![]() ![]() In the spoiler below there is a list of all the added missing units for each faction and were to recruit them as well as other recruitment changes: It wasn't my main focus though, as i wanted to fix the missing unit problem first and foremost, and i might left behind something in this regard. I also tried to fix some weird recruitment stuff that, to me, seemed like straight up mistakes, like centerpiece units of some factions being lost when upgrading the relative recruitment building (Norman Knights for Sicily being available from Baron Stables only is an example). In doing so i tried to stick as closely as possible to how the creator of KGCM originally designed the unit recruitment, using the vanilla recruitment sheet for reference everytime i needed it. What i did was trying to add all this units back in. ![]() In some cases there are some early or militia type units missing, in other cases there are some factions that lost good chunk of their original roster (hre, france, byzantium and sicily are the worst offenders here). While i love KGCM it also has some flaws, mainly in the unit recruitment pool, in the form of missing units from the Vanilla game. KGCM is one of my favourites mod for Medieval 2 and i'm happy that now is really easy to install for everyone. ![]() Firstly i wanted to thank for the awesome work he did in bringing this mod to Steam. ![]()
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