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Lusted
12-18-2006, 18:22
As the other thread got a bit long, i decided to open a new one for this.


Lands to Conquer v1.21

https://img80.imageshack.us/img80/96/ltc1qi2.th.jpg (https://img80.imageshack.us/my.php?image=ltc1qi2.jpg)https://img299.imageshack.us/img299/8896/ltc2tj9.th.jpg (https://img299.imageshack.us/my.php?image=ltc2tj9.jpg)https://img299.imageshack.us/img299/4472/ltc3kg5.th.jpg (https://img299.imageshack.us/my.php?image=ltc3kg5.jpg)

Download links
http://files.filefront.com/Lands_To_Conquer_v121exe/;6378157;;/fileinfo.html
http://www.megaupload.com/?d=DO3MNMEV

1.2 save games are compatible with 1.21

To install the mod simply point the installed to your Medieval II Total War installation, which by default is installed to:

C:\Program Files\SEGA\Medieval II Total War

It is recommended you install Medieval II Total War Update 1 Patch before instaling LTC 1.21. This will make your gaming experience much better.

Once installed you should use the new Lands to Conquer desktop shortcut to run the game.

The changes Lands to Conquer 1.21 makes to Medieval II Total War are listed below:

1.21
-rebalanced cavalry due to changes made in M2TW 1.1
-added back in missing units from tech tree
-effects of corruption and farm income balanced more
-increase kings purse for HRE, Hungary, Poland

1.2
-added script to make sure ai doesn't run low on cash so it provides a challenge throughout the campaign
-pirate and rebel spawn rates reduced
(following changes made by lawngnome)
-Construction times tweaked (some raised, some lowered)
-Construction costs raised
-Mining income raised
-Unit replenishment rates reduced across the board (especially nobles)
-Fortresses can now recruit 4 units at a time, Citadels 5.
-City growth reduced across the board.
-New minimums for upgrading cities: town/wooden castle - 1k; large
town/castle - 5k; city/fortress - 12.5k; large city/citadel -
30k; huge city - 60k
-Squalor's effect on growth increased slightly
-Squalor's effect on public order reduced greatly
-Religious unrest increased
-Distance from capital penalty increased
-Corruption greatly increased (+law buildings are your best friend)
-Population growth from farms increased
-Income from farms decreased
-Population growth from trade increased
-Income from trade increased
-Many units and all agents now receive XP levels from higher
recruitment buildings
-Castles and Walls no longer enable unit recruitment by themselves
(foot knights moved to barracks)
-Several buildings' effects on law/happiness/growth tweaked.
-Several buildings now have additional effects
-The "Library" buildings now grant XP to faction-specific unit types
(unique N. Europe building)
-Several units moved to new recruitment buildings (all Janissaries in
Military Academy)
-A few buildings now have prerequisites
-City/Castle roles are stressed more
-Many other tweaks to influence slow growth and make maintaining a large empire harder.

1.1
-cannon elephants removed from the campaign
-date of Mongol and Timurid invasions now varies more, there is a larger period of time over which both could happen
-Dismounted Broken Lances, Mongol Dismounted Archers, Mongol and Timurid Dismounted Heavy Archers, Mongol Dismounted Light Lancers, Mongol and Timurid Heavy Lancers now available in the campaign
-new loading screens and splash screen
-increased cost of musketeers

1.0
-all factions playable in campaign(except Timurids, Mongols, Papacy, Aztecs)
-new victory conditions for all factions
-improved campaign ai courtesy of Shaba Wangy
-Merchants now make more money
-Assassins are now more powerful
-1 year per turn in campaign, with year shown and building construction times changed to reflect this
-starting money tweaked for all factions, and kings purse increased for all factions
-agent and fleet movement increased
-English Armoured Sergeants, HRE Dismounted Gothic Knights, and Venetian Dismounted Broken Lances now available in the campaign
-ai unit recruitment priorities tweaked for some factions
-increased cost of all cavalry units by 200 florins to balance things out, and increased upkeep for elite cavalry units.
-increased cost of artillery in campaign a lot to stop ai from building lots of it
-workaround for units with 2 handed bug, they now fight in melee and against cavalry
-rebalancing of stats in line with this
-Byzantine Infantry, Varangian Guard and Kataphraktoi made more powerful to make the Byzantines better
-Crusader units available in custom battle for catholic factions
-billmen made more powerful
-artillery have longer range
-units armed with longbow have longer range and slightly increased damage
-Venetian Archer And Venetian Heavy Infantry armour upgrade fix(in vanilla M2Tw the armour upgrades are the wrong way round, i've fixed it)
-peasants stats reduced.

Herodias
12-18-2006, 22:03
I don't see the videos of special actions (like the spies missions) when i start a game with your mod. I don't see that in the change list, so is it intended, and if yes, how could i reverse it to normal, so i can see them as usual?

Thanks.

Lusted
12-19-2006, 00:33
It's a side effect of using the mod switch feature. If you want to use the spy and assassin movies, copy the fmv folder from Medieval II Total War\data to Medieval II Total War\landstoconquer\data.

Herodias
12-19-2006, 03:39
Ok, thank you very much, and keep up the good work: this mod is great! :2thumbsup:

Rothe
12-19-2006, 08:15
Few comments:

First of all, I like the mod idea a lot. So far my english campaign has been fun, but alas I started with M campaign difficulty and it seems too easy (not your fault...).

How are your changes different between camp. difficulty levels? It seems AI factions have some more income, but is this differing at H and VH?

Also, with the tweaked growth rates, is it even possible to reach huge city size in all settlements (not assuming any high chivalry generals etc.)? I am still in the 12th century though, but this is just guestimating from the growth I see now.

I asked this before in the 1.2 thread, but are heavy billmen really so strong as their stats look like (I mean in game)? If they use the same animation as vanilla billmen, the stat difference is huge (5 vs. 10+ attack, cannot remember exact numbers). I suppose the stats may be misleading, as the animation seems to affect things more.

Lusted
12-21-2006, 13:29
Billmen are much more effective than their stats show, i've given them a new animation that makes them much more effective in combat.

And yes the money and population growth side of things needs to be tweaked for future versions.