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View Full Version : Lands to Conquer 3.0



Lusted
07-18-2007, 21:31
https://img223.imageshack.us/img223/8247/ltcjj9.jpg

Download Links
Filefront Link (http://files.filefront.com/Lands+To+Conquer+30exe/;8088869;;/fileinfo.html)
Megaupload link (http://www.megaupload.com/?d=Y1VV5YZD)

Screenshots

Splash:
https://img525.imageshack.us/img525/5489/splashpz3.th.jpg (https://img525.imageshack.us/my.php?image=splashpz3.jpg)
Loading Screens:
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Menu:
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Hundred Years War:
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https://img69.imageshack.us/img69/2910/hywscotland1cs8.th.jpg (https://img69.imageshack.us/my.php?image=hywscotland1cs8.jpg)
Italian City States:
https://img106.imageshack.us/img106/1517/icsmenuzp1.th.jpg (https://img106.imageshack.us/my.php?image=icsmenuzp1.jpg)https://img510.imageshack.us/img510/6254/icshremenuqz4.th.jpg (https://img510.imageshack.us/my.php?image=icshremenuqz4.jpg)https://img75.imageshack.us/img75/9607/icshre1ss2.th.jpg (https://img75.imageshack.us/my.php?image=icshre1ss2.jpg)https://img267.imageshack.us/img267/4329/icshre2bg9.th.jpg (https://img267.imageshack.us/my.php?image=icshre2bg9.jpg)
https://img72.imageshack.us/img72/8674/icshre3tr7.th.jpg (https://img72.imageshack.us/my.php?image=icshre3tr7.jpg)https://img67.imageshack.us/img67/7543/icsmilanmenuul3.th.jpg (https://img67.imageshack.us/my.php?image=icsmilanmenuul3.jpg)https://img74.imageshack.us/img74/5650/icsmilan1rb1.th.jpg (https://img74.imageshack.us/my.php?image=icsmilan1rb1.jpg)https://img164.imageshack.us/img164/8310/icsvenicemenufo5.th.jpg (https://img164.imageshack.us/my.php?image=icsvenicemenufo5.jpg)
https://img410.imageshack.us/img410/1755/icsvenice1vm9.th.jpg (https://img410.imageshack.us/my.php?image=icsvenice1vm9.jpg)https://img338.imageshack.us/img338/9420/icsvenice2lo2.th.jpg (https://img338.imageshack.us/my.php?image=icsvenice2lo2.jpg)https://img511.imageshack.us/img511/8494/icshungarymenurx9.th.jpg (https://img511.imageshack.us/my.php?image=icshungarymenurx9.jpg)https://img530.imageshack.us/img530/6409/icshungary1rq9.th.jpg (https://img530.imageshack.us/my.php?image=icshungary1rq9.jpg)
https://img509.imageshack.us/img509/1165/icssicilymenuzr6.th.jpg (https://img509.imageshack.us/my.php?image=icssicilymenuzr6.jpg)https://img525.imageshack.us/img525/7366/icssicily1jp2.th.jpg (https://img525.imageshack.us/my.php?image=icssicily1jp2.jpg)https://img473.imageshack.us/img473/9530/icssicily2hs4.th.jpg (https://img473.imageshack.us/my.php?image=icssicily2hs4.jpg)
Reconquista:
https://img514.imageshack.us/img514/4647/reconquistamenuoc8.th.jpg (https://img514.imageshack.us/my.php?image=reconquistamenuoc8.jpg)https://img261.imageshack.us/img261/2701/reconquistaspainmenugf2.th.jpg (https://img261.imageshack.us/my.php?image=reconquistaspainmenugf2.jpg)https://img510.imageshack.us/img510/7493/reconquistaspain1vf5.th.jpg (https://img510.imageshack.us/my.php?image=reconquistaspain1vf5.jpg)https://img475.imageshack.us/img475/7500/reconquistaspain2rp5.th.jpg (https://img475.imageshack.us/my.php?image=reconquistaspain2rp5.jpg)
https://img507.imageshack.us/img507/9611/reconquistaportugalmenuqm2.th.jpg (https://img507.imageshack.us/my.php?image=reconquistaportugalmenuqm2.jpg)https://img528.imageshack.us/img528/4100/reconquistaportugal1gh6.th.jpg (https://img528.imageshack.us/my.php?image=reconquistaportugal1gh6.jpg)https://img20.imageshack.us/img20/4373/reconquistamoorsmenumq9.th.jpg (https://img20.imageshack.us/my.php?image=reconquistamoorsmenumq9.jpg)https://img443.imageshack.us/img443/8007/reconquistamoors1zv9.th.jpg (https://img443.imageshack.us/my.php?image=reconquistamoors1zv9.jpg)
https://img259.imageshack.us/img259/8159/reconquistamoors2oe0.th.jpg (https://img259.imageshack.us/my.php?image=reconquistamoors2oe0.jpg)https://img520.imageshack.us/img520/6096/reconquistamoors3ij4.th.jpg (https://img520.imageshack.us/my.php?image=reconquistamoors3ij4.jpg)https://img249.imageshack.us/img249/4804/reconquistamoors4vx5.th.jpg (https://img249.imageshack.us/my.php?image=reconquistamoors4vx5.jpg)https://img252.imageshack.us/img252/7318/reconquistamoors5za4.th.jpg (https://img252.imageshack.us/my.php?image=reconquistamoors5za4.jpg)


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; and various other things.

3.0's big feature are 3 new custom campaign maps, each using enlarged sections of the Grand Campaign and they all have different gameplay and add to the overall gaming experience. The Grand Campaign is still playable. The new campaigns are available from a new menu option.

A large part of the mod is it's extensive rebalancing, for which i've had the unofficial help of Jason Turnbull aka Palamedes, a Creative Assembly Australia developer.

It also set's up a hosteat version of the mod for those who want to play one of the new campaigns against a friend on the same pc.

Installation Instructions

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

You must start a new campaign with 3.0

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 Official Update 2 patch for Medieval II Total War in order to install LTC 3.0.

I recommend uninstalling previous versions of Lands to Conquer before installing 1.2.

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

The changes Lands to Conquer 3.0 makes to Medieval II Total War are listed below:

Custom Campaigns
-Hundred Years War : map featuring England, France and Scotland on an enlarged map focusing on that area. In this campaign it's all about war, and the gameplay of the campaign will be quite fast paced and a challenge to complete on Very Hard. There is little use for diplomacy in this campaign as all the factions hate each other. Finances are also quite tight. So you should have only a few stacks going around fighting battles and assaulting castles because of your low finances, and they will be assaulting probably because you'll be a bit pushed to meet the victory conditions near the end. The campaign is just 75 turns long to take 20 provinces. But it works well, and you can as always play beyond the end date. This campaign will be especially tough as the English, and easiest as the French.

-Reconquista : Has Spain, Moors and Portugal on a blown up map of Spain. This campaign will last longer than the HYW campaign, and you'll have to take fewer provinces so will be slower paced. But there will be more emphasis on religion. With the increased effect of religious unrest in LTC, and this campaign focusing on the wars between the Christians and Moors in Iberia, use of priests/imans to convert the populations in provinces could be key to victory, otherwise the religious unrest could seriously hamper you. The 3 factions in it also have very similar fighting styles with good skirmishing light infantry and cavalry and a core of heavy cavalry and infantry. Once again with the factions not getting on very well with one another diplomacy will not be much use.

-Italian City States : Venice, Milan, HRE, Sicily, Hungary and Papal States(unplayable) fight it out on an enlarged Italy map. The campaign with the most factions and least provinces, it is also the longest. There will be a clear cut superpower at the start, the HRE, but they will be disliked by the Pope so won't have things all their way. The smaller nations(Venice, Milan, Hungary) will be too weak at first to take on the HRE so getting in the Popes good books and using diplomacy well will help them towards victory. In the south Sicily will be large but weak, and will have to pass through Papal lands if it marches up mainland Italy. There will be more emphasis on city troops as those are the Italian factions specialities, and on diplomacy at first and conquest later.

-There is also a new hotseat shortcut for LTC in 3.0 that will launch the mod with hotseat set up. This allows for multiple factions to be played in a camapign on one computer, so if you have friends you can play against each other in one of the camapigns on the same pc.

Battlemap
-Drastically improved balance of units done by me and Palamedes. Battles feel much more like battles in the original Medieval: Total War now.
-Tweaked and improved ai and ai formations.
-Improved balance of missile units through their accuracy.
-Cavalry units made smaller and so are now more manouverable.
-Cavalry less effective in woods.
-Increased effect of heat on western units.
-Battles are slightly slower paced.
-13 new custom battle maps. http://www.twcenter.net/forums/showthread.php?t=76887

Campaign map
-Hosteat shortcut on desktop for hotseat campaigns.
-1.5 Year per turn, and dates shown on campaign map again
-Building construction times and cost increased so as to fit in best with 1.5 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.
-Character Names Project included that adds accurate character names to many factions.
-Tweaks to Guilds which result in more varied Guilds in the campaign. There will no longer be the Thieves Guild spam the ai does in vanilla.
-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.
-Inquisitors made less powerful.
-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).
-Some unused dismounted merc units added into the campaigns
-Pirate and Rebel spawn rates reduced.
-New population levels required for each level of settlement.
-Distance to captial penalty increased.
-Religious Unrest increased.
-Corruption increased.
-Income from trade increased, and population growth from trade decreased.
-Population growth from farms increased.

Graphical
-25 new loading screens, a new splash screen and menu background.
-Menu text brightened a bit to make it stand out more on the new background.

Credits

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

Wilddog - for making all the maps for me, a truly amazing mapper.
Jason Turnbull aka Palamedes - for his great help with unit rebalancing.
Unspoken Crusader - for use of parts of his Custom Campaigns mod
DeRougemonnt & finney13 - for the use of the CNP.
lawngnome - for helping with the edits to unit recruitmnt and settlement mechanics.

Also thanks to Wikipedia for some of the historical info.

And of course due credit to The Creative Assembly for making the Total War series.

NagatsukaShumi
07-18-2007, 23:42
Looks fantastic as ever Lusted, I look forward to playing this when I get a spare few hours :2thumbsup:

TinCow
07-19-2007, 15:03
Finally! I will be installing tonight to enjoy my first new M2TW campaign in many, many months.

Subedei
07-19-2007, 15:13
Custom campaigns? Nice one Lusted. Thanks a lot.....esp. looking frwrd to the Italian City States.

HughTower
07-20-2007, 09:58
Lusted, great work as alway, thank you.

Can you clarify 1 thing for me in 3.0? All the castle military upgrades (e.g. stables, mustering hall, & bowyer lines) in my Hungary campaign cost 2k. It's just the build times that vary from level to level (i.e. 2, 4 & 6 turns). Is this to help the AI build more varied armies?

Cheers in advance.

Lusted
07-20-2007, 10:09
Can you clarify 1 thing for me in 3.0? All the castle military upgrades (e.g. stables, mustering hall, & bowyer lines) in my Hungary campaign cost 2k. It's just the build times that vary from level to level (i.e. 2, 4 & 6 turns). Is this to help the AI build more varied armies?

Yup and also making castle troop production buildings cheaper helps enhance the differences between cities and castles.

Warluster
07-20-2007, 11:14
Awesome, shall be d/loading soon!

Bob the Insane
07-20-2007, 14:07
Downloaded last night and had a go, very nice stuff...

I have to say though looking at the custom campaign maps got me all excited about a grand campaign map on the same scale... wow... That would be truely "Grand"...

Si GeeNa
07-23-2007, 03:19
Was there tweaking on diplomats, to make them easier to bribe? Or to lower the cost of bribing overall?

As Sicily, I've lost every diplomat to bribing. To the Moors. The only way for me to maintain diplomatic relations with other factions is with my princess. Every diplomat that leaves the safety of my settlements gets bribed within a turn or 2. And Italy is now flooded with Norman named Moorish diplomats.

If this has been tweaked... what is the rationale? Would just like to know the basis of change.

Great mod! I've been unable to expand with ease and I would like to thank Lusted for the challenge.

Lusted
07-23-2007, 09:05
No i haven't tweaked it, my suggestion would be to bribe them back as diplomats have always been fairly easy to bribe in M2Tw.

Lacessit
07-24-2007, 00:19
First of all, I'd like to congratulate you Lusted! Fine mod, and I'm loving the custom campaigns.

The armies I meet in my Milan 'Italian city states' campaign are big, varied and challenging, although slightly low on cavalry (is there something that prevents the HRE from recruiting cavalry?)

My finest experience came this afternoon. I was attacking a full stack of HRE Xbows and spears. They defended on a ridge. Funnily enough, they were positioned just behind the ridge, so I couldn't see their deployment clearly. Being the suspicious bastard that I am, I sent my worst cavalry unit as scouts to clarify the Imperial Puddingheads' position. When my men made the ridge, they spotted a whole row of Xbow units, but no spears. Thinking the spears were probably hidden behind the Xbows (as the AI always seems to do) I attacked one of the crossbow militia with my scouting unit. Reasoning being that the less missiles my infantry line had to face the better. Imagine my surprise, when at the same moment my cav gets stuck into the Xbows, two hidden units of spears appear RIGHT on my flank! and on the OTHER flank as well! My cav unit got butchered, but I was lucky I'm paranoid and 'don't throw away lives easily', or it would have been my entire cavalry getting slaughtered, and not just the scouts. This was by far the most clever manoevre I've seen the AI perform, and the closest I've been to defeat by an inferior army.

If they'd had some cavalry, they probably would've won too! :yes:

So, yeah, Thanks Lusted! With capital -T!

Vantheman91
07-25-2007, 22:53
Hee,

I was just wondering. How exactly do you start a hot seat mode? You click the shortcurt, and then?? I tried almost anything, but I can't get it working.

Ciao, RUben

Lusted
07-25-2007, 23:06
Hotseat isn't working in 3.0 as i messed up that part of the installe,r it'll be working in 3.1.

If you want it to work, find hotseatcfgfixer.bat in the Medieval II Total War folder, run it, and the shortcut should work.

Csargo
07-26-2007, 06:06
Great work Lusted. Playing the Hundred Years War campaign as the English very challenging.

Xehh II
07-26-2007, 22:09
XSQOC time, do I need to get rid of LTC 2.3 to play 3.0?

Lusted
07-26-2007, 22:17
I would advise it yes.

Xehh II
07-26-2007, 22:24
Another XSQOC, after I uninstall 2.3 is there anything else I need to get rid of?

Lusted
07-26-2007, 22:28
No, the uninstaller should take care of everything.

Xehh II
07-26-2007, 23:07
Thank you, I look forward to trying 3.0. screenshots look cool BTW.

ianwaters
07-28-2007, 13:12
Love the mod especially the mini campaigns. But could u add a Jerusalem one

Lusted
07-28-2007, 13:23
No as that will be covered in the M2TW expansion.

Xehh II
07-28-2007, 22:59
Did you do anything to the Campaign map AI? I swear that they've goten smarter.

Lusted
07-28-2007, 23:17
Not in 3.0 no, just given it a bit more money on H and VH, 3.1 will hopefully will feature tweaks to campaign ai and faction standings that should make the cmapaign a much better experience.

Xehh II
07-28-2007, 23:56
But the Campaign AI is much better than in 1.2

Lusted
07-29-2007, 00:02
Well in 3.0 it's the same. The only thigns i have done is a money script on harder difficulties, and changed the relations deterioration so than on H its the same as vanilla M, and VH is same as vanilla H.

Xehh II
07-29-2007, 09:26
Howe do I change the hotset settings? I've got it working but I can't fight any fights, not even against other factions, other than the other hotseat player.

Lusted
07-29-2007, 10:46
That's one of the limitations of hotseat im afraid.

Xehh II
07-29-2007, 22:08
So there's no way to fight battles in hotseat?

Lusted
07-29-2007, 22:14
Not really.

Xehh II
07-30-2007, 07:07
Could youy please tell me how to get rid of the green circles. I can't find the prefrences.txt
Also is there any way to make the arrows in the ground last longer and a couple of seconds?
I don't care how slow it makes the game.

Lusted
07-30-2007, 08:46
It's landstoconquer.preference.cfg for my mod.

Yes there is a way to make the arrows last longer but your performance will suffer.

Das
07-30-2007, 21:56
I made the mistake of using Steam to download M2tw ages ago, and it may have been my biggest mistake because i cannot use any mods. This is what always happens, and happens when trying to use the LTC icon on my desktop, i come here for advice because I read your interview about your modding and recent employment.

Click icon.
MS-dos shell pops up and says D:/Program Files\Steam\Steamapps\common\medieval ii total war>medieval2.exe @landstoconquer.cfg

then an application error box pops up
Failed to find steam



This has been happeneing with every mod ever :( i read somewhere how to fix it once but it was hard to understand. I hope someone has the answer.

Lusted
07-30-2007, 22:22
Right, delete the 2 LTC shortcuts on your desktop, and then make a copy of your M2Tw shortcut. right click on the copy, go to properties and add --landstoconquer.cfg at the end of the target line outside the "", and with a space between the last " and the -.

Das
07-30-2007, 23:21
I made a copy which became "Medieval II total war - copy"
added --landstoconquer.cfg to the target line and it became
"D:\Program Files\Steam\steam.exe" --landstoconquer.cfg

What then happened is the steam window popped up, which is progress, however, the game did not start, i prompted M2TW to start to see if that woiuld apply the mod, and did not, however, im going to try one thing, which is adding landstoconquer.cfg to the launch options in the properties of M2TW in steam.

This then resulted in a CA_Libs box that says Medieval II suffered a fatal error and will now exit.

Woe is Me

Thanks for your help in advance :)

46852
08-01-2007, 07:49
Hello Lusted, I really appreciate the work you've done with your great mod!

I've noticed the "Ultimate AI" mod on TW Center seems quite good, and wondered if your mod does conflict with it a lot?

GrandViz posted an "Ultimate AI pack for LTC 2.3" here:

http://www.twcenter.net/forums/showpost.php?p=1752038&postcount=45

Do these files still work with 3.0 or have you done changes to them that could affect overall performance of LTC if overwritten with GrandViz's files?


Best Regards,

Nix

Lusted
08-01-2007, 08:48
I have made my own ai changes in 3.0, and there will be more in 3.1 So i STRONGLY recommend that you do not try and install UAI into my mod.

Xehh II
08-01-2007, 09:16
It's landstoconquer.preference.cfg for my mod.

Yes there is a way to make the arrows last longer but your performance will suffer.
How? I don't care how slow it makes the game.

Lusted
08-01-2007, 09:31
You'll need to have unpacked M2Tw, then copy descr_effect_impacts.txt to the landstocnquer\data folder, and for all the arrow entries change the fade_time number to something really high.

Xehh II
08-01-2007, 09:41
You'll need to have unpacked M2Tw, then copy descr_effect_impacts.txt to the landstocnquer\data folder, and for all the arrow entries change the fade_time number to something really high.
XSQOC time again: How do I do this?

46852
08-01-2007, 13:06
I have made my own ai changes in 3.0, and there will be more in 3.1 So i STRONGLY recommend that you do not try and install UAI into my mod.

OK, I'll try the mods separately then :)

What kind of AI diplomacy changes do you have in 3.0 currently? I think UAI has been mostly concentrating on the diplomacy AI, that's why I wanted to merge these two mods, as I don't see lots of AI stuff changed in LTC changelog (yet!).

Lusted
08-01-2007, 13:13
Well none atm, 3.1 though will feature tweaks to the way the ai invades and defends on the campaign map, as well as tweaks to the way faction standings work so diplomacy and alliances will work better.

They will be small changes, but they make a big difference.

46852
08-02-2007, 05:00
They will be small changes, but they make a big difference.

Waiting forward to them then :)

Xehh II
08-02-2007, 06:51
Sorry to be a pest: But what about my arrows?

Lusted
08-02-2007, 07:20
Well you'd need to unpack, then copy the file from the main data folder to the landstoconquer\data folder and then edit it.

Xehh II
08-02-2007, 08:26
Well you'd need to unpack, then copy the file from the main data folder to the landstoconquer\data folder and then edit it.
I don't know what that means! Other than the editing part. I know how to edit, but I don't know the other part.

doorknobdeity
08-02-2007, 08:47
If I might add my voice to the chorus:

A couple of the things you did with unit availability are, I think, a bit regrettable. Speficically, the fact that racetracks no longer give cavalry units-- and, by extension, makes Muslim cities (to the best of my knowledge, anyway) unable to produce cavalry-- makes the horse breeder guilds pretty useless, unless you want to get the guild and convert to a castle.

On a more minor note, I do regret the unavailability of French noble knights. According to what I remember from vanilla, these were available from a certain level of castle wall, but not from stables; however, as you removed recruitment right from the walls, there are no more of these guys. I'm sure that this is true for other units, as well. This is really just a minor thing, but I do regret the loss of the noble knights; I think they look cooler than regular chivalric knights. Would it be a good idea to do something to include these forgotten units-- e.g. reducing the unit spawn rate of chivalric knights from the appropriate level of stables, but also including a slower noble knights spawn rate? I know this is a really minor thing, but it is something I miss from vanilla.

Lusted
08-02-2007, 08:59
A couple of the things you did with unit availability are, I think, a bit regrettable. Speficically, the fact that racetracks no longer give cavalry units-- and, by extension, makes Muslim cities (to the best of my knowledge, anyway) unable to produce cavalry-- makes the horse breeder guilds pretty useless, unless you want to get the guild and convert to a castle.

As stated in the readme for the mod, and the first post, i've changed the way guilds work. You can get Horse Breeder guilds in both cities and castles now.


I don't know what that means!

Then go read some modding tutorials.

doorknobdeity
08-02-2007, 10:14
Ah. Whoops.

I somehow missed that entirely. Thank you.

SpencerH
08-03-2007, 11:53
Thanks for the work Lusted. I'd given up on M2TW after just a few days but I decided to give your mod a try. I'm not sure if this is intentional or if I'm just doing something "wrong" but I have almost no money (as the English), have very small cities and towns, and no scientific development (I was the leader while playing vanilla). I've been wondering why I cant build ports and only have the one merchant that I started with, and thinking "this is much slower paced than vanilla" (and better)! I just took Edinburgh from the Scots (who threatened me) though and found that it was 3 times the size of London and contained every building I had built in the short time I played vanilla.

Any thoughts?

Lusted
08-03-2007, 12:05
Your playing on either Hard or Very Hard, the ai gets cash bonuses on those levels.

SpencerH
08-03-2007, 13:42
I am playing VH. I saw that you had given the AI cash bonuses, I am just amazed at the differences. I also appear to have a very large army compared to my neighbours and I believe you've upped the unit maintenance costs which is probably sapping my money. My problem with that change is:

1) Given the appalling strength of seige engines and the pathetic archer units (I appreciate your improvements though), walls are now useless (I wouldnt even bother to build them if I didnt have to upgrade).

2) Despite my peaceful intentions (my house rules) I'm at war with 3-4 neighbours at any one time so I have to leave more than a token defense in every city/castle. OTOH, the AI doesnt do that and so its cities/castles are a pushover to take for my armies.

Lusted
08-03-2007, 13:45
No i haven't raised upkeep, just tweaked income to reflect the longer campaign length.

Interesting i always fight on the walls first even if the ai has siege engines because it will usually only make a few holes then attack, and the height advantage helps my archers.

And on VH, just like vanilla but less so, your relations will deteriorate with other factions automatically unless your doing things to improve them. I'd suggest starting a new campaign on H as relations do not deteriorate to bad, just to normal, and the cash boost is smaller.

SpencerH
08-03-2007, 15:10
No i haven't raised upkeep, just tweaked income to reflect the longer campaign length.

I thought I read you had increased upkeep but I was obviously mistaken. I wonder why my income/science is so different compared to vanilla?


Interesting i always fight on the walls first even if the ai has siege engines because it will usually only make a few holes then attack, and the height advantage helps my archers.

I saw the same AI actions with seiges in vanila. I havent fought one in LTC yet but will now allow the French to attack rather than sally from Bordeaux castle on my next turn to see if the improved archers now do their job.


And on VH, just like vanilla but less so, your relations will deteriorate with other factions automatically unless your doing things to improve them. I'd suggest starting a new campaign on H as relations do not deteriorate to bad, just to normal, and the cash boost is smaller.

Lusted
08-03-2007, 15:17
I wonder why my income/science is so different compared to vanilla?


Well build times are longer because of the longer campaign, and more emphasis is put on trade income.

Ars Moriendi
08-08-2007, 21:09
How does this mod affects AI training preferences regarding cavalry ?

I'm asking this because in my present Scotland campaign - my first with LtC 3.0- the AI almost never trained any cavalry. I've obliterated the english using nothing but massed highlander charges, since they never built anything but spearmen, with the occasional longbow or billmen. Absolutely no cav, except for generals. I had no use for my pikes...
Same with the french : I've fought 6-7 battles against full stacks of spearmen + a few missile units. I sent some spies across europe (HRE, Denmark, Venice, Hungary), and I've counted maybe 7-8 cav units among the 10-15 stacks inspected.
It's even weirder with the eastern factions, byzantines and turks, who were supposed to train a lot of cavalry : they have none of their native units : no skythikon, no byz cav, no vardariotai. They do, however, hire all cav mercenaries they can find. Why don't they train their own ?

Is this normal, or I screwed something up when installing the mod ?

I quite sure the AI trained more cavalry in vanilla...

Savegame : http://www.filefactory.com/file/c768a6/ (maybe I'm looking for those horsemen in the wrong places)

ntblood
08-14-2007, 08:33
where are the custom campaigns. ie. 100 Years War. I don't see them in the menus.
Thnx -N

ntblood
08-14-2007, 08:41
Oh, I was trying out 3.0 but now that I have installed 3.1 I see it clear as day. Thanks anyway and sorry for the clutter. -N
P.S. I'm using the Ultimate AI Mod v1.4.1 with it. Does that work with it/is it a good idea?

crpcarrot
08-22-2007, 10:53
is there a place where LTC gamplay is discussed exclusively?