![medieval kingdoms total war attila medieval kingdoms total war attila](https://img-9gag-fun.9cache.com/photo/a1QqDVP_460s.jpg)
It's simply not the same as what we are doing. In terms of gameplay they are just like Attila or AoC.
#MEDIEVAL KINGDOMS TOTAL WAR ATTILA MODS#
Those mods are ultimately glorified texture swaps. But what about other mods that have a campaign mode like 1295 or others?Ī. He took modded buildings and called them vanilla names, regardless of how functional it is. I've played sieges where the siege towers can't reach the wall or buildings are just bugged. Second despite how nice those screenshots look, 1220 AD is actually rather buggy with it's cities.
#MEDIEVAL KINGDOMS TOTAL WAR ATTILA MOD#
He has permission to use our stuff for his mod but otherwise he does his own thing. First off we parted ways in terms of collaboration months ago. 1220 AD has a campaign mode and custom cities already? If it's such a lengthy thing to put together, how come that mod got it done much quicker? Don't you work with the guys from that?Ī. As of me typing this we've made a ton of progress and despite the relative lack of previews we are hard at work behind the scenes. Yes, we do have a campaign mode in the works. Those were done by a modder who does submods that we have parted ways with. Q.What about the custom buildings that were seen last time. Yes we will have all of those in due time. Are there going to be custom cities, custom ships, trebuchets etc?Ī. The Almohads reflect this approach well for example. Also we tend to change the look to fit a later faction that was in the region. It's been tricky but in general we try and keep the equipment accurate to aforementioned tiers with plausible and grounded looks for what the faction would look like. How does that work for factions that didn't survive the 1200s like Toulouse or the Latin Empire?Ī. However in the interest of making mid and late game interesting we have 3 tiers and each tier represents a certain century. The starting year for the campaign mode is 1212 AD. I often see guys with plate armor and there's all this talk about "tiers." I thought this mod was set in 1212 AD?Ī. Obviously if someone makes a compelling argument we take it into consideration but it's still our call at the end of the day. Often times the more popular or biased perspective simply isn't grounded in fact. We try to balance realism, accuracy and artistic license. We put a lot of research into our faction rosters. How come _ faction doesn't have _ unit? Or has _ equipment?Ī. We have a Q&A below that should address most questions people might be having. Now, there's a lot of other points to address, whether you've just heard of us or are long time fans. The Steam link is broken, instead use the Steam link that GeneralL posted. Naval units taken out temporarily while we tweak the balancing and get internal builds stable. Kievan Rus changed to Grand Knyazate of Kiev Second Bulgarian Tsardom changed to Tsardom of Bulgaria Silesia and Pomerania combined with Lesser PolandĪrmenian Cilicia changed to Kingdom of CiliciaĬuman Khanate changed to Cuman-Kipchak Confederacy We need people to playtest the changes and give us feedback!īavaria, Brabant, Saxony and Austria all combined with HRE
![medieval kingdoms total war attila medieval kingdoms total war attila](https://i.redd.it/ynelwu29i2l21.jpg)
New Special units: Hussite War Wagons, Tents and Carroccio Wagonīalancing Overhaul in progress.
![medieval kingdoms total war attila medieval kingdoms total war attila](https://forum.kingdomcomerpg.com/uploads/default/original/3X/7/8/782114d15747233c1e1a8146845ab6fa56e2a7ed.jpg)
Hey everyone! We have a brand new build for you all! It's the first version that can be played entirely on workshop! Here is the changelog as well as a slight reposting of the FAQ with some noteworthy additions so do take a look.,Ĭuman-Kipchak Confederacy(Tier 2 and 3 added)