SSTC+RAJ Version: Install SSTC + RAJ, then Templar Minimod as
described below (from Step 3, of course). Download the patch at the end
of this post and extract it into the Medieval2 Total
War\mods\Stainless_Steel_6\data folder, overwriting all files.
Installation Instructions
1. Install Stainless Steel 6.1 clean, without any additonal options ticked during installation.
2. Install Point Blank's Real Recruitment, version RR for SS 6.1, found here: http://www.twcenter.net/forums/showthread.php?t=162997
3. Download Knights Templar minimod, and extract it into Medieval2
Total War\mods\Stainless_Steel_6\data folder, overwriting all files.
4. Report all errors, suggestions and thoughts here.
5. Enjoy playing!
6. Miscellanious.
7. of Nine.
Screenshots
Spoiler Alert, click show to read:
Upgraded Voulgiers awaiting enemy charge
Dismounted Knights of St.Lazarus, just looking cool
Templar Sergeants in their typical macho pose
Order Heavy Spearmen are proud of their enlarged pe..., I mean spears
Pikemen, puting the Order Heavy Spearmen from previous pic to shame
Rhodes Palace Guard, guarding a grassy mound
Dismounted Hospitallers, looking for someone to put in hospital
Dismounted Templars... just... freaking Templars!
Fully upgraded freaking Templars!
Holy Sepulcher Knights. Old geezers with big boys' toys.
Solomon's Temple Guard. Don't mess with a golden armoured guy wielding a poleaxe.
Armenian Archers. Pah... filthy peasants.
Upgraded Templar Crossbowmen, sniping some Sicilians.
Lancers of St.John, with their colorful candy sticks.
Hospitaller Knights looking busy.
Templar Confanoniers zeroing in to nothing.
Templar Praeceptors showing off their pimped hammers.
Templar Knights. No comment needed.
Knights of St.Lazarus. The Leper knights. They'd better keep those visors down.
Same as above. This time splitting some militia skulls.
The Story of the Mod
Basically, I was not satisfied by the unit roster of a Templar faction
in early era campaign. Most of the units were "stuck" in high-era,
limited to mail/partial plate armour, and it lacked the professional
and better equipped units from the late medieval/renaissance era. As
this game is a game of changing history and what-ifs, I feel that the
guys who established banking system and were outrageously wealthy, if
they survived past 1312., would use the most advanced stuff available.
Use of heavy knights, in heavy mail (at it's peak - 12/13th century)
and reputation of one of the best mounted knights in known world,
justified that notion.
To balance them, and also give them a bit of historical accuracy, I've
increased their units' cost significantly, so they would field lower
numbers, but superior quality, opposed to vast numbers, but somewhat
lower quality of muslim armies.
Besides unit changes, I'm also working on new models & skins, which
should better reflect the armour type, social status of the soldiers,
and generally I'll try to make them feel more like a faction which not
only relied on heavy knights in white surcoats, but also on various
local & european mercenaries, volunteers and levies. My Knights
Templar are not only a Templar faction, but more like a faction
encompassing all christian Outremer, or Crusader States (they still
start with only 1 castle - Tortosa - though, and will have a tough time
in early game).
Changes in the Mod
UNITS:
- Some changed skins and minor adjustments on the models.
- Most of the units have completely new set of weapons, done by me , and also some new shield and helm textures.
- Added new units - Templar Sword Militia, Dismounted & Mounted
St.Lazarus Knights, Rhodes Palace Guard, Solomon's Temple Guard,
Templar Praeceptors, Lancers of St.John.
- Existing units added to Templar roster - Holy Sepulcher Knights, Voulgier, Pikemen, Armenian Archers.
- Almost all other units previously in Templars' roster were changed, i.e. stats adjusted, added armour upgrades etc.
- Deleted Templar Squires and Pisan and Genoese Sailors. Templars and
Jerusalem both have new, low-tier units as militias or early field
soldiers.
GAMEPLAY:
- Changed the recruitment options and availability of Templars' units.
Now all units become available at a proper dates, as per Real
Recruitment rules. Don't expect to see plate armour in 1200.
- Templar's Guilds no longer buildable by Templar faction. All their
units moved to castle buildings. For other factions, they still have to
build chapterhouses to recruit them.
- Swordsmith Guilds give a bit better bonuses, but still not melee upgrade as in vanilla M2TW.
- Also, all Templar sword units now give proper bonuses for building of Swordsmith's Guilds.
- Pilgrims and Pisan/Genoese Sailors removed from mercenaries list.
TEXT:
- Added remarks for historic events which "unlock" new armour, weapons
and units in the Real Recruitment system, so now players know when they
become available.
- Adjusted unit descriptions, and also added JaM's idea for showing the available armour upgrades.
Important Gameplay Notes
Since this mod is based on Point Blank's excellent Real Recruitment mod, all his rules apply.
- First heavy mail Templar units available at late 12th century, all other at cca. 1200.
- Partial plate cca. 1275.
- Full plate cca. 1380.
- Advanced plate cca. 1440.
- New weapon types like halberds, pikes, steel crossbows etc. (but not gunpowder) cca. 1300.
Unit costs and availability is based on RR's unit type system. I suggest you read the first post in his thread for more info.
Some units are recruitable only in certain provinces and after some conditions have been met:
- Rhodes Palace Guard can be recruited only in Rhodos and few provinces around, and only if the Rhodes is captured.
- Solomon's Temple Guard and Holy Sepulcher Knights are available only in Outremer, and after Jerusalem has been liberated.
- Lose Rhodes or Jerusalem, and those units are not available until you recapture them.
Thanks, Credits and stuff
This mod has been done mainly by me, Lord_Calidor, however many other
guys have helped with an idea, suggestions or actual help on modding.
Thnx go to:
Creative Associates & SEGA
TWC forum team
mr. Velimir Vuksic and his Husar magazine
King Kong
Broken Crescent team
Point Blank
Lusted
Quark
Rozanov
Matko
... and all other guys who have participated in discussions in Development thread of this mod.
첫댓글 개인적으로는 기대가 너무 컷던 모드...orz 이 모드의 의의는 몇몇 기병들의 랜스가 변했다는것?(참고로 저는 BC모드류의 스킨을 원했습니다. orz)
삭제된 댓글 입니다.
이 모드의 가치는 '무기'라능... 그렇다능...
오... 메딕같아...
삭제된 댓글 입니다.
그냥 긁어오는 놈한테는 과분한 말씀입니다.;;; 여하튼 감사합니다^^
컥... 기병하나는 맘에드네요,.,, 약간 판타지틱한걸 원했다는..
BC 랑 비교가 안되네요. 스킨은 그냥 붙여넣기 식으로 만든 것 같고... 리얼리스틱한면도 없고 그렇다고 스킨이 삐까번쩍한것도 아니고 =_=. BC 1.1 은 안나오냐 왜~
이거 어떻게 하는거에요?
무기 모냥이 장난 아닌데요ㅋ