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Thread: * The Long Road * v1.6 - Released

  1. #1

    Smile * The Long Road * v1.6 - Released

    The Long Road
    by Ely Soto (tornnight)

    Version 1.6

    --Download Here--
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    Backup Download Site

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    This Mod for MTW2 is geared towards a long epic style campaign.

    -Features-
    Campaign:
    - All Main Factions Unlocked
    - Huge Map with extended regions, 50+ new regions
    - A total of 900 turns
    - 1 year = 2 turn or 6 months per turn (winter and summer changing each turn)
    - New Advanced Campaign AI
    - More field battles due to larger map
    - More realistic movement rates.
    - Balanced AI development for all factions. AI will expand their empire correctly.
    - New win conditions, each faction has specific, more realistic goals
    - New Landbridges: England-Main Continent, Corsica-Sardinia
    - Reduced Pirates and Rebel spawn rates
    - Improved Merchants
    - Fixed Character Traits and Ancillaries
    - AI negative treasury blockage. Still allows you to destroy their economy.

    Buildings:
    - Improved Tech Tree. Reasonable, realistic requirements and progression.
    - All Unit recruitment moved to specific buildings. No Free Units from Walls. Both Cities and Castles require their respective building types
    - Recruitable Early Period and Late Period Generals at Castles. Including Dismounted Generals for certain factions.
    - Building Costs and Times have been increased, giving you a challenging
    game and forcing you to manage your economy. Balanced to allow the AI to develop.
    - Updated Mission times to deal with increased build times
    - Ranked Experience Bonus for Agents (Priest,Spy,Assassin,Merchant,Diplomat) from improved buildings
    - Tweaked Wall and Gate strengths to be reasonable. Not too easy, not too hard. Just Right.
    - Castle/City population requirements increased to slow down the tech tree.

    Units:
    - Improved Unit Textures
    - Traits and ancillaries Fixes
    - Added dismounted mercenaries
    - Inquisitors toned down
    - Heretics toned down
    - Merchants make more money
    - Recruitable generals based on castle size, Citadel allows Late stage generals
    - Units attack with faster animations
    - Units last longer on the battlefield
    - Cavalry charges are now powerful.

    Battle:
    - Added missing units from standard MTW2
    - Added all the dismounted versions of units
    - Unit Balancing. Factions still quite diverse.
    - Improved battle movement speeds
    - Crossbows and Guns now require line of sight. No arching bullets.
    - New AI and Player Formations
    - Improved AI Siege capability. Reduced AI bunching up in front of the gate
    - Improved Ladders and Siege Towers
    - Ballista Tower/Cannon Bug Fix

    Other Features:
    Various other values and parameters have been tweaked to ensure the AI
    reacts appropriately. They will capture rebel provinces, and build their empires
    as intended by the new Campaign AI. This was done by ensuring they had sufficient money and that the movement speed was high enough to allow the AI to function.

    All factions are unlocked.
    If you wish to undo this, delete ".\The_Long_Road\data\world\maps\campaign\imperial_campaign\unlocked.txt"

    Includes the following fixes
    - Adds missing units
    -- English Armored Sergeants
    -- HRE Dismounted Gothic Knights
    -- Venician Dismounted Broken Lances
    -- Dismounted Lithuanian Cavalry
    -- Dismounted Heavy Lancers
    -- Dismounted Tuareg
    -- English Mounted Longbowmen
    -- Mongol Dismounted Heavy Archers
    -- Timurid AS Monster Bombard)
    -Includes zxiang1983's
    -- ballista/cannon tower fix.
    -Includes Darth's
    -- 2 Handed Unit fix
    - Includes Lusted's
    -- Venetian Archer armor upgrade fix.
    -- Heavy Infantry armor upgrade fix.

    Gameplay Tips:

    While you are still a small empire you will only be able to either build your
    infrastructure or field large armies. Building costs are high and you'll need
    to save your pennies by not having huge Army upkeep costs. This will force you to wait to create your large armies until you really want to attack.

    Focus on markets/roads/ports and growth based buildings at first to build your
    economy.

    After you have your economy in place you can start to build your army.

    Installation:

    In order to ensure videos, historical and custom battles, tutorial function correctly.
    Copy .\data\fmv to .\The_Long_Road\data\fmw
    Copy .\data\world\maps\battle to .\The_Long_Road\data\world\maps\battle
    Copy .\data\world\maps\Custom to .\The_Long_Road\data\world\maps\Custom
    Copy .\data\world\maps\campaign\norman_prologue to .\The_Long_Road\data\world\maps\campaign\norman_prologue

    Starting the mod:

    Simply execute
    C:\Program Files\SEGA\Medieval II Total War\The_Long_Road.bat

    Uninstall: Delete .\The_Long_Road folder
    Delete .\The_Long_Road.* files

    I also recommend the Weather and Blood mod. It works perfectly with The Long Road.
    Weather and Blood Mod Thread
    I may include it as a prepackaged add-on in the future. It's not for everyone. (High system requirements)

    This mod includes many portions community developed work. Thank you guys.
    Ultimate AI v0.8 - GrandViz
    BigMap 0.99i with 1.05 extension - Spurious
    Orientiss_Vices_&_Virtues_FIXES_v1.1 - Orientiss
    DarthMod Lite 1.1 battle mechanics and units - Darth
    Darth Formations M2TW version 1.0 - Darth
    Medieval 2 Lite Mod v1c Fixes - Candelarius
    DLV 1.8 ext - Win Conditions and loading screens - Repman
    Unique Europeans, Early Period v0.3 - Burrek
    New Faction Names - Dadiodog
    Splash Screen - Remo

    Version Information:

    1.6
    - This version focuses on long term AI balance and AI Siege attacks
    - All new splash screen by Remo
    - Reduced building costs to assist AI development
    - Tweaked build times in some locations
    - Gave some reasonable requirements on buildings.
    - Balanced Portugal development
    - Tweaked Unrest in cities and castles
    - Reduces squalor effects on order
    - Tweaked distance from capitol penalties
    - Upgrade to Ultimate AI 0.9 which fixes cease fires.
    - Upgrade to BigMap Extended 1.06
    - Upgrade to DarthMod Lite 1.2
    - Upgrade to Orientis Fixes 1.1a plus hotfix
    - New Faction Names thanks Dadiodog
    - Minor Unit/Build Balancing
    - Moved Scots Guard to archery buildings
    - Corrected Game Event dates for new turn rate
    - Fixed Wall and Gate Levels/Health. Now they make more sense.
    - Improved Siege Formation for AI. No more bunching up in front of the gate.
    - This release is not compatible with saves from version 1.5

    1.5
    - Fixed missing Units for Milan, Papal States
    - Removed Elephant Artillery for timurids
    - Tweaked Experience/Recruit rates for buildings
    - Generals more expensive
    - Markets now require roads or paved roads
    - AI negative treasury blockage. Still allows you to destroy their economy
    - Portugal now owns Oporto instead of Pamplona
    - Increased Money from Sack and Exterminate
    - Doubled ship costs and halved thier refresh times. Will help reduce AI ship spam
    - Upgraded to Ultimate AI 0.8
    - Various Guild buildings now actually have benefits
    - Corrected Unit building experience progression
    - Added missing units (English Mounted Longbowmen, Mongol Dismounted Heavy Archers, Timurid AS Monster Bombard)
    - Verified using my new building/unit validator utility
    - Added Pirate Ships for the Rebels

    1.4
    - Added Darth Formations M2TW version 1.0
    - Tweaked Wall and Gate strengths to be more reasonable
    - Added Generals for recruitment based on castle size
    - Added burrek's Unique Europeans, Early Period v0.3 Textures
    - Added loading screens, DLV - Repman

    1.3
    - Upgraded to BigMap 0.99i with 1.05 extension
    - Fixes just the impassable terrains in Africa/Arabia and the early crossable
    ocean is back to vanilla now

    1.2
    - Upgraded units and battle mechanics to DarthMod 1.1
    - Added Dismounted Mercenaries
    - Added Win conditions from DLV 1.8 ext - Repman

    1.1
    - Added updated mission times
    - Removed units from wall upgrades
    - Reduced Rebel Army Spawns

    1.0
    - Initial Release

    License: Free

  2. #2
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: * The Long Road * v1.6 - Released

    Sounds interesting. I'm curious to see how the next (scheduled ) patch will affect this.


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  3. #3

    Default Re: * The Long Road * v1.6 - Released

    Looks awesome! I'm always looking forward to new regions!
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  4. #4
    Member Member Baeksen's Avatar
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    Default Re: * The Long Road * v1.6 - Released

    This mod look very interesting. I'm currently in the middle of a campaign, but when I'm done with that, I'll definitely try this. How is your tech tree system compared to Realistic Building Tree 1.1: https://forums.totalwar.org/vb/showt...61#post1382361
    You do not use eras?

    Cheers Baeksen

  5. #5
    IW Director, MA Mapper Member Ilsamir Lord's Avatar
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    Default Re: * The Long Road * v1.6 - Released

    Looks great! I must say that I don't like the new turn structure in MII, so yours is a god-send :) .
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  6. #6

    Default Re: * The Long Road * v1.6 - Released

    While there are not hard set eras, the tech tree is throttled down quite a bit in other ways.

  7. #7

    Default Re: * The Long Road * v1.6 - Released

    tornight: This is one of the best mods I have ever seen. With that said I am having a big problem with it. Everything and I mean everything about this mod is so dam cool with the exception of the turn structure. The game's turn needs to be torned down just a bid to allow for slightly faster builiding.

    In it's present mode by the 20th turn the game gets boring because you have to wait for your stuctures to complete. I can see what u r trying to do and it works great except in this area.

    my recommendation is to allow structures to be completed about 25 percent faster than what u have it set for now.

    This is my mod to play. Thanks for your time
    oldwarrior40k

  8. #8

    Default Re: * The Long Road * v1.6 - Released



    Since I can't edit my posts please go here for the latest news on The Long Road development.

    http://www.twcenter.net/forums/showthread.php?t=75936


  9. #9

    Default Re: * The Long Road * v1.6 - Released

    I also recommend the Weather and Blood mod. It works perfectly with The Long Road.
    Weather and Blood Mod Thread
    How do you make them go together?

  10. #10
    Desperately Seeking Tamworth Member Ethelred Unread's Avatar
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    Default Re: * The Long Road * v1.6 - Released

    the weather and blood link is dead.

    As is that last long road link
    Last edited by Ethelred Unread; 02-14-2008 at 18:49.
    "The gem cannot be polished without friction, nor a man perfected without trials"


  11. #11

    Default Re: * The Long Road * v1.6 - Released

    Links are dead

    Alternative downloads? I want this badly

  12. #12

    Default Re: * The Long Road * v1.6 - Released

    There is a 2.0 version nowadays... but twcenter is down right now, try again later on.

  13. #13

    Default Re: * The Long Road * v1.6 - Released

    Is it exactly 2.0? Turns out I had downloaded 1.9.1 earlier yesterday, I'm itching to try it and twcenter is still down

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