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Lusted
05-04-2007, 18:32
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_v23exe/;7430219;/fileinfo.html)
Megaupload (http://www.megaupload.com/?d=AEO0QEHU)

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.

A major feature 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.

Installation Instructions

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

You must a new campaign with 2.3

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 2.3.

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

The changes Lands to Conquer 2.3 makes to Medieval II Total War are listed below:

Battlemap
-Drastically improved balance of units done by me and Palamedes. Battles feel much more like battles in the original Medieval: Total War now.
-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
-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.
-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).
-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.

Graphical
-New loading screens and splash screens.
-New textures for the Byzantines using a mix of mine and Whitewolfs work.

Credits

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

Jason Turnbull aka Palamedes - for his great help with unit rebalancing.
Whitewolf - for the use of some of his Byzantine skins
DeRougemonnt - for the use of the CNP
lawngnome - for helping with the edits to unit recruitmnt and settlement mechanics.

vixtro
05-04-2007, 19:02
Nice one! Downloading this as I type ~D

RickooClan
05-06-2007, 03:26
The content sounds very promising! :yes:

If there are any balancing on pike issue and how was that be done? ( I remembered in an other thread you state you will remove their sword + reduce their mass? )

manhole
05-06-2007, 14:35
I've just installed the new 1.2 patch and then installed the 2.3 LTC mod but for some reason when I try to run LTC by clicking on the shortcut, nothing happens. MTW2 itself seems to be working fine after applying the 1.2 patch.

I've been playing the previous version of LTC with no problems and love the mod. This has only happened now with the latest version.

Lusted
05-06-2007, 16:44
If there are any balancing on pike issue and how was that be done? ( I remembered in an other thread you state you will remove their sword + reduce their mass? )

Haven't removed sword, just increased pike mass to 4, and increased their primary and secondary attacks.

fenir
05-07-2007, 09:36
very nice lusted,

I have always been a fan on your work. But you have done a nice job of this one, i must say.

I usually, only use my own mods, (tho i do use bits of others), and your work seems to always find a place in my own mods.
Anyway, just wanted to thank you for some very nice work, and thank you for some added bits for my personal mod. it certainly saves me time.


PS: still waiting for someone to do a full work up of byzantine gun powder units if anyone has them?


Anyway thank you lusted and team.


fenir

Haudegen
05-07-2007, 14:04
I recently installed your mod and I like it. One question though: What happened to the pre battle speeches? I´m playing the Scots and I´m hearing only boring one-liners. No references to the enemy, no trait-related statements. Or are there no such soundfiles for the Scottish generals in vanilla?

dopp
05-07-2007, 15:09
I've noticed that the armor of most units has been lowered across the board. Does this mess with armor upgrades in any way?

Lusted
05-07-2007, 15:17
Not really as the upgrades aren't working properly.

neoiq5719
05-07-2007, 15:42
i´ve just downloaded the 2.3 patch from filefront but when i try to install it, it says "this file contains invalid data". Any ideas? thx

vixtro
05-07-2007, 16:00
The mod has been working great for me so far and I have only seen one little AI problem on the Campaign map. A polish army of about 3 units keeps getting in a boat and unloading again onto the east side of York every turn for that past 10 turns or so now. It's a strange one and it could just be something that could happen in Vanilla anyway. I'm thinking about attacking them to get rid of em as it's getting kinda annoying lol :smash:

neoiq5719
05-07-2007, 19:37
ok i have just installed the 2.3 and in the very first battle Isaw that the AI was AS DUMB AS EVER. I really dont know the meaning of "improving AI for the 1.2 patch", must be a different concept from the one i have.
A whole army stood still with i was making a BBQ out of them. Some things are never gonna change and i think they wont no matter if you call them 1.2, 1.3 or 1. whatever u want. This is as good as this game gets.

Revenant
05-07-2007, 23:11
I have one question concerning late era heay cavalry in LTC 2.3 :

I checked their stats and realised that for example Lancers have worse stats than chivalric knights, have bigger upkeep and the same cost and recruiting conditions... so I do not understand why they are in this game? Yes, I know they have probably armoured horse with bigger mass and better armor and whatever... but as unit vs. unit, they are worse and have bigger upkeep.

The same is with gothic knights, but as they have ap secondary weapons and HRE do not have similar unit, they are ok...

The same issue is with Gendarmes who have crappy stats and extremely high upkeep, but at least they are trainable in cities...

So, my question is: what is the logic behind this all?

my opinion is that late era unit should be better or slightly worse but cheaper and with lower upkeep (like sword and buckler men vs. dismounted feudals. S+B are really usefull because of their low upkeep) which can mean something as better availability of non - noble units in renaissance era.

But now, lancers, for example are completely useless.

I think that better stats = more cost and upkeep (compared to other units of this type as general)

unless the unit is trainable in cities and so is militia, then it can have slightly worse stats and higher upkeep

or is the only representative of unit type the faction has (for example faction does not have any other units of heavy infantry except this) in which case it can have very high cost and upkeep...

But your logic can be different.

Lusted
05-07-2007, 23:26
Yes, I know they have probably armoured horse with bigger mass and better armor and whatever... but as unit vs. unit, they are worse and have bigger upkeep.

You point out the reason they are more expensive, then ignore it. Lancers have the mount with the highest mass, and combined with a very high charge bonus means they are one of the best cav units for charging, so are very useful for flank or rear attacks against pikes, and frontal attacks against sword infantry

They have no shield, so they are not meant for cav v cav combat.

Revenant
05-09-2007, 07:16
You point out the reason they are more expensive, then ignore it. Lancers have the mount with the highest mass, and combined with a very high charge bonus means they are one of the best cav units for charging, so are very useful for flank or rear attacks against pikes, and frontal attacks against sword infantry

They have no shield, so they are not meant for cav v cav combat.

But they have the same attack/charge as chivalric knights (11/7)... Is the bigger mass really such difference?

Lusted
05-09-2007, 11:49
Oh yes it does, mass is hugely important in charges. Lancers and CK are the same price because CK are better in melee, but Lancers are better in the charge.

dopp
05-09-2007, 15:12
But it makes very little sense nonetheless why Lancers (and Gendarmes) should emphasize butchering infantry (in a period where pikes and halberds pretty much stop any cavalry charge dead regardless of power) and make themselves vulnerable to older cavalry types in the process. The ultimate evolution of the heavy cavalryman defeated by his outdated predecessors (feudal and chivalric knights) just because he decided not to carry a shield? That's pretty silly. No wonder the knights went out of fashion.

The_Notorious_P
05-10-2007, 10:16
Great Work I like it a lot. I've started a Byzantine campaign, to see the graphics changes, but I think something is wrong. the shields carried by the militia (havent gotten very far) are solid red or blue. I'm talking the classic red and blue, the pure shade you'd get in Paint by assigning zeros and a 255. This is intentional?

Another thing I noticed was that Emperor Alexis has the Intelligent trait, but it's the princess one...he has +1 charm, lol.

Lusted
05-10-2007, 10:32
Great Work I like it a lot. I've started a Byzantine campaign, to see the graphics changes, but I think something is wrong. the shields carried by the militia (havent gotten very far) are solid red or blue. I'm talking the classic red and blue, the pure shade you'd get in Paint by assigning zeros and a 255. This is intentional?

No, the militia do tend to have simple coloured shields but they're not pure colours, they've got shading and borders on them.


Another thing I noticed was that Emperor Alexis has the Intelligent trait, but it's the princess one...he has +1 charm, lol.

Seems to be a M2TW bug.

Miles Sueborum
05-11-2007, 02:46
Is the improved Campaign AI of the privious versions (that one that keeps some treaties and so on) still included in this mod?

RussianWinter
05-11-2007, 05:20
Hi - for some reason, whenever I fire up the mod my game options (skip AI movement, Auto-manage) and minimal battle UI aren't saved and I have to manually re-toggle. I haven't experienced this in vanilla. Any ideas?

Dave1984
05-11-2007, 11:56
I am having a little trouble with this- it plays and runs fine, except that the only place there is any sound, at all, is the thunder and wind track on the main menu. Anywhere else- nothing. Not a sound.

Any ideas what could be causing this?

bbeltx
05-11-2007, 21:52
Anyone could re-upload it in somewhere else? I think these (FileFront & MegaUpload) servers doesn't from here (Brazil). I've been tried for days and I got nothing.


:help:

VonSchlepp
05-13-2007, 17:41
In your previous LTC you made it possible to transfere ritinue to other generals, I noticed in this up date the abilitie to give other generals ritinues is shortly limited. What file do I go to to edit this and how is it done?

Very good mod by the way and thankyou.

Lusted
05-13-2007, 18:12
export_descr_ancillaries.txt in the landstoconquer\data folder. Edit the transferable line for each one. Make sure you know a retinue that can be transferred cause i don't know whether you need to set it to 0 or 1.

VonSchlepp
05-14-2007, 05:39
Done! #1 will allow the ritinue to be transfered. Thanks.

Skott
05-16-2007, 04:30
I've noticed that merchants dont get much from resources now like they did in vanilla patch 1.1 and LtC 2.2. The merchants are much more weaker and vulnerable than before as well. Every time I try to use my merchant to take out another merchant he fails every single time. Best chance I have had yet is 35% and he still fails. Everytime a AI faction control merchant comes along he succeeds taking out my merchant. Training the merchants up is pretty weak too. Its extremely hard to get it to happen.

I'm still in my first campaign with LtC 2.3 and patch 1.2 but this seems grossly unbalanced. I much preferred 1.1 and LtC 2.2 as far as merchants go. Any chance of getting this changed, Lusted? Or maybe explain to me how I can make the changes myself? Otherwise I'm enjoying the new LtC 2.3 mod. :yes:

Sultan Borat
05-16-2007, 16:37
Yah I disappointed the original vanilla game screwed the Byzantine churches, Their designs are generally modeled off the Hagia Sophia with a dome in a box design.

To be there waisnt any "religious" wonders too. Constantinople Hagia Sophia *sanctum of holy wisdom* would grant religious bonuses and extra income from pilgrimages. Jerusalem would have the dome of Rock , Rome would have St Peters square, Spiraling minaret in Syria.

I wish it were possible to convert units, A Christian general could become a Muslim and vice versa.

Pharnakes
05-17-2007, 11:16
Hi, I thought I'd ask this here as you seem to be the only mod that has done this; how do you change the amount of money that a merchant makes without affecting trade income to a city, and how do you mod the distance from capital unrest penalty?



Thanks

Lusted
05-17-2007, 12:04
descr_campaign_db.xml and these lines for merchants:

<merchants>
<base_income_modifier float="1.0"/>
<trade_bonus_offset float="10.0"/>
</merchants>

Just set the numbers higher.

descr_settlement_mechanics.xml for DtC and these lines:

<factor name="SOF_DISTANCE_TO_CAPITAL">
<pip_modifier value="1.0"/>
<castle_modifier value="0.2"/>
<city_modifier value="0.5"/>
<pip_min value="0"/>
<pip_max value="16"/>
</factor>

Pharnakes
05-17-2007, 13:31
Thanks alot:2thumbsup:

Northnovas
05-19-2007, 05:10
I am having a little trouble with this- it plays and runs fine, except that the only place there is any sound, at all, is the thunder and wind track on the main menu. Anywhere else- nothing. Not a sound.

Any ideas what could be causing this?

I have the same issue I do get the sound for events otherwise it is pretty quiet. Is there a file that has to be changed?

SpaceUnion
05-19-2007, 18:14
Hey I was wondering is it possible to incorporate the Ultimate AI mod (the newest one for patch v1.2) with the LtC? I know you don't have it in the v2.3 but I want to have that AI instead of the vanilla one, so I just wanted to see if its possible as I don't have a clue on modding (new to the game). Thank you. :)

Northnovas
05-21-2007, 02:16
I think I was able to resolve the issue. I just copied the MTW2/data/sound into the LTC and now appear to have all the sound during game play. It is a big file that you are duplicating.

mesut
05-21-2007, 10:43
Hey I was wondering is it possible to incorporate the Ultimate AI mod (the newest one for patch v1.2) with the LtC? I know you don't have it in the v2.3 but I want to have that AI instead of the vanilla one, so I just wanted to see if its possible as I don't have a clue on modding (new to the game). Thank you. :)

Just extract this archive into your landstoconquer folder.

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

Regards
Mesut aka GrandViZ

SpaceUnion
05-21-2007, 19:58
Just extract this archive into your landstoconquer folder.

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

Regards
Mesut aka GrandViZ

Thank you very much. :)

The_Notorious_P
05-24-2007, 14:07
I had a Portuguese family member born with no name today. Well, he had the de Portugal last name or whatever you programmed in.

Kobal2fr
05-28-2007, 11:52
I noticed you include ancillaries and traits files in your mod folder, would you care to detail what changes you made to them, if any ?

Lusted
05-28-2007, 12:24
None atm that's just to replace the one i had in previous versions of the mod because of the changes 1.2 makes. In future versions there will be changes to the turns required for certain ancilliaries given the change in timescale.

The Spartan (Returns)
05-28-2007, 16:00
wow Lusted the content sounds great!! ill get it as soon my friends gets me the 1.2 patch. (takes too long for me) i promise helpful feedback!

Kobal2fr
05-28-2007, 20:36
None atm that's just to replace the one i had in previous versions of the mod because of the changes 1.2 makes. In future versions there will be changes to the turns required for certain ancilliaries given the change in timescale.

Then you'll probably also have to tweak most of the "settement building completed" triggers to make up for the increased building times as well, methinks.

I'd been working on a 1.2 CherryVanilla traits file for the vanilla game before trying out your mod, and I really like the changes you've made both on and off the battlefield, so I'll probably end up working on them in the context of your mod to try and balance them to the new settings anyway, I'll send you the files and changelog once I'm satisfied with them if you want.

Kobal2fr
05-30-2007, 20:19
Some feedback :

- I really looooove the increased movement for agents and generals. Makes it far easier to use them, and in the case of governors to train them. Plus it's obviously historical/realistic as a lone rider is much faster than a whole army of them. The only thing is that it makes it quite harder to track down princesses to marry, but that's inevitable I guess.

- When he says that "archers have been toned up", he's not kidding. Even mere peasant archers, and even if they fire in an arc over buildings will devastate soft targets, killing up to 10 militia per volley on even ground. I swear, it's bloody murder. Longbowmen must be death incarnate :). On the down side, it means that archer duels are usually decided by who gets to shoot first, all other things being equal.

- I don't know what or how you did it, but the spacing of melee fighters is much, much less of a problem than it was in vanilla. Except in cramped streets, I've yet to witness the "everybody 5 meters apart, 3 people slugging it out in the middle" thing. Hurray !

- battle fatigue is perhaps a tad overdone. Soldiers didn't tire enough in vanilla, but now I think they tire a bit too fast and especially when they're fighting - but maybe it's done to slow down the pace of battles ?

- City and castle towers are fricking deadly as well. A mere wooden wall type 2 (the one you can use siege towers on) torched no less than 4 rams in a row, with only the two towers on each side of the gate firing at them. Which means that attacking without siege engines is a desperate move usually. Me likes.

- I liked them at first, but now I don't and use a modified version of your buildings.txt file : increased building times and costs. I can see what the intent behind them is, but I don't really like being only able to build in 1 or 2 cities in my empire at a given time. Plus a side effect of the longer build times is that it plays merry hell with both traits and ancillaries balance.

What I did was keep the walls and castles at their current costs and build times (which, combined with the upper pop thresholds, slows down tech levels enough, which I assume was the point of upping all values and durations), same for military buildings and armorers, but give "civilian" ones their original costs and build times back (or maybe 1.5x the cost, to account for the increased cash flow. But 1000 for dirt roads is definitely too much.).
This should keep technology levels at their current slow pace, but allow your cities and gov to do something with their time. I just switched over to this so further testing is needed on my part obviously.

- Unrest is maybe a tad too high. Dunno if it's religious unrest or distance to capital, but unless you slaughter the target city, crusade conquests are almost impossible to hold and revolt instantly unless you make them your capital (and then it's your homelands that revolt :) ).

- Love the rebalanced economic model.

phunkbot
05-31-2007, 13:29
hey,

again great work Lusted, you deliver as expected :2thumbsup:

i love archers its just so much better right now, if only there was a way to get them to shoot at the peeps i want them to without that much hassle it would be awesome.... man if the timing gets going for you that last crossbow volley can decimate any charge coming at you

I am also getting nameless princesses and family members, i also got this wierd wierd thing about Manage all cities getting suddenly turned off after 20-30 turns into a camplaign, happened with Scotts and Portugal already.... meh, i can live with that

also, i had a couple of merchants just dissapear, they just vanished from timbuktu with no reason whatsoever... reloaded a slightly earlier save and they are there and some 10 turns or so after that .... i turned fow off and saw no assassins or anything, not sure what happened there

i dont know if i got a bad installation or anything, should i unpack my game?

Lusted
05-31-2007, 13:30
- When he says that "archers have been toned up", he's not kidding. Even mere peasant archers, and even if they fire in an arc over buildings will devastate soft targets, killing up to 10 militia per volley on even ground. I swear, it's bloody murder. Longbowmen must be death incarnate :). On the down side, it means that archer duels are usually decided by who gets to shoot first, all other things being equal.

They're being toned down in the next version.


- battle fatigue is perhaps a tad overdone. Soldiers didn't tire enough in vanilla, but now I think they tire a bit too fast and especially when they're fighting - but maybe it's done to slow down the pace of battles ?

It's just cause movement speed over all terrain types has been reduced slightly.


- City and castle towers are fricking deadly as well. A mere wooden wall type 2 (the one you can use siege towers on) torched no less than 4 rams in a row, with only the two towers on each side of the gate firing at them. Which means that attacking without siege engines is a desperate move usually. Me likes.

That's because of the improved arrows.



- I liked them at first, but now I don't and use a modified version of your buildings.txt file : increased building times and costs. I can see what the intent behind them is, but I don't really like being only able to build in 1 or 2 cities in my empire at a given time. Plus a side effect of the longer build times is that it plays merry hell with both traits and ancillaries balance.

What im aiming for the next version is more of an emphasis on the differences between cities and castles. So castle military buildings will be much cheaper than their city counterparts, and the low level barracks/stables/ranges in castles will be quick to produce. Also tax income is being redone a bit so the market line of buildings is more valuable.

Also expect to see an announcement relating to the next LTC in a few days or so.

Kobal2fr
05-31-2007, 15:16
Agreed, archers need toning down. I tried a campaign as the English, just for kicks and giggles. Can anyone say "machinegun of cheese" ? Even firing at inf hidden behind their crenels are doomed when facing these lads.

On an odd note, crossbows don't seem to be affected by this, or much less. Could be because of their slower shooting ?


What im aiming for the next version is more of an emphasis on the differences between cities and castles. So castle military buildings will be much cheaper than their city counterparts, and the low level barracks/stables/ranges in castles will be quick to produce. Also tax income is being redone a bit so the market line of buildings is more valuable.

Also expect to see an announcement relating to the next LTC in a few days or so.

Won't that make distance to capital/unrest even more of a problem ? Correct me if I'm wrong but from what I understand of your work, you've considerably toned up the law bonus given by walls, barracks, and most importantly town halls, and made those more expensive as well (well, except for barracks, but you've already adressed that), which coupled with the increased unrest, corruption etc... leads me to assume you want to make conquests very costly affairs, rather than the pushover they are in vanilla ; and only profitable on a mid-term basis because you have to finish all those order buildings before you start thinking about the cash boosting ones.

Yet with even the most basic town hall taking 4 turns to build, it's impossible to build them on a crusade before the city revolts, and that's even with 80% order from the army, and the chiv/loyalty bonus from a Grand Crusader gov. If you make barracks take longer to build as well...
Unless the whole point is to "force" crusaders to exterminate in the Middle East, in which case I'll stand corrected.

I think a good balance for town halls would be 2 turns (as in vanilla) and same 4000 price, making those far flung conquests just as costly yet manageable. The increased barrack build time will offset the difference.

I have the same problem with the market line, more specifically the grain exchange : as of now, it's a must-have building if you ever intend to put a governor in, since without it they get huge penalties to trade over time. But if it takes 3 turns to build + 2000 florins, it's problematic in the early stages of the campaign when 2000 is a whole lot and you *need* those Good Taxmen to get a fledgling economy going.

Of course, deleting the bad taxman trigger (or making it 5/10% instead of 100%) would solve that problem, but that's only the visible part of the iceberg : longer build times across the board mean good traits/ancils triggers happen a lot less often as 80% of them check for building completion, while most bad traits are triggered every turn. Balancing all that tripe would be a lot of work, and I find my edited version of your buildings.txt works well enough that I don't need to rewrite the whole vnv code from scratch :sweatdrop:.

Lusted
05-31-2007, 15:21
Yet with even the most basic town hall taking 4 turns to build, it's impossible to build them on a crusade before the city revolts, and that's even with 80% order from the army, and the chiv/loyalty bonus from a Grand Crusader gov. If you make barracks take longer to build as well...

City barrack construction times won't be effected, just castle barracks low level ones will take less time to build, and higher level ones slightly longer so the entire line of barracks takes the same amount of time to build as in 2.3.


I have the same problem with the market line, more specifically the grain exchange : as of now, it's a must-have building if you ever intend to put a governor in, since without it they get huge penalties to trade over time. But if it takes 3 turns to build + 2000 florins, it's problematic in the early stages of the campaign when 2000 is a whole lot and you *need* those Good Taxmen to get a fledgling economy going.

The market line is going to get a boost to its trade income so to make the outlay more reasonable.

CrownOfSwords
05-31-2007, 18:56
I like the mod but im sufferring numerous CTD's always in battle also. Its a clean install patched to 1.2 so I can't blame myself for a faulty install. It just says Medieval total war has encountered an unspecified error and will now quit. Idk sad i really want to play this mod!

Lusted
05-31-2007, 20:51
It's not caused by mod, i can say that for certain.

EDIT: have you unpacked the data files?

CrownOfSwords
05-31-2007, 21:52
I used the installer provided by the download, I don't see what your talking about with the data files I can't find a readme file either. The battles start even allow some deployment but about 20 seconds later I get the crash and the message.

Lusted
06-01-2007, 13:09
Have you run the unpacker? The readme for my mod is in the installer.

Also:

https://img292.imageshack.us/img292/3408/sneakypeakth8.th.jpg (https://img292.imageshack.us/my.php?image=sneakypeakth8.jpg)

MWUHAHAHA!!!

Expect announcement of a change of plan for LTC and a preview within a few days.

Skott
06-01-2007, 17:19
Sounds like some great updates are coming! Any chance of adding more territories or do we need to add something like the Big Map mod for that? Assuming it works with LtC.

Lusted
06-01-2007, 17:21
Atm no plan for new territories on the main map yet.

Garnier
06-01-2007, 17:26
The hundred years war minicampaign will be zoomed in though right? It won't be just a small section of the normal map, like in the custom campaigns mod I hope.

Lusted
06-01-2007, 17:42
The hundred years war minicampaign will be zoomed in though right? It won't be just a small section of the normal map, like in the custom campaigns mod I hope.

Wait and see. :2thumbsup:

Kobal2fr
06-04-2007, 07:16
Just a small heads up :

I just found out that your descr_campaign_db.xml doesn't include the 1.2 lines

<inquisitor_turn_start uint="20"/>
<inquisitor_target_crusades bool="false"/>

meaning that inquisitors can still bounce crusade leaders in LTC 2.3 (well, with even less than 1.2 inqui efficiency, so very very limited, but still). Is that intentionnal ?

EDIT : lines

<inquisitor_target_leaders bool="false"/>
<inquisitor_target_heirs bool="false"/>

are also missing further down the file

Lusted
06-04-2007, 10:56
Yup i know, that'll be fixed in 1.2. It's one of those things that got changed between leaked 1.2 and official i think.

Kobal2fr
06-19-2007, 23:21
It's me again, with another detail (but come on... give me some real huge glaring bugs to find already, I'm sick of these small pickings :clown:) : The 3 starting Polish family members lack ReligionStarter 1 in descr_strat.txt

BeastRabban
06-26-2007, 12:52
Love the LTC mod. Encountering a problem with the game crashing when I hit the hourglass to start a new turn.

The AI animation plays out then crashes to desktop. Any suggestions on how to fix this?

(Year is 1299 incidentally, playing the Egyptians. Have repelled two crusades and wiped out the Mongols twice as well. Now working my way up through the Balkans. Bugger if I can't finish this campaign...)

Any suggestions greatly appreciated.

BeastRabban
07-01-2007, 01:12
Please disregard my previous post.

I read in the LTC v2.3 bugs thread that others have been having the same problem, (something to to with Portugal's character names) and that v3.0 should fix.

Cheers.

rory_20_uk
07-13-2007, 20:06
I've been playing a campaign with the mod and there are one or two things that could do with fixing; whether they are the mod or the game engine I don't know:

It seems the AI likes to attack castles / towns as soon as it has one ladder, one siege tower and a ram. The tower dies, the ram takes the gates and the ladders get one attacking unit routed from the walls. Sometimes ballistas and catapults mobilise up to the walls.

The AI needs more equipment before assaulting. Siege for an extra turn?
Is it possible to stop the rest of the army standing in range?

If one misses the alliance-fest at the start of the game no one never seems to be friendly - even defending against catholic aggression will upset the aggressor's mates if you win. And will the AI every cease to fight a war? Not that I've seen.

Could the map be expanded so more fights occur in the open as opposed to generally being siege driven (which the AI is pretty poor at)?

I find castle walls and city walls to be quite similar. Sure, there is the extra layer of walls in the castle, but perhaps it is my inability to know how to make use of this properly. I find that everyone manning the outer walls works. This might be different if the AI had a proper siege train to reduce towers and smash several holes in the outer wall, creating a need for a secondary line of defence.

~:smoking:

TinCow
07-14-2007, 21:43
It seems the AI likes to attack castles / towns as soon as it has one ladder, one siege tower and a ram. The tower dies, the ram takes the gates and the ladders get one attacking unit routed from the walls. Sometimes ballistas and catapults mobilise up to the walls.

This is very true. If large AI armies used about 3x to 4x more ladders/towers, they would be far harder to defend against.