The Confederation of Luruar VS Many-Arrows - Faerun: Total War 0.3 Forgotten Realms:Total War-Update
This is another similar video to those two videos that I uploaded three months ago, but now I'm using an updated version of the mod (V.0.3) with custom mounts/horses only and all the vanilla (original Medieval 2) mounts/horses have been replaced for the factions and the generic original vanilla Medieval 2 captains/generals have replaced with suitable models as well. In custom battles the captains are always leading the army, and they're the officers over groups of troops or armies whenever the army doesn't have a leader, heir, family member or general leading it. The model for the general is different for everyone but Thay and Calimshan for now - Calimshan is actually using the general for both roles at the moment as I haven't implemented the model I'm gonna use for the captain yet, and Thay (The Thayan Nation) is using a placeholder general for the same reason.
I've actually remade all the cards for the Elves of Cormanthyr and the Kingdom of Aglarond using the pictures at MODDB.com that Wizard of Turnish/Vladyviid uploaded there- this included both the unit cards and the unit_info cards - for the Kingdom of Damara only the unit_info cards had been previewed which I've also remade using the picture there, but the actual unit cards will have to be made from scratch - I've made about 5 cards right now and their roster is huge - they have more units than the cards show.
So the last three to four days I've remade unit cards, replaced the vanilla mounts and generals/captains for the custom battles and I've managed to even fix a gamebreaking issue in the game, - while adding custom mounts 3 new mounts were coded into the mod - the Calimshan Light Horse, the Calimshan Medium Horse and the Shadovar Light Horse - these are in addition to all the custom mounts coded in by WarcrafHero back in 2020 for Aglarond, Cormanthyr, Damara and the Rashemen (this included light horses, medium horses (they're different for the Elves, so there are human ones and Elven ones- Aglarond also have a unique human one while most other humans share, the exception being Unther), there were one heavy cataphract horse for Aglarond, one Griffon, Cormanthyr got white Unicorns and a unique horse with cool gear and horns, the Rashemen have small ponies with a vastly different style than vanilla, Damara is a crusader-styled faction with the biggest number of heavy horse cavalry - they're unique looking and some are based on marka horses, while other's are entirely unique - at least five different custom horses for Damara, and then I implemented some - Calimshan has a Cataphract bodyguard similar to the Sassanids/Persia in real life, Calimshan also has a different one for their heavy horse archers, and they have unique medium mounts not shared with the other humans, and finally the Thayan Nation have their own unique light horse, medium horse, heavy horse for the human units, while currently having two monster mounts - the heavy black Champions of Cyrric undead mount with super heavy armor, and the Black Unicorns - they do also have unimplemented stuff like skeleton mounts, Centaurs, Hill Giants and Griffons.
Alright, so there are a lot of new stuff implemented, and a lot of new stuff outside of the mod - creating cards for every unit will be the boring part. So I remade this battle because of the fixes to the mounts and the vanilla generals/captains.
As for the gamebreaking crash to desktop? Yes, the Serpent Guard of the Magocracy of Unther crashed in battle whenever it was ordered to attack in Phalanx formation, because the unit is using a spear animation in the BMMDB-file while using the "phalanx"-formation in the EDU-file - this means an instant crash, because the "phalanx"-formation will require the unit to always use the pike-animation in the BMMDB-file - or it will crash. Using the pike-animation is a bad-idea though as it messes up the shields badly in battle. Instead I solved the issue by keeping the current spear-animation in the BMMDB-file and replacing the "phalanx"-formation in the EDU (export_descr_unit)-file with the shield_wall formation.
That solved the issue and the unit looked fine while not crashing anymore! I had like 7 or so crashes immediately in any battle with the unit and at first blamed the wizards until I narrowed down the cause.
I'm not commenting on Faerun (Forgotten Realms) Total War while letting the AI fight itself in a custom battle, the contenders being the Confederation of Luruar and the Kingdom of Many-Arrows - the Kingdom of Many-Arrows is the only Orcish faction in the mod, whiile Luruar is a Human Confederation with Elves too.
So this is a mod for the PC-game Medieval 2: Total War: Kingdoms but it's only been released in alpha-state with a campaign and 12 playable factions, Mounts by Assurbanippal.
Main mod-leader is Vladyviid/Wizard of Turnish, who made the models for these two factions. Mounts by Assurbanippal.
Download-link to 0.2:
https://www.moddb.com/mods/faernforgotten-realmstotal-war-mod
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