![]() Factions start off with realistic borders instead. A very well balanced campaign, every faction is harder to play compared with vanilla. An incredible reworking of Bigmap with many more settlements added many map fixes plus better map textures. New campaign AI and battle AI which delivers new level of challenge to the players at every difficulty. Settlement growth slowed and income reduced to make the campaign more challenging. Garrison scripts for AI controlled factions. Many new and intriguing features have been added to the Grand Campaign (Retrofit mod). In KGCM every single turn is equal to 6 months. 8 new factions from Kingdoms have been added to the Grand Campaign including playable Mongols and Aztecs. ![]() KCGM delivers every single unit that Kingdoms expansion has. Many M2TW players don't want everything to be changed, they simply want all the Kingdoms factions and units added to the Grand Campaign. So whilst it is not the best mod for M2TW in terms of adding new content, it is a highly enjoyable mod and a good place for people to start who are just getting into using mods for the first time. A combination of keeping to the vanilla style and expanding it all onto an epic size map gives a feeling like "the M2TW that vanilla could have been". This mod is more of an expansion of the Grand Campaign and not a mod that offers entirely new factions/skins/units etc. Kingdoms Grand Campaign Mod is a mod that continues the work done by CA and does not change the style. A lot of hard work has gone into this mod and from the feedback he got in his official TWC mod forum he knows it has been worth it for everyone. This is the medieval experience many players wanted vanilla to be and this is what the developer had given them. And now it has taken CA's fantastic game M2TW to a whole new level. More factions were added, more improvements were made to it all the time. And the mod just grew and grew from there. ![]() The mod proved to be a success with many TWC members enjoying it. He had no previous experince of modding so had to learn most of this stuff from scratch, he was a quick learner and a Medieval 2 enthusiast. It was at first simply only a mod that added KOJ and Antioch to the Grand Campaign using the bigmap. Dave Scarface started working on KGCM back in the summer of 2007.
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