Total War: ATTILA

Total War: ATTILA

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Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha
 
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Tags: Mod, Overhaul
File Size
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774.592 MB
Jul 2, 2018 @ 12:40am
Dec 11, 2019 @ 9:03pm
23 Change Notes ( view )

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Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha

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In 1 collection by The_Yogi
Medieval Kingdoms Total War 1212
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Description
MK1212 Campaign Open Alpha:
It's been over 5 years in the making across 2 games, but the Medieval Kingdoms 1212 campaign is finally available to all! Our Open Alpha phase starts today. The campaign as it stands is obviously in an incomplete state, missing technologies, naval units, and mercenaries, though we have plans to add much content in the near future. It currently includes 57 playable factions and various scripted mechanics, such as population and a pope system. The campaign release is also accompanied by a great deal of new content in the form of new factions and units, as well as revamped rosters for preexisting factions.

Campaign Features:

57 playable campaign factions.
Completely custom building chains.
Single region provinces, where every region on the map has 6 slots.
Over 4,000 beautifully modeled and period-accurate units (Note that only Tier 1 units are available until the remaining technologies are implemented).
Optional music mod.
Optional UI sound effect replacement mod.


Scripted 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.
Crusades (Currently only the 5th Crusade): 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.
Dynamic Faction Ranks: Any faction in the campaign can grow from a county to an empire.
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.
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.
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.

What's Missing?:

College of Cardinals: Papal elections
Holy Roman Empire System: Will be released in the near future.
Mercenaries: A few factional mercenaries are implemented but the rest will be implemented in the near future.
Naval Battles: These are still W.I.P. as they utilize custom ship models, but show promising signs so far.
Post-5th Crusade Crusades: The Crusades mechanic will eventually be expanded upon to include new events and crusades after the 5th crusade.
Republic Mechanics: Political and trade mechanics are planned for the Italian merchant republics.
Technology trees (currently only partially implemented): Once complete these will unlock T2 and T3 units for play in the campaign.

Campaign FAQ:

Q: Are any DLCs or other mods required?

A: No DLCs are required, but to properly play the campaign you will require Model packs 1-6, and the Script pack. All of these are listed as required items in the base pack's workshop page. If you so choose, you can also use the optional music mod, located here. Lastly, there is a UI sound replacement mod, but due to the nature of its implementation it cannot be uploaded to the workshop. Simply download the .pack file from ModDB and place it in your Total War Attila/data folder and it will automatically load in when you launch the game (does not appear in the mod manager). To disable its use just move it somewhere else or delete it.

Q: Why are there no medieval buildings yet?

A: Our efforts so far have been focused on designing the campaign and fleshing out unit rosters. Once these tasks are done, the focus will shift to battle maps and campaign map settlement models.

Q: Can the campaign map be modified to add new regions? And why are some regions not in the right place?

A: As there are no official campaign map modding tools aside from Terry (which mostly does cosmetic changes), campaign map editing is next to impossible until methods of doing so are discovered.

Q: Are you looking for any help with the mod?

A: We are currently looking for anyone who can do 2D art for the UI, as well as building modelers and anyone with experience in battle map editing for Total War titles.

Q: Are there plans for another start date?

A: Yes, we plan to eventually create a 1337 start date but only after we deem the 1212 start date to be complete enough to warrant its development. The silver lining is that once we do start work on it, it should come a lot easier and quicker than the 1212 start date.

Q: When will mercenaries, naval units, etc. be added?

A: When they're ready.

Q: The Campaign Faction Selection are broken! It only have 1 row under "Balticum et Ruthenia"!
Subscribe to Medieval Kingdoms 1212 Scripts and activate it.



======== ASSETS USAGE AND PERMISSION POLICY=========
1. This mod contains both original works made by the team, and Open Source Project (OSP) models.
2. All Original assets, including but not limited to models, textures, 2D images, scripts, that are part of any pack uploaded by the MKTW 1212 team are provided for the exclusive use of the MKTW 1212 mod
3.Any other use must require explicit permission from the modding team itself and without any commercial benefit, whether through the resale of such content or through required donations from third parties.
4.Open source project models have all been provided to the MKTW 1212 under specific conditions by their authors.
5.Any use of Open Source Product Models or derivatives is permissible, as long as their use does not come with monetary profit, is not expressly forbidden by the original creator and does not violate the conditions that the MKTW 1212 team is bound to for the use of these OSP models.

========================================================


Our ModDB Page:
https://www.moddb.com/mods/medieval-kingdoms-total-war-attila-version

Our Total War Center Subforum:
http://www.twcenter.net/forums/forumdisplay.php?1767-Medieval-Kingdoms-Total-War-(MKTW)

Our Discord Channel:
https://discord.gg/ejQUD8N

Our Steam Group:
https://steamcommunity.com/groups/MTWK1212AD

Our Trello
https://trello.com/b/y1W4DIM8/medieval-kingdoms-1212-ad-development
Popular Discussions View All (116)
33
Mar 24 @ 2:16pm
Passive and non aggressive AI?
Sleep
187
12 hours ago
PINNED: Bug Reports
The_Yogi
2
Mar 17 @ 12:16pm
Playing as Muslim faction...
Varmyr
< >
2,867 Comments
MohSy 2 hours ago 
I'm surprised the Seljuks, Ayyubids, and Abbasids haven't even been addressed yet about their completion timeline.
RuskieBusiness 6 hours ago 
@twilightgraphix15
None of the factions have their intended features, some just have a few more events and units then others
twilightgraphix15 6 hours ago 
what is a good faction to play as is while i await the HRE system or the republic mechanics. one that has almost of its intended features
y.emre81 12 hours ago 
basse pack campaing alfa kurdum ama hata veriyor oyuna girmiyor
AlexDv97 13 hours ago 
Aragon will be revamped, they're already done actually according to trello.
BlissDefiler Mar 28 @ 4:52pm 
Why doesn't aragon get archers when there's nothing special about their "heavy infantry," which is supposed to be the trade off for not having archers? And when is some navy going to be included - who cares if they can't include real time naval battles (barely anyone fights those anyways) just put some unit cards on some Attila naval units and let us have navies.
The guard captain Mar 28 @ 2:06pm 
strange now I cannot see it anymore
The guard captain Mar 28 @ 2:02pm 
hey late campaign is out but why does it have the visigoths and ostrogoths and why does it say purchase campaign
fercantosprieto Mar 27 @ 8:22pm 
Hi, first of all thank you for this amazing and impressive mod (game?). Just a question and a suggestion:

Q: How does the Pope/Crusades system work?
S: Revisit the location of some cities: Valencia is on the coast and Granada is surronded by mountains. I am trying to do a Reconquista and this kind of pulls me out of the game when playing there.

But congratulations, and thanks for this Medieval III gift!
Ignaeon Mar 27 @ 4:12pm 
Sorry if this was asked before, there are a LOT of pages for this comment section, but is there a single global variable I can change somewhere in the mod to alter population growth? Mod added population, that is.