Downloaded 4.0, used darthmod AI at first now using real combat, removed the supply system from byrg's traits and I may have changed some other things but I can't remember right now.
Anyway I'm just posting this to say I've never been more hooked on a campaign in medieval 2, am very addicted and well into the game as england, the year is around 1340, diplomacy in the game and campaign AI is very good, no trouble getting ceasefires, (think I even had a vassal at one point)there are varied responses to my offers depending on my reputation, there are several lasting power blocks that have formed and lasted for a while, such as myself and the HRE, we are at war with the french and Milan, there is also portugal and spain, and another alliance between poland and hungary. HRE would have been wiped out ages ago but as I am the superpower I'm maintaining the germans.
The only minor fault to note here is that it seems most have a "despicable" "dubious" or "untrustworthy" reputation, Edit - oh there are a bunch of regions with inaccessible resources, and roads which you build but don't appear. Everyone also needs more movement points.
As I have tried both real combat and darthmod I would say there isin't much difference, darthmod combat lasts longer, as real combat gives lower morale (I think), which makes the battles a bit shorter but more difficult, what I like about this (real combat)is that you can really see the difference between the quality of the troops types, levies will rout but your more professional knights will continue to fight on.
In both mods the AI does make flanking manoeuvres, but there are issues in both mods with phalanxes (pikemen and volgue militia in the case of the french) not fighting back properly, in the field and in a seige. For the rest of the infantry, excluding phalanx units, there seem to be issues with them marching past my troops, not fighting back, this happens a lot in seige battles and sometimes in the field. I always seem to massacare phalanxes because they just don't fight back properly, they also tend to run away in the middle of a fight.
Finally I would like to suggest reducing the chances of thieves guilds being offered, especially if you have one already, and increase the odds of other guilds being offered, I would give examples but...I would basically like to see any other guild in an AI settlement as oppose to a theives guild, then again there have been a bunch of hospitallar and swordsmith guilds, but not enough variation!
Overall I am thoroughly enjoying this mod, more so than any other mod, thanks King Kong, I havn't had one CTD. Anyone else well into a campaign with anything interesting to report?