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Lusted
01-24-2007, 19:04
Lands to Conquer v2.1

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
Filefront link (http://files.filefront.com/Lands_To_Conquer_v21exe/;6603199;;/fileinfo.html)
Megaupload link (http://www.megaupload.com/?d=GVNVLC0L)
Filefactory link (http://www.filefactory.com/file/517e3a/)

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. It also features an easy to use installer that does everything for you.

Installation Instructions

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

Lands to Conquer v2.0 save games are compatible with 2.1.

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

It is recommended you install Medieval II Total War Update 1 Patch before instaling LTC 2.1. 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 2.1 makes to Medieval II Total War are listed below:

2.1
Battlemap
-Shield bug workaround courtesy of the_foz_4.
-Improved balance of units.
-Latest version of Darths formations mod and config_ai_battle.xml, battle_config.xml and descr_pathfinding.txt included.
-Fixed bug with Gallogiach and custom battles.
-Reduced wall and gate strengths from 2.0 as they were far too high.

Campaign map
-Reduced money boost given by money script
-Reduced distance to capital and religious unrest effects.
-Ultimate AI mod v1.1 included.

2.0
Battlemap
-General all round better balance of units.
-13 new custom battle maps. http://www.twcenter.net/forums/showthread.php?t=76887
-Longer lasting, slower battles.
-Spearmen rebalanced so they are now more effective against cavalry
-Cavalry charge is less devestating than in normal M2TW, but has more impact and heavy cavalry can still wipe out sword infantry pretty easily.
-Longbowmen given longer range, slightly better attack and faster rate of fire
-2 handed axe unit bug workaround. They now use a different animation and rebalanced attack stats as a result.
-HorseArchers charge fix. Now all units will charge properly, and light cav is the best against routers. Also all round better charging as a result.
-Slowed movement speed on the battlemap
-Incorporated Darths Formations v1.0 for M2TW
-Musketeer/Hand Gunner units attack reduced
-Byzantine Infantry, Varangian Guard and Kataphraktoi made more powerful
-Range of low level artiller increased
-More variation in stats between units that previously had the same stats(Order Knights, Dismounted Druzhina and Dismounted Boyars Sons)
-Venetian Heavy Infantry and Archer armour upgrade bug fixed.
-More difference between arrow and crossbow projectiles.

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.
-Ultimate AI Mod 0.9 by GrandViz incorporated, makes camapign ai better, diplomacy is more logical and alliances are much better. But still a nice element of backstabbing in the game.
-Traits and Ancilliaries mod v1.1a by Orientis which fixes all the bugs related to traits.
-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.
-Receruitable Generals.
-More variance in the date at which the Mongols and Timurids appear
-Merchants make more money.
-Inquisitors made less powerful.
-Unit costs tweaked so ai builds more balanced armies.
-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.
-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.

Credits

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

DARTH VADER - for his formations mod and battle ai imporvements
GrandViz - for use of his UltimateAi mod that really imporves the campaign ai, diplomacy and alliances.
Orientis - for the use of his Traits and Ancilliaries fixes
lawngnome - for helping with the edits to unit recruitmnt and settlement mechanics.
zxiang1983 - for the use of his ballista/cannon tower bug fix
the_foz_4 - for his shield bug workaround

IsItStillThere
01-24-2007, 20:52
::Stands and breaks into wild applause:::beam:

Armoured Hoplite
01-24-2007, 23:29
Awesome, I like the changes to Hungary, good to have Hussars back, I like the experience bonuses with higher level production buildings, and I really like the Academy giving experience bonus to cavalry. Hungary is now a very strong cavalry faction IMHO, which is nice since their infantry is average and their ranged units are pretty weak.

But, I did find a bug. I went into custom battle and a unit of Varangian Guard costs 8820, and it did deduct that amount when selecting unit. Not sure if this is the case in campaign. I am going to go ahead and assume this was meant to be 820 florin cost.

Anyway, thanks for the great work, much appreciated. Can't wait to get into campaign with lowered money script so I don't have to fight stack after stack after stack...

Thanks again.

Lusted
01-24-2007, 23:36
But, I did find a bug. I went into custom battle and a unit of Varangian Guard costs 8820, and it did deduct that amount when selecting unit. Not sure if this is the case in campaign. I am going to go ahead and assume this was meant to be 820 florin cost.

I believe the correct term is d'oh!!!!

Hochmeister
01-25-2007, 00:12
Thanks Lusted:2thumbsup:

I have been playing LTC exclusively since it came out and it just keeps getting better.

Kudos to you and your fellow modders for making this game playable.

Armoured Hoplite
01-25-2007, 01:19
I believe the correct term is d'oh!!!!

LOL, no problem, I already fixed it, very easy to do.

Just a couple comments after non-stop custom battle testing:

First of all, some very nice balancing so far. It was great to see my Pavise spearmen actually beat a cavalry unit one on one, even better results when in schiltrom, before it made no difference. I also like the slower, longer melees.

One thing I noticed though is that Halberd units seem a bit weak. They are devastated by cavalry charges, just like swordmen, and do poorly vs. infantry. I figure I will use them behind my main line and bring them in once the fight is started, but they still seem pretty poor. Will test more.

Second, as I said I like to play Hungary and my dismounted chivalric knights (which have a slightly lower defense than other dis. chivalric knights) are losing to dismounted feudal knights. Based on pure stats this makes sense, but in vanilla the same battle would be a very easy victory for dis. chivalric knights. I can't see a reason to produce them at all if they are inferior to dis. feudal knights. They have less armor and skill (10, 10, vs. 11, 11) but there seemed to be something hidden before that made them very effective. Now they seem underpowered, especially vs. units that are lower tiered since they are losing to them.

Just to test further, dismounted feudal kinights regularly beat armoured swordsmen somewhat easily, but dismounted chivalric knights (at least Hungary's) lost every time but by a slim margin. Still, something is wrong I think, a higher tier, elite unit like dis. chivalric knights shouldn't lose to armoured swordsmen and dis. feudal knights.

Thank for listening.

Lusted
01-25-2007, 01:24
One thing I noticed though is that Halberd units seem a bit weak. They are devastated by cavalry charges, just like swordmen, and do poorly vs. infantry. I figure I will use them behind my main line and bring them in once the fight is started, but they still seem pretty poor. Will test more.

Halberd are effective against cav if stationary and in the shield all formation. They do better against cav than normal spears and can do better against infantry.


I think, a higher tier, elite unit like dis. chivalric knights shouldn't lose to armoured swordsmen and dis. feudal knights.

I'll have a look into this.

saobsidia
01-25-2007, 09:32
First of all,
Great mod! Hats off to Lusted who made MTW2 worth playing.

Possible bug? Check to make sure hiring mercenaries charges you for the initial cost. I just started a new campaign with the byzantines and hired a large batch of mercenaries for free. Although it's nice of them to willingly join up without actually charging me for hiring them, I'm not sure that's what was originally intended.

Kaidonni
01-25-2007, 10:21
Just a quicky...seeing as how we can install over LTC 2.0...how exactly would we do that? I've never actually installed over a previous LTC before, or over any previous mods that could be over-written, so I'm afraid of mucking the installation up. Or will it just be fine to target my main M2TW folder like with LTC 2.0, then load up my saves and continue my campaign? Thanks.

Lusted
01-25-2007, 13:03
Or will it just be fine to target my main M2TW folder like with LTC 2.0, then load up my saves and continue my campaign? Thanks.

Bingo. The installer will just ask if you want to overwrite some files this time.


Possible bug? Check to make sure hiring mercenaries charges you for the initial cost. I just started a new campaign with the byzantines and hired a large batch of mercenaries for free. Although it's nice of them to willingly join up without actually charging me for hiring them, I'm not sure that's what was originally intended.

M2TW bug.

saobsidia
01-25-2007, 13:13
M2TW bug.[/QUOTE]

Yep --- I reinstalled and it cleaned it out. Everything seems to be working fine now.

Rollon
01-26-2007, 22:49
Hi Lusted.
I like your mod very much. However, I can't agree with your version of Byzantine's tech tree.

Lets see.
1st level Barracks give us Peasants.
2nd level adds Spearmen.
3d level gives nothing new, just adds 1 XP to Spears.
4th level finally gives us Dismounted Lancers.
5th level suddenly adds both Latinkos and Varangians.

At the same time 3d level Stables give us both Lancers and Latinkos (and General on top of that, which I consider a bit too early).

I'd move Dismounted Lancers to the 3d level, and Latinkos — to the 4th. The roster seems more consistent this way. I'd also tune down Stables a bit, at the moment 3d level seems to be somewhat overpowered.

General Zhukov
01-27-2007, 21:51
Hi Lusted.
I like your mod very much. However, I can't agree with your version of Byzantine's tech tree.

Lets see.
1st level Barracks give us Peasants.
2nd level adds Spearmen.
3d level gives nothing new, just adds 1 XP to Spears.
4th level finally gives us Dismounted Lancers.
5th level suddenly adds both Latinkos and Varangians.

That's the vanilla tech tree for castle barracks, except normally Varangians can only be built at the city top tier barracks.


At the same time 3d level Stables give us both Lancers and Latinkos (and General on top of that, which I consider a bit too early).

Lancers can be built straight out of fortress walls. But yes, Latinkos are normally at the fourth tier, not third. If Latinkos are third tier, do you get Cataphracts at fourth? If so, then the fifth stable becomes superfluous.

Rollon
01-27-2007, 23:05
5th level allows to recruit Vardariotai:) Also it allows to recruit modernized generals (well, in LTC you can recruit them from 4th level, but I think that's a bit too early, so I deleted ordinary generals from the 3d tier and moved them to the 4th, same with upgraded ones).
BTW, Varangians seem to be overpowered with changed animation. I can see no problem with the original one, they are still tough.

Lusted
01-28-2007, 00:06
With the original animation they will not kill any cavalry in melee combat and little to no infantry. This is because of the 2 handed bug. The only kills they will make will be form the charge.

The Byzantine infantry and cavalry recruitment roster should go:

Cavalry:
Skythion > Byzantine Cavalry > Byzantine Lancers > Latinikon + Kataphraktoi > Vardiotati

Infantry:

Peasants > Byzantine Spearmen > Dismounted Byzantine Lancers > Dismounted Latinikon > Varangian Guard

I messed it up slightly in 2.1 so it'll be fixed in 2.2.

MikeNY
02-01-2007, 16:59
Hey Lusted, Im enjoying you mod. Thanks for all the effort you put into it.
it makes it a much tougher game.
I do have one problem though. Its a CTD when fighting a battle. Not every battle but two out of 3. Happened when I fought a siege at naples and then again at a bridge in the holy land. Both of them involving more than two stacks on the attackers side. I was on the defensive. only one stack would appear at a time because of hardware constraints, or so the game tells me.
I Installed 2.1 over 2.0. could that be the problem? I installed it in the default folder and I use the icon for 2.1LTC. Is anyone else having any similiar CTD's.
If it helps here are my computer specs

pentium 4 3ghz< 3years old>
2megs of ram
Nvidia agp 6800 gts oc 256 mb card
21 inch gateay widescreen lcd

as a side question does anyone know of good settings to set up the video with these specs. I keep getting the upgrade hardware message If I want more than one stack at a time.

This is my first message but Im a long time lurker. Ive played the whole series from the beginning and basically this is the only game I play..besides madden on ps3.
Thanks again Lusted..or to anyone else who can help me out

NightStar
02-05-2007, 00:38
@ MikeNY

With 2 megs of Ram I am suprised you can even start the game :laugh4:

I hope you meant 2 gigs :sweatdrop:

saobsidia
02-05-2007, 11:30
Getting off topic here, but could you even start Windows with 2 Meg of RAM?

MikeNY
02-05-2007, 18:00
I meant 2 gigs. Sorry for that.

Im still getting the occasional lockup.

Razor1952
02-06-2007, 23:40
LOve the mod generally.

As Venice VH/VH 1120 have market in Venice and Merchants Guild but still have not been able to build any Merchants.

My starting merchant is still on gold at Zagreb from the start and still only level 2!

Lusted
02-06-2007, 23:57
Send him further away, that should help level him up more. and you now need markets to recruit merchants, a level higher. but they make a lot more cash. as Egypt i've got a merchant on silk near Baghdad with 4/5 finance making 1033 and i own the city. Another there with 2/3 is making 768. i've also got some on ivory down south of Cairo raking in the cash.

Hochmeister
02-08-2007, 03:38
Hi Lusted,

Just a few minor things I wanted to mention, certainly not gamebreakers!

Would you consider adjusting the levels required to bribe if it is moddable? I know RTW was too easy but MTW2 is just plain impossible! Maybe just lower it for rebels who shouldnt have high loyalty?

Also is it possible to make all the troops you bribe who arnt in your tech tree, join your faction rather then disband, seems very unrealsitic to me. (could they work like mercs?)

Loving themod:2thumbsup:

Cheers

Rollon
02-08-2007, 22:17
With the original animation they will not kill any cavalry in melee combat and little to no infantry. This is because of the 2 handed bug. The only kills they will make will be form the charge.Well, I changed the animation back to vanilla and it seems to me that Varangians are adequate in your mode — somehow much more powerful than in vanilla (but not so overpowering as in LTC proper). Maybe that's because of the shield bug corrected, or something else.
Another thing. As far as I understand you've incorporated 3rd-party traits and ancillaries files. I just don't know whom to write about this minor bug so I write it here: it appears right now as if Marco Polo ancillary could be obtained by virtually any character. In my current game one of my elderly spies got him. It's a shame because I can't give it to my governor (he'd be more useful there).

iceman0486
02-10-2007, 00:55
This looks awesome, and I think I'll try it out. One quick question though: Does this overwrite the vanilla M2TW?

iceman0486
02-10-2007, 01:02
Alas, I cannot edit! I see it now, pardon my stupidity.

Deathtone
02-12-2007, 00:52
Thanks Lust a tons for this mod, but i got a question wut did u mean when u say recruitable Generals on teh campaign map? Meaning u cna recruit one as a merc or wut? Sorry If this is a dumb question :sweatdrop:

Lusted
02-12-2007, 01:27
As in recruitable from a certain building like every other faction units.

Razor1952
02-16-2007, 02:15
thanks for the mod lusted some feedback and queries

1.I find assassins rather too overpowered now , I easily upgrade them and kill most of a targets generals with only a few guys.

2. Inquisitors are quite neutered IMHO, but then again I send the pope 100 florins every turn and knock out heresy quickly, so maybe they could be retweaked stronger again? Perhaps though this will disdavantage the AI more than the human player?

3.I think the merchant changes are very good and should stay.

4. Pikes, does your mod include a fix for these?(playing as Venetian)

5. My faction Leader always seems to get +++++++ dread very quickly, I'm trying to kill these off and start again to get a chivalrous one without success so far, presumably though not a mod question??

pat the magnificent
02-18-2007, 15:09
Send him further away, that should help level him up more. and you now need markets to recruit merchants, a level higher. but they make a lot more cash. as Egypt i've got a merchant on silk near Baghdad with 4/5 finance making 1033 and i own the city. Another there with 2/3 is making 768. i've also got some on ivory down south of Cairo raking in the cash.


hmmm, i'm playing as milan and i've got 2 merchants on the silk spots near baghdad with like 6 or 7 finance. individually they only make about 200-300ish.

am i doing something wrong?

Lusted
02-18-2007, 15:13
Who owns the province? If its the rebels you wont make much cash, and if a faction owns it make sure you have trade rights with them.

pat the magnificent
02-18-2007, 15:23
it's mine

Atalus
02-23-2007, 03:13
Great mod thank you

derfinsterling
02-23-2007, 13:15
Since I've installed it on my German copy of the game, I have mixed english and German text blocks and don't get any speeches anymore....

That's the last time I buy a localized game.

RoadKill
03-07-2007, 05:01
Got a little question... I installed this mod before i patched my MTW 2 to version 1.1 will this effect anything?

Carl
03-07-2007, 13:36
It's in it's own Mod folder, so probably not.

Lusted could say for sure.

Tristrem
03-08-2007, 01:05
Hi, I would like to thank Lusted for the time he has put into this mod. When I play this mod, I feel like this is how the vanilla game should have performed. It keeps M2TW installed on my computer for now while I play my English Campaign.

As great as this mod is, I hope the next patch resolves the major issues that are addressed in Lands to Conquer, so mods son't be necessary for a great gaming experience. Until then, Lands to Conquer v2.1 will still be on my desktop.

RoadKill
03-11-2007, 22:58
It's me again with another question. :sweatdrop: Well I have been using your mod for a while, and i donno if its just my campaign, but the other AI factions are eliminating other factions like crazy unlike the original game. For example In my current campaign as Denmark Venice has already destroyed Milan and Sicily, France has already destroyed Portugal, and Poland has already destroyed Hungary, and its only turn year 1100 and theres no more rebel settlements anymore either. I;m not complaigning dont worry I love this mod, but its just curiousity

Si GeeNa
03-16-2007, 02:34
Great mod!

Have been taking Milan and North Italy is a regular bloodbath every other turn with Venetian, HRE and Milanese blood spilt.

Have found great use of forts as speed bumps.

phunkbot
03-21-2007, 21:40
::Stands and breaks into wild applause:::beam:

i will have to fully agree here, i am sort of a latecomer but i find this simply amasing.

Thank you Lusted, you're to blaim for many a fun spent hour with mtw2. You probably shouldnt tell me where you live since you'll have such a horrible hangover from all the beer.

Keep up the wonderfull and carefull work , i appreciate all yours and the people who helped's efforts ~:thumb:

Ja'chyra
03-22-2007, 17:12
Having a bit of bother getting the mod to work.

I previoulsy had it installed but I bought a new pc with Vista on it now when I've installed the game and patched it I run LTC2.1 and it installs to it's own folder under the M2TW folder but when I click the icon only M2TW loads up and not LTC.

holycow
03-22-2007, 17:18
pretty good mod, but why is everything so expensive?

question re recruitable general, do you get a cavalry unit minus character or a character general w/bodyguard cav?

Playing as Eng, and France is recruiting units like crazy and really aggressive - what a welcome change.

Lusted
03-22-2007, 17:33
Ja'chyra sorry can't help dont have Vista.

holycow buildings are more expensive given the 1 year per turn nature of the mod.

And recruitable generals give you a character general with bodyguard unit.

Odin
03-26-2007, 02:06
Hey Lusted,

Havin loads of fun with the mod, thanks for your efforts. I usually take a few weeks and fool around with all the factions see what I like. Well I am to the point of a true grand campaign start to finish.

One thing I want to change with my game is the ability to control all my cities without a govenor. In the mod, if you dont have a govenor you cant control the production in the city (at least not after I reload a game). I looked around the files to see where I could set it back to having control of all my cities again.

Didnt have to much luck, could you or some one else reading this point me in the right direction? Really want control of all my cities/castles to prep for a slower turtling game.

Thanks.

Lusted
03-26-2007, 11:59
Just tick the control all settlements option when you start a campaign. My mod doesn't set it like that, must be what you had set in your main game when you installed LTC as it uses a text file and the default .cfg file to make the .cfg file for the mod. A solution is to run normal M2Tw, select manage all settlements, exit the game, find cfgfixer.bat in the M2TW folder, and run it,t henw hen you load up LTC the option will be set.

Odin
03-26-2007, 12:16
Just tick the control all settlements option when you start a campaign. My mod doesn't set it like that, must be what you had set in your main game when you installed LTC as it uses a text file and the default .cfg file to make the .cfg file for the mod. A solution is to run normal M2Tw, select manage all settlements, exit the game, find cfgfixer.bat in the M2TW folder, and run it,t henw hen you load up LTC the option will be set.

Thanks for the reply.

When I run the mod I set it to manage all cities and it lets me, then upon reload of a save game it automatically puts those cities to auto manage. I recently reloaded MTW then applied your mod, and i do believe the default on MTW2 is to auto manage so this makes sense.

Thanks again.

Akklokk
03-28-2007, 16:50
It seems like the characters age 1/2 year for each year in the game. Could this be corrected somehow?

Gaiseric
03-28-2007, 18:19
Thanks for the mod Lusted!!! Lands to Conquer is Awesome!!! :charge:

Everything is So Much Better. The AI now puts up one hell of a fight. I have had feirce resistance And retaliation by the AI throughout my entire Campaign. I am sure that I will be playing this great mod for a very long time. Thanks!!!:duel:

Lusted
03-28-2007, 18:23
It seems like the characters age 1/2 year for each year in the game. Could this be corrected somehow?

No. And it's the default way of characters ageing 1 year every 2 turns, so in the default game they age 1 year every 4 game years.

NagatsukaShumi
03-28-2007, 18:36
No. And it's the default way of characters ageing 1 year every 2 turns, so in the default game they age 1 year every 4 game years.

In descr_strat changing the turns value to 0.50 would make aging work correctly, though that would then go against the building times you've done, though I am sure you knew that already.

Lusted
03-28-2007, 18:40
Yeah i do, i view a 2 turn per year campaign as being too long hence why i settled on 1 turn per year for LTC.

NagatsukaShumi
03-29-2007, 02:31
Yeah i do, i view a 2 turn per year campaign as being too long hence why i settled on 1 turn per year for LTC.

I agree, though it would work in stages had CA bothered to make era's like the original TW etc, naturally one year in your mod works very well, it also doesn't force steamrollering.

Akklokk
03-29-2007, 10:56
Yeah i do, i view a 2 turn per year campaign as being too long hence why i settled on 1 turn per year for LTC.

Ok, a problem though with these abnormally long lives is that they get too many children...

Thx for a great mod btw!

Nonprofit
03-29-2007, 22:42
Ok so I just got Medieval 2,I downloaded and installed the first patch and I tried downloading and installing this mod...The shorcut icon on my desktop works and the game boots up,but I noticed that a few mods that were said to be done werent working for me...So now Im wondering if its working at all...


1.The date does not show up on the campaign map for me

2. It seems that every turn is 2 years,when according to the original post its supposed to be one year per turn...

I noticed those 2 things and started wondering if the LTC mod is working at all...

Can someone please help...

Thanks in advance

Lusted
03-29-2007, 22:48
It isn't by the sounds of it, if it had installed properly you would have noticed the new loading screens.

Try reinstalling the mod.

Nonprofit
03-29-2007, 22:52
I installed the second version of your mod...Do I have to install the first version first? I also just checked to see if your new custom battle maps were there and they arent either...I have your LTC 2.1 installed

Lusted
03-29-2007, 22:57
No you just need 2.1

Nonprofit
03-29-2007, 23:01
Ok I just re-installed and its working...I feel stupid,I spent 5 hours last night playing what I thought was the modded version...Anyway thanks a lot for the help and the quick response...Im really looking forward to playing the LTC mod...Im sure you did a great job with it

Odin
03-30-2007, 12:26
Ok I just re-installed and its working...I feel stupid,I spent 5 hours last night playing what I thought was the modded version...Anyway thanks a lot for the help and the quick response...Im really looking forward to playing the LTC mod...Im sure you did a great job with it

Trust me it was worth your trouble, the mod fixes most of the issues with the game and corrects traits and AI diplomatic behavior. You really will come to appreciate MTW2 when you play this mod.

djbrock4life
03-31-2007, 02:37
Every time I try to get into the battle screen it boots my game.
Doesn't matter if I am on high settings or low settings.

This could be my hardware, but just wanted to check and see if anyone had similar problems, if there is something I can do to stop it from crashing so I can actually play the battles

RoadKill
04-08-2007, 04:24
Lusted, got a little problem, I messed up my MTW 2 files the other day and i reinstalled the game and the mod, but for some reason during the grand campaign, all the settlements dont have rebels, so I used to toggle_fow cheat and i saw that every single rebel settlement is a village with 0 population and 0 units, so basiclly its a empty villiage, have I done something wrong? Thank you.

Northnovas
04-09-2007, 01:35
Just wanted to say finished LTC 2.1 with the Scots. It took awhile 154 turns however the pace was great for me. I wanted to get the victory conditions before the new patch.
Excellent mod I hope you can enhance the next patch. Even if some of the know issues are fixed fixed by CA I like the other aspects of your mod.
Again Great Work!! :2thumbsup:

TeutonicKnight
04-24-2007, 15:14
Lusted,

I just downloaded your mod last night and started giving it a serious look. Very nice, I like the slower pace. It fits my turtle style well. :) I do have some questions though.

What happened to my merchants? As England, I managed to conquer all of the British Isles, and I'm only able to have two merchants. What's the key for raising the merchant count now?

Another thing I've noticed is that the AI doesn't appear to break alliances. That's a good thing I guess, but I usually play a high-rep, chivalry style. If they don't break their alliances with me, I can't expand. :( What a quandary. I finally did break an alliance when the Scots decided to invade Oslo and left Edinburgh totally empty. I snuck in a family member and put them under new management. Such neglect can't be allowed. Now I've eliminated the Scots from Scotland, and I'm seiging Oslo, but my rep took a big hit. What's a good way to get a war without blasting my rep to hell and gone?

I'm also not too sure I like the money script giving the AI cash every turn. Is there a way to disable that? They are running around with some huge stacks, and I can barely cobble together two. With a war in Norway and neighbors to all sides in Normandy, I don't think I can afford to start another war there at this point.

Shottie
04-28-2007, 03:43
I can't seem to get the mod to work. I recently installed MTW2 again and patched to v1.1 but I install LtC into my main MTW2 folder and click on the icon but nothing happens. The game doesn't start or anything. If I use the regular MTW2 icon it opens up the vanilla game, am I doing something wrong?

phunkbot
05-05-2007, 21:42
hey everyone,

i need your help, i stupidly deleted my ltc 2.1 installation file and am in desperate need to get it back (as desperate as not playing medieval gets) but i cant seem to download it from any of the download links. I realize this is now old news but i cant get to 1.2 just yet to get the proper ltc 2.3. If anyone can help me get a setup file for Lands to Conquer 2.1 that would be greatly appreciated, please pm me with your suggestions or for a hostname to upload your copy to , thank you in advance

cheers

Lusted
05-05-2007, 22:09
I always delete previous versions of the mod when i upload a new version to filefront so as to avoid confusion. My adice would be to wait until you have 1.2 and 2.3 as you would have to start a new campaign anyway.

phunkbot
05-05-2007, 22:50
that makes perfect sense ::bow:

still, if anyone has a copy of the 2.1 setup i will greatly appreciate your help, i just tried unmodded 1.1 for the first time in a couple of months and it was horrifying :laugh4:

bbeltx
05-08-2007, 16:28
that makes perfect sense ::bow:

still, if anyone has a copy of the 2.1 setup i will greatly appreciate your help, i just tried unmodded 1.1 for the first time in a couple of months and it was horrifying :laugh4:


I have. I won't delete it until I feel safe with the new 2.3 version and a I don't download the 1.2 patch yet. :) But I will.


Send me an e-mail to remind me when I'll get in home.

bbeltx
05-08-2007, 16:37
sylvio@musicake.com

phunkbot
05-08-2007, 21:42
tree cheers for the Org and fellow orghians and a keg of beer for my saviour mr2hard :smash: :smash: :smash:

check ur email mate