemagne but modified to suit the needs of MK1212, War Weariness encourages shorter and fewer wars.
World Events: The world itself will not stand idle as you progress through the campaign. Invasions, great plagues, famines, and climate change can all ravage the land.

Recommended Mod Load Order
Medieval Kingdoms 1212AD Scripts
Medieval Kingdoms 1212AD - Custom cities beta
Medieval Kingdoms 1212AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212AD Models Pack 1.v2
Medieval Kingdoms 1212AD Models Pack 2
Medieval Kingdoms 1212AD Models Pack 3
Medieval Kingdoms 1212AD Models Pack 4
Medieval Kingdoms 1212AD Models Pack 5
Medieval Kingdoms 1212AD Models Pack 6
Medieval Kingdoms 1212AD Models Pack 7
Medieval Kingdoms 1212AD Models Pack 8
Medieval Kingdoms 1212AD Models Pack 9
Medieval Kingdoms 1212AD Music


Note: This mod currently only supports English unless you also have a translation submod enabled.

Click the below links for more information.

View a more detailed FAQ on the main mod workshop page.

MK1212 Scripts Github[github.com]

MK1212 Development Trello[trello.com]

MK1212 Mechanics Guide
热门讨论 查看全部(176)
1
9 月 29 日 下午 3:24
THE MONGOL CRASH
Greg
2
6 月 30 日 下午 7:33
Are there any AGENTS in Foreign Factions of MOD 1212 AD?
akkauntgewgler
2
3 月 23 日 上午 12:11
1212 AD Holy Roman Empire Mechanics Fix is here!
Tycherious
2,160 条留言
Tycherious  [作者] 7 小时以前 
@Kubson There are more, you just need to press a button.
Tycherious  [作者] 7 小时以前 
@ProT StiTcH There's a guide out which goes over things like that, otherwise reach out on discord with screenshots of your issue if you'd like help.
Tycherious  [作者] 7 小时以前 
@Mathis Chwalebny Are you using submods?
Tycherious  [作者] 7 小时以前 
@William No, it doesnt.
Kubson 11 月 29 日 上午 3:33 
why there is only 6 slots for buildings? i remember there used to be about 10 slots? am i missing something?
ProT StiTcH 11 月 27 日 下午 1:25 
Thanks in advance for your great work on this Medieval 3 xD, I have a problem with the Almohad Caliphate, the armies don't replenish themselves. They have a retinue that reduces army replenishment by 200% (with all armies). I have all the necessary population and there's no way to get rid of it. Could someone give me an idea?
Mathis Chwalebny 11 月 17 日 上午 7:07 
Hello, am I the only one encountering entire armies of crossbowmen or archers? For example, in one campaign I end up at war with the Kingdom of Hungary, and it has an army with 15 units of crossbowmen and 4 horse archers. I also apologize if this has already been asked
Bigmini10 11 月 16 日 上午 4:52 
i am playing as byzantium 50 turns in and i am having a bug where some buildings in certain provinces dont give public order. For Example my orthodox basilica in constaninople should give +6 public order but it gives 0. Can someone help?
zealock 10 月 31 日 下午 12:59 
when i launch the game only with these mods it crashes on start up menu any reason why? im on linux fedora
BALDYguard 10 月 30 日 上午 9:58 
@mike schmitt :) same