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.
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.