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View Full Version : Lands to Conquer v2.2



Lusted
04-08-2007, 18:15
You must have the leaked unofficial Update 2 patch for Medieval II Total War in order to install LTC 2.2.


https://img223.imageshack.us/img223/8247/ltcjj9.jpg

https://img156.imageshack.us/img156/651/loadingscreen5ld3.th.jpg (https://img156.imageshack.us/my.php?image=loadingscreen5ld3.jpg)https://img337.imageshack.us/img337/2021/loadingscreen7gr8.th.jpg (https://img337.imageshack.us/my.php?image=loadingscreen7gr8.jpg)https://img172.imageshack.us/img172/6915/loadingscreen8iv6.th.jpg (https://img172.imageshack.us/my.php?image=loadingscreen8iv6.jpg)

Download Links
FileFront
(http://files.filefront.com/Lands_To_Conquer_v22exe/;7181917;/fileinfo.html)
Mod Overview

Lands to Conquer is a mod aimed at improving the gameplay and balance of Medieval II Total War. It does this through extensively rebalanced unit stats; changed unit costs; longer, slower paced campaign; more difficult to maintain larger empires; improved campaign ai thanks to the Ultimate AI mod;and various other things.

Installation Instructions

This is a standalone version of the mod, you do not need any previous versions to play it.

I recommend starting a new campaign with 2.2.

It installs to its own folder so it does not affect the default game. Just use the Lands to Conquer icon on the desktop to launch this mod, or the M2TW icon to launch M2TW.

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

You must have the leaked unofficial Update 2 patch for Medieval II Total War in order to install LTC 2.2.

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

The changes Lands to Conquer 2.2 makes to Medieval II Total War are listed below:

Battlemap
-Improved balance of units.
-Generals bodyguards doubled in size but nowe only have 1hp
-Longbowmen range increased
-Attack of hand held gunpowder weapon units decreased
-Cav charge bonuses lowered
-Decreased max angle of crossbow and bullet projectiles
-Janissary Heavy Infantry and Middle East Halberd Militia given boost to stats
-All 2 handed sword units given +2 attack and ap.
-More mercs available in custom battles, including Crusader/Jihad units
-Western Halberd units given +2 attack
-Increased effect of heat in warm climates like desert and holy land on western units, especially on heavily armoured units.
-Pikemen mass increased slightly
-Battles are slightly slower paced
-13 new custom battle maps. http://www.twcenter.net/forums/showthread.php?t=76887
-Venetian armour bug workaround included
-Byzantine Spearmen and Kataphraktoi made more powerful

Campaign map
-1 Year per turn, and dates shown on campaign map again
-Building construction times and cost increased so as to fit in best with 1 year per turn campaign.
-Unit recruitment changed. Units now replenish slower and elite units have smaller recruitment pools. Also units no longer recruited from walls or from castle upgrade buildings.
-English Armoured Sergeants, Dismounted Broken Lances, Dismounted Gothic Knights and Dismounted Mongol cavalry units added into the campaign
-Ai recruits better armies. They are more balanced and have more higher tier units in them.
-More variance in the date at which the Mongols and Timurids appear
-Merchants make more money.
-Gunpowder event happens later
-Inquisitors made less powerful.
-Money script for ai factions so it gets a cash boost when it gets low on cash so the campaign is tougher.
-Increased movement distance for armies and agents.
-More recruitment slots in castles.
-More free upkeep slots in cities.
-Recruitable generals(including dismounted generals for some western factions).
-Assassins made more powerful.
-Pirate and Rebel spawn rates reduced.
-New population levels required for each level of settlement, but lowered slightly from 1.21.
-Distance to captial penalty increased, but not as severe as in 1.21.
-Religious Unrest increased.
-Corruption increased.
-Income from trade increased, and population growth from trade decreased.
-Population growth from farms increased.
-Cannon/Ballista tower bug fix included.
-Assassin and spy movies back in the game, thanks to a .bat file i've made that copies them over during the install.

Graphical
-New loading screens and splash screens.
-New textures for Byzantines, includng some of WhiteWolfs skins.

Credits

A big thanks to the following modders who's work i have used in this mod with their permission.

WhiteWolf - for letting me use some of his Byzantine skins
lawngnome - for helping with the edits to unit recruitmnt and settlement mechanics.
zxiang1983 - for the use of his ballista/cannon tower bug fix

Teg_Navanis
04-20-2007, 14:53
I enjoy your mod and found it quite challenging - until recently.

In my vanilla 1.1 games, I only used priests and spies, hardly bothering with diplomats, assassins or merchants. After all, I could easily win with military power alone, even if at war with everyone else.

With LtC 2.2 I decided to take it slow because I usually dominated way too early and never got to see America (got boring before it). My first attempts to expand were unsuccessful because whole stacks of units would vanish or join the enemy, and my 15 command / 8 authority general was assassinated.

I finally got so annoyed that I started to train my own assassins - and behold! Even with only an agent skill of 2 or 3, they had 95% chance of killing those pesty French 10-diplomacy diplomats or assassins. This is way too high, as the game becomes all about spamming assassins that can easily do the job instead of training them up. Now, with my area cleaned from enemy agents and the enemy being weakened by my assassins, it looks as if I'm making easy progress again.

What I'm trying to say: assassins are so overpowered as to be game-dominating. Please tone them down a bit.