
- #Stainless steel 6.4 unable to locate kingdoms.exe how to#
- #Stainless steel 6.4 unable to locate kingdoms.exe mod#
- #Stainless steel 6.4 unable to locate kingdoms.exe manual#
- #Stainless steel 6.4 unable to locate kingdoms.exe mods#
- #Stainless steel 6.4 unable to locate kingdoms.exe code#
#Stainless steel 6.4 unable to locate kingdoms.exe code#
Installer MethodFor some reason a code by Meloo182 that automates the above procedure has been lingering in the depth of the Stainless Steel forum. Proceed and rename it to kingdoms, press return once you are finished. This will create a file named 'medieval2 - Copy' - now select\highlight this file and press F2, this will allow you to change the name of the file.
#Stainless steel 6.4 unable to locate kingdoms.exe manual#
Manual MethodThe tried and tested method for a long time now:
#Stainless steel 6.4 unable to locate kingdoms.exe how to#
Here is the step by step way how to do it:
#Stainless steel 6.4 unable to locate kingdoms.exe mod#
ImplementationAll of the above aren't really necessary unless the method described below doesn't work at all (it's a long story why that may happen and cannot be fixed), in fact a one time copy\rename action will make nearly every mod playable from it's desktop shortcut. Using the Steam launcher option the old RTW command line style way.Creating new desktop short cuts via the launcher.Renaming the mod's folder to one of the original kingdom campaigns, eg crusades.
#Stainless steel 6.4 unable to locate kingdoms.exe mods#
Proper character aging.IntroductionIt would appear that three rather cumbersome methods are widely used to make mods Steam compatible:.CBUR and Unit Card improvement projects by Agis Tournas implemented.Real Horses by Argent Usher implemented.Parts of Awellesley's 1100AD mod integrated.CBUR with most of its features implemented.External launcher application - taking care of things the user would normally do.External campaign chooser - for easy hotseat and CTD reduction.All factions accessible in custom battle and hotseat.New main menu background & splash screen by Y2day.(now we have 141 music files + vanilla music, compared to 89 in 6.1 and no vanilla music, that's a hell lot!) New music by Kevin MacLeod, Jon Sayles & Bill Hudak, vanilla MTW2 music was also brought back.Auto border-less mode - ALT+TAB in and out of the game without any loading.Faction Leaders can now acquire a set of traits affecting all settlements and generals.Generals are now a lot easier to educate in settlements with schools etc.As merchants get older, they lose movement points.(please refer to RR/RC OCT 30 post for more detailed changes) Traits & Ancillaries: Real Recruitment's AoR (Area of Recruitment) system included.BftB units by Caesar Clivus implemented.Knights Templar units from Lord_Calidor's KT mod implemented.Magus' Crimson Tide implemented (the no-dirt version).Ambient sound files for Muslim temples by wolfslayer implemented.New war horn sounds by wolfslayer implemented (hand picked by me).Smoother steppes modification by wolfslayer implemented.Rebels spawning on inaccessible terrain fixed and Rebel ships spawning in small lakes fixed.Narrow mountain passages were widened enough for agents to freely pass, while armies will still get blocked.AI friendly map, the AIs' armies should no longer get stuck.All resources were moved away from roads, to ensure merchants' peaceful life.Resources are now better balanced, a couple of new resources were also added.Every Region has its own resources, including new valuable resources in the 'outbacks' of the map.(A few had to sacrifice historical accuracy for better game balance) Maximum amount of almost 200 historically medieval settlements.

