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Unzip mod files into your Kohan II Kings of War/Data directory (default).
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KoW Launcher |
KoW Launcher -
Program by Kohandane that allows you to choose
which mods and AI to use when launching KoW. Be sure to read the
included readme file.
Forum thread.
Updated: 5-29-05
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6+2 |
Author: Niarg |
Mod: Changes Shadow company layout |
Download:
The Awakening |
Added: 11-30-05 |
Description:
Ok, some people have expressed an interest in Shadow having
different company layouts.
In this mod shadow have captain\6xfront\2xflank.
I think on the whole it's a better layout as it allows Shadow subtly
modify a company rather than into one and allow them to use units which
boost the entire company (eg shadelings giving archer foe) much more
efficiently (it will almost be like giving them an extra support slot).
The downside is that it might be hard to get much support in the midgame
when the cost of fielding even a basic company will be quite high.
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Clash of the
Titans |
Author: Arilou Lalee'lay |
Mod: Adds 14+ units including 6 powerful
Titan units |
Download:
The Awakening |
Added: 4-15-05 |
Description:
Clash of the Titans adds 14+ entirely new units to the game. Six
of these units are so called Titans; Powerful (and expensive) end-game
creatures, one for each of the six races. Most of the other units work
best as support companies (For example: Try 1x Beast Company + 1x
Obsipion Company in stead of 2x Beast Company). You have to find out
what works best for you.
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Equal
Balance Mod |
Author: Ashitaka-san[HC] |
Mod: Number of balance tweaks -
description |
Download:
The Awakening |
Added: 5-30-05;
Updated: 6-17-05 v1.2 |
Description:
Major changes include building costs reduced for Humans,
Hillstrider / Harvester regeneration reduced, Tech unit changes, and
Stone Techs for all races have reduced costs associated with them
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Extra Kingdoms |
Author: Niarg |
Mod: More Kingdoms |
Download:
The Awakening |
Added: 12-14-05 |
Description:
Allows for more kingdoms (more than 4v4). Includes
Templates mod for increasing map sizes.
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Flexible
Support Units
Mod |
Author: Sphere |
Mod: See
read me |
Download:
The Awakening |
Added: 11-12-04 |
Description:
A little mod that allows adding of support troops to front and
flank places.
units are otherwise unchanged. not play-balanced, but makes for
interesting what-ifs in designing companies. More info attached in zip
file.
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Handicap Choices for
AI |
Author: Kohandane |
Mod: Adds additional Handicap %'s for AI |
Download:
The Awakening |
Added: 7-3-05 |
Description:
In this mod you can select the following settings which all give
a certain bonus to the AI.
No bonus (= "Normal")
10% bonus
20% bonus
30% bonus (= "Hard")
40% bonus
45% bonus
50% bonus
55% bonus
60% bonus (= "Impossible")
65% bonus
70% bonus
80% bonus
90% bonus
To install:
If you use my KOW Launcher software: Just create a new directory (e.g.
"Flexible Handicaps") under your "User Mods" folder and unzip the
attached file in there. The mod will appear in the list next time you
run the launcher. If you don't use my launcher: Unzip the file to the
KOW data folder (and remember you will have to delete them again to play
MP). In both cases, remember to "Keep directory structure" when
unzipping.
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Kohan Units
Mod |
Author: Mr Mooju the Pogostick |
Mod: New Units, see
read me |
Download:
The Awakening |
Added: 10-7-04 |
Description:
New units for each race: Royal Knights (Human), Tribal Elite (Drauga),
Ancient Guardian (Gauri), Withered Spider (Undead), Void (Shadow),
Firebringer, Elitebringer, and Wanderer (Haroun)
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Mod Balance |
Author: Vincent Poujardieu
(vinz75) |
Mod: Numerous balance tweaks, see
read me |
Download:
The Awakening |
Added: 11-9-04; for updated version see
Mod Balance 1.23 v1 below |
Description:
Mod was created address the following balance issues:
*Human econ is too weak
*Haroun archers are weak too
*Nationalists bonuses were too weak
*Kohan and support archer don't deal enough damage
*properties such as 'armored', 'agile' and 'swift' needed some tweaks to
boost light inf, heavy cav, archers, and to nerf siege and heavy inf.
*some tweaks are done to 'column mode', forts and two spells
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Mod Balance
1.23 v1 |
Author: Vincent Poujardieu
(vinz75) |
Mod: Numerous balance tweaks, see
read me |
Download:
The Awakening |
Added: 6-28-05 |
Description:
* 2 new support unit for each faction - stock AI's will use them
!
* healing is much slower - losing a battle will hurt more, but winning
will be as rewarding
* control radius is bigger - troops will engage if a fight is nearby
* light infantry is better (and entrench faster) - now a valid option
for early game
* entrenchement and charge will give bigger bonus - combined with the
two lines above defense will be more efficient
* column mode gives bigger fighting penalty
* Haroun windrider are better - especialy in close combat
* Tech units are now worth buying.
* Tech upgrades are cheaper - depends on efficiency
* Human econ is better
* Haroun trees regenerate slowerThe game is more strategic,
reinforcements are key since rotating troops is less efficient, some
planning is needed before any attack is launched. Enjoy !
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Monsters Mod |
Author: Wanderer20 |
Mod: Adds monsters as troops -
description |
Download:
The Awakening
(combined the 2 files from the official forum) |
Added: 5-30-05 |
Description:
The purpose of this mod -that doesn't' modify any game statistic-
is to see on the battlefield those poor critters we usually slaughter
for a handful of doll...gold! No more will someone consider the Rhaksha
or the Slaanri as nuisances, but as troops to win a battle with (though
I have still some doubts about the Rhaksha...)!
For the nostalgic (like me!!) we added some old entries from KIS and KAG
who didn't appear yet in KoW, like the Conjuror and the Shadow Priest.
To use this mod, unzip the files in the C:\Program Files\TimeGate
Studios\Kohan II Kings of War directory and call it "Data".
The Monsters mod works with the 1.2.3 patch.
It was created with the idea not to create uber units or fix the
gameplay (who doesn't need a fixing), but to add variety.
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Remove Hotkeys |
Author: Niarg |
Mod: Removes hotkey numbers when recruiting
(helps prevent accidentally creating forces when trying to select
hot-keyed units while in recruitment screen) |
Download:
The Awakening |
Added: 11-23-06 |
Description:
The hotkeys are stored in the localization/hotkeys folder. The
hotkeys_favorites.txt stores the hotkeys for recruiting with the number
keys so if you replace it with a dummy file pressing a number key when
in the recruit screen will just exit the recruit menu. It also won't
affect online play.
Installation:
To replace the file just download the attachment and put it into
my documents/kohan2/data
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Templates |
Author: Extracted from Ashitaka-san[HC] &
Kohandane's work |
Mod: Adds larger map sizes |
Download:
The Awakening |
Added: 7-15-05 |
Description:
This mod will add larger map sizes than were previously available
(832 & 896)
Installation:
1. In your
C:\Documents and Settings\<User Name>\My Documents\Kohan2\data\
folder, create a new folder called templates if one does not exist.
Name it exactly like that, templates.
2. Unzip the
template_rmc_k2.tgi file into the templates folder.
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Templates,
for Making Larger Maps |
Author: Niarg |
Mod: Adds larger map sizes |
Download:
The Awakening |
Added: 7-22-06 |
Description:
This mod will add larger map sizes than were previously available
(832 & 896) to the editor for making your own non-random maps.
Installation:
Unzip into your
C:\Documents and Settings\<User Name>\My Documents\Kohan2\data\ folder
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User AI Only |
Author: Niarg |
Mod: Removes Standard AI |
Download:
The Awakening |
Added: 7-22-06 |
Description:
I know that a while back some people wanted to be able to play
using only the ais that the community had made and not TGs ais. Here's a
mod that means that you don't have to extract the entire rwd file to
nullify the standard ais.Installation:
Unzip into your
C:\Documents and Settings\<User Name>\My Documents\Kohan2\data\ folder
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