I played Stainless Steel 6.3 mod, and I must say it's a great mod. But it also has it's downsides, like huge drop in FPS, occasional ctd's and I aslo felt it's not that good balanced. I would love to start a teutonic campaign for the Order of the German Knights (I have czech version of the game, this is direct translation to Eng, so correct me if the original faction name is different), but I am afraid it would be too easy. I played teutonic campaign before with Litva (N/H), and it was pretty easy, I conquered almost the whole map. But I love the Order units, is there some mod which would make the game more hard but wouln't change the whole game? PS: I don't like playing on VH/VH, because then AI can make a huge stack every turn, so defeating a big army has no point.
Also, on the other hand, all cities and castles are almost undefended. I played Stainless Steel 6.3 mod, and I must say it's a great mod. But it also has it's downsides, like huge drop in FPS, occasional ctd's and I aslo felt it's not that good balanced. I would love to start a teutonic campaign for the Order of the German Knights (I have czech version of the game, this is direct translation to Eng, so correct me if the original faction name is different), but I am afraid it would be too easy.
11 Feb A simple, no fuss guide on installing Stainless Steel and with an up to date version of Steam and Medieval II Total War. 2 Dec Welcome To Tears of Destiny's guide to installing Stainless Steel The intent is to Move the SS folder into medieval 2 total war/mods/. Stainless Steel is a mod for Medieval II: Total War - Kingdoms, created byechuu. Description: A combination of bug fixes, many small mods, better AI and AI armies, more provinces, graphical improvements and many other campaign and battle map changes.
I played teutonic campaign before with Litva (N/H), and it was pretty easy, I conquered almost the whole map. But I love the Order units, is there some mod which would make the game more hard but wouln't change the whole game?
PS: I don't like playing on VH/VH, because then AI can make a huge stack every turn, so defeating a big army has no point. Also, on the other hand, all cities and castles are almost undefended. I have heard that DarthMod makes the game more difficult. Does DarthMod apply to the Kingdoms campaigns? Also, I agree with McJesus (did I say that? ) - I like the Kingdoms Grand Campaign, too.
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Stainless Steel is a mod for Medieval II: Total War - Kingdoms, created. Description: A combination of bug fixes, many small mods, better AI and AI armies, more provinces, graphical improvements and many other campaign and battle map changes. The whole game offers now a much greater challenge! The Campaign: Rebalanced victory conditions.
Rebalanced building bonuses. Guild's HQ's now always offer a faction wide bonus.
Rebalanced existing missions and added more missions. New building, place-able in locations with long rivers. Removed Ireland. Added a new region below Kiev (Ireland is now 2 regions). AI factions tend to stick to their Royal Blood for many generations. Alberi di Famiglia Regal implemented.
New Faction Economy scripts. Knight's Templar & Kingdom of Jerusalem have been combined into Crusader States (with mixed units). Mongols are finally pagan.
1TPY Early Era campaign. Slave faction are now a lot more active - including the ability to use merchants, spies and assassins. New troubadours event. The Campaign Map: Completely new and huge campaign map, covering most of Europe and the beginning of Persia. New ground types and custom climates. Maximum width the engine allows of 510 movement tiles.
Mountains, hills and map outlines are based on satellite data. Work of art coastlines instead of the square 'vanilla' ones.
Maximum amount of almost 200 historically medieval settlements. (A few had to sacrifice historical accuracy for better game balance) Every Region has its own resources, including new valuable resources in the 'outbacks' of the map Resources are now better balanced, a couple of new resources were also added. All resources were moved away from roads, to ensure merchants' peaceful life. AI friendly map, the AIs' armies should no longer get stuck. Narrow mountain passages were widened enough for agents to freely pass, while armies will still get blocked. Missing ports added. Rebels spawning on inaccessible terrain fixed and Rebel ships spawning in small lakes fixed.
Agart's great city & castle models. The Battle Map & Unit Balance: Davide.cool grass mod implemented. Water now looks a whole lot better! Smoother steppes modification by wolfslayer implemented. New war horn sounds by wolfslayer implemented (hand picked by me). Ambient sound files for Muslim temples by wolfslayer implemented. Magus' Crimson Tide implemented (the no-dirt version).
![Stainless Stainless](/uploads/1/2/5/5/125516802/926680332.jpg)
Award winning BAI by Germanicu5. Swagger's Skymod included. Knights Templar units from LordCalidor's KT mod implemented.
BftB units by Caesar Clivus implemented. For God and St. George mods by AWellesley. Lord Condormanius's Mailed Knights. Polish Units by MADTAO included. Rusichi mod units implemented.
Real Recruitment's AoR (Area of Recruitment) system included. RR's system nearly fully integrated. (please refer to RR/RC OCT 30 post for more detailed changes) Traits & Ancillaries: Rebalanced merchant traits for 1TPY. As merchants get older, they lose movement points. Generals are now a lot easier to educate in settlements with schools etc. Faction Leaders can now acquire a set of traits affecting all settlements and generals.
General Changes: Auto border-less mode - ALT+TAB in and out of the game without any loading. New, epic loading screens. New music by Kevin MacLeod, Jon Sayles & Bill Hudak, vanilla MTW2 music was also brought back. (now we have 141 music files + vanilla music, compared to 89 in 6.1 and no vanilla music, that's a hell lot!) New main menu background & splash screen by Y2day. Faction selection crash fixed. All factions accessible in custom battle and hotseat. External campaign chooser - for easy hotseat and CTD reduction.
External launcher application - taking care of things the user would normally do. CBUR with most of its features implemented. Riczu trade carts removed. Parts of Awellesley's 1100AD mod integrated.
SSTC by Chimaeira implemented. Real Horses by Argent Usher implemented. CBUR and Unit Card improvement projects by Agis Tournas implemented. Animations updates. Y2day's faction shields & banners. Proper character aging.
Byzantine and Kievan Rus unit cards by akvilonn. Tax auto-manage should now work properly. Added Patriarchs for Orthodox factions. All factions now have their one-liner pre-battle speeches activated (more speeches for existing factions, and no more mute Norway, Kwarzemian Empire, etc. Generals) Unbelievable amount of fixes, both big and small, too many to mention them all. This mod offers an installer.
Popular files for Medieval II: Total War - Kingdoms Name Type Size Date Total 7 days mod 3871.7 MB 8/28/2017 129.3K 492 mod 2617.3 MB 2/3/2017 12.8K 335 mod 4247.4 MB 261 206 mod 2947.1 MB 149 143 mod 3333.8 MB 154 138 mod 3332.5 MB 4/15/2018 2.3K 138 mod 5252.6 MB 3/19/2017 14.6K 119 mod 777.4 MB 4/2/2017 4.3K 115 mod 21 KB 5/6/2018 1.3K 106 mod 6095.8 MB 7/23/2018 1.1K 93 mod 2777.9 MB 5/6/2018 1.2K 87 mod 1.1 MB 4K 87 mod 109.8 MB 3/19/2018 12.6K 87 mod 1993.4 MB 21K 82 mod 6155.1 MB 11/3/2017 11.4K 71 mod 8481.2 MB 5/29/2017 7.5K 59.