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Lands to Conquer v1.1 released!
Download links(slight update to .exe since i first posted the links, i fixed description errors and added in start menu shortcut and uninstaller):
http://www.megaupload.com/?d=FY0KSWAP
http://www.bigupload.com/d=ADE88108
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
Once installed you should use the new Lands to Conquer desktop shortcut to run the game.
The changes Lands to Conquer 1.1 makes to Medieval II Total War are listed below:
1.1
-Inquisitor power and numbers reduced
-cannon elephants removed from the campaign
-date of Mongol and Timurid invasions now varies more, there is a larger period of time over which both could happen
-Dismounted Broken Lances, Mongol Dismounted Archers, Mongol and Timurid Dismounted Heavy Archers, Mongol Dismounted Light Lancers, Mongol and Timurid Heavy Lancers now available in the campaign
-new loading screens and splash screen
-cavalry charges fixed by increasing the charge distance
-increased cost of musketeers
1.0
-all factions playable in campaign
-new victory conditions for all factions
-improved campaign ai courtesy of Shaba Wangy
-Merchants now make more money
-Assassins are now more powerful
-1 year per turn in campaign, with year shown and building construction times changed to reflect this
-starting money tweaked for all factions, and kings purse increased for all factions
-agent and fleet movement increased
-English Armoured Sergeants, HRE Dismounted Gothic Knights, and Venetian Dismounted Broken Lances now available in the campaign
-ai unit recruitment priorities tweaked for some factions
-increased cost of all cavalry units by 200 florins to balance things out, and increased upkeep for elite cavalry units.
-increased cost of artillery in campaign a lot to stop ai from building lots of it
-fix for units with 2 handed bug, they now fight in melee and against cavalry
-rebalancing of stats in line with this
-Byzantine Infantry, Varangian Guard and Kataphraktoi made more powerful to make the Byzantines better
-Crusader units available in custom battle for catholic factions
-billmen made more powerful
-artillery have longer range
-units armed with longbow have longer range and slightly increased damage
-Venetian Archer And Venetian Heavy Infantry armour upgrade fix(in vanilla M2Tw the armour upgrades are the wrong way round, i've fixed it)
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Re: Lands to Conquer v1.1 released!
links dont work for me old chap :help:
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Re: Lands to Conquer v1.1 released!
I just tried them and they work fine.
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Re: Lands to Conquer v1.1 released!
Hahaha... I just misunderstood the title...
I thought it was "Yarrrr!!! LANDS TO CONQUER! v1.1 has just been released"
Meaning the patch was out.
Anyway, a fair deal of changes there.
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Re: Lands to Conquer v1.1 released!
Lusted You should know all about posting in the right forum's... This isnt Mod forum.
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Re: Lands to Conquer v1.1 released!
i can't work out where to post it in the M2Tw mod forums as there is no equivalent of the forge in it, so im posting it here, then a mod will move it to the appropriate place.
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Re: Lands to Conquer v1.1 released!
Seems ok, but i dont understand some of the changes like Venetian Dismounted Broken Lances and longer arty range for instance.
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Re: Lands to Conquer v1.1 released!
Well i added in venetian Dismounted Lances as it seemd a bit silly for them to in custom battle and not the campaign.
and havingsome artillery like ballistas only able to fire as far as a bow also seems silly, it should be able to fire much faster.
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Re: Lands to Conquer v1.1 released!
I often wonder, how many of CA's loyal product purchasers, like me, buy their games with y'alls mods in mind?
I enjoy the "plain vanila" games well enough but it is y'all modders that really keep me coming back to this franchise's product.
So, for all the missed sleep, the skipped showers as I run out the door (late again), sore arse from sitting and playing too long at a time and all the other side effects associated with obsessive gaming, Thanks.
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Re: Lands to Conquer v1.1 released!
Lol...interesting the mod come out before the official patch!
maybe you guys should send CA the bill? ;-) lol
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Re: Lands to Conquer v1.1 released!
can you post a separate file for the...
>-1 year per turn in campaign, with year shown and building construction times changed to reflect this
>-fix for units with 2 handed bug, they now fight in melee and against cavalry
alternatively, can you uh, tell me how to do make the said changes?
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Re: Lands to Conquer v1.1 released!
Quote:
Originally Posted by ŞaoŞin
can you post a separate file for the...
>-1 year per turn in campaign, with year shown and building construction times changed to reflect this
>-fix for units with 2 handed bug, they now fight in melee and against cavalry
alternatively, can you uh, tell me how to do make the said changes?
Look in the Citadel for the change of turn pace, many topics on it.
The two handed bug is an animation removal. So unless its still in the game, that would require lots of coding and animating.
Remedey? Wait for the patch. That should fix it.
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Re: Lands to Conquer v1.1 released!
Had a play about with this - promising post-patch when the major AI issues are resolved.
Lusted: Do you (we) have any indication as to how the AI reacts to having new "target provinces" put into their victory requirements? Does the AI actually make any attempt to obtain them, and do we know if placing too many province requirements causes the AI problems?
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Re: Lands to Conquer v1.1 released!
Quote:
Lusted: Do you (we) have any indication as to how the AI reacts to having new "target provinces" put into their victory requirements? Does the AI actually make any attempt to obtain them, and do we know if placing too many province requirements causes the AI problems?
Yes it does try to go for them, i do not know if it causes the ai any problems or not.
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Re: Lands to Conquer v1.1 released!
Are there any other conditions that can be required other than province capture and faction elimination?
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Re: Lands to Conquer v1.1 released!
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Re: Lands to Conquer v1.1 released!
Great work with this mod, Lusted. I've installed and played some 30+turns - no problems yet.
One question though : are there any other modifications in descr_strat aside from the increased starting money ?
I'm asking this because I'd like to keep the rest of the mod but revert descr_strat to the original file - too much money ruins a big part of the strategic game for me.
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Re: Lands to Conquer v1.1 released!
I've set the game to timescale 1.00 and removed the show_date_as_turns line from it.
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Re: Lands to Conquer v1.1 released!
could you explain in a little detail why you gave the varangian guard such a high attack stat?
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Re: Lands to Conquer v1.1 released!
Lusted would you put a landbridge from england->france in next update?
I've always noticed england is a too safe place , cuz ai don't assault it by sea...
And once, in one of my campaign, scots conquered all england but didn't expand more going to france.
I think a landlink would fix it :)
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Re: Lands to Conquer v1.1 released!
Quote:
could you explain in a little detail why you gave the varangian guard such a high attack stat?
Because they havea slow attack animation, so even though they have such high stats they are equal/lose slightly against JHI. Stats in M2Tw are very misleading, the attack spped of animations seems much more important that actual stats.
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Re: Lands to Conquer v1.1 released!
Great work on the mod. It's really enjoyable. One thing that I'd like to change though is the 1 year a turn thing. I like playing with two years per turn. Is there an easy way to change the game back to being two years per turn as well as restore the previous construction times?
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Re: Lands to Conquer v1.1 released!
Moved to the appropriate forum :2thumbsup:
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Re: Lands to Conquer v1.1 released!
Quote:
Originally Posted by Wingman
Is there an easy way to change the game back to being two years per turn as well as restore the previous construction times?
In descr_strat.txt change the 1.00 to 2.00 in the following line :
timescale 1.00
Take a look at this thread for more details.
The buildings construction time are in the export_descr_buildings.txt file, probably the line that says
construction ###
is the time required (where ### is the number of turns)
You'll have to do a lot of find-and-replace, though..
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Re: Lands to Conquer v1.1 released!
Quote:
Originally Posted by Lusted
Stats in M2Tw are very misleading,.
Yup, you have to physically test things on the battlefield other than just digest the stats.
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Re: Lands to Conquer v1.1 released!
Hi Lusted,
The main draw of your mod, over and above all the useful tweaks and fixes, is the change to one year per turn from two.
reading this thread:
https://forums.totalwar.org/vb/showthread.php?t=71564
I am curious what other changes you have made to ensure that the flow of the game is not drastically altered from its semi-historical basis and game balance generally?
eg. have you increased build times?
have you slowed population growth?
etc
regards
Peegee Tips
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Re: Lands to Conquer v1.1 released!
Yes i have increased building construction times. 1.2 will feature tweaks to population growth, and increased popluation requirements for each level of settlement.
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Re: Lands to Conquer v1.1 released!
excellent thanks.
so the timeline and game development should play 'normally', just over a longer period?
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Re: Lands to Conquer v1.1 released!
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Re: Lands to Conquer v1.1 released!
cheers, can't wait. :)
[edit]
what about movement rates on the campaign map?
do we effectively move twice, and is it considered a problem even if we do?
[/edit]