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  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default 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)
    Last edited by Lusted; 12-10-2006 at 03:17.

  2. #2

    Default Re: Lands to Conquer v1.1 released!

    links dont work for me old chap
    morsus mihi

  3. #3
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v1.1 released!

    I just tried them and they work fine.

  4. #4
    Magister Vitae Senior Member Kraxis's Avatar
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    Default 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.
    You may not care about war, but war cares about you!


  5. #5
    Member Member Jediknight73's Avatar
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    Default Re: Lands to Conquer v1.1 released!

    Lusted You should know all about posting in the right forum's... This isnt Mod forum.

    "The key to immortality,is first liveing a Life worth remembering" Bruce Lee
    Also known as NightWar so add me for ETW MP fun!

  6. #6
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default 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.

  7. #7

    Default 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.

  8. #8

    Default 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?

  9. #9

    Default 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..

    "That's what we need : someone who'll strike the most brutal blow possible, with perfect aim and with no regard for consequences. Total War."

  10. #10
    Yorkist Senior Member NagatsukaShumi's Avatar
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    Default Re: Lands to Conquer v1.1 released!

    Moved to the appropriate forum
    RIP TosaInu
    Ja Mata

  11. #11

    Default Re: Lands to Conquer v1.1 released!

    Quote Originally Posted by Lusted

    1.0
    -all factions playable in campaign
    -new victory conditions for all factions

    Hi Lusted! Thanks for your efforts, I haven't been able to play mtwII just yet but will be glad to have a fix available for the two-hander bug. Couldn't live without Varangians.

    I got one question though. So Mongols and Timurids are both playable. I assume this means they will be present at the start of the game with a couple of units and some territory, right? And even if you're not playing them? Is there any easy way for me to somehow change this part back to vanilla, so that they first appear with the invasion stacks (like, are all the changes in one file or something, I'm not a modder but I can use copy&paste...). I like most other changes but it would somehow ruin it for me to have mongols and timurids running around in 1080

    Anyway, would you/ have you already / are you considering publishing your fix for the 2-hander troops for all to use in their mods, since CA's patch apparently won't touch the issue?

    Thanks again.

  12. #12
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v1.1 released!

    No the Mongols, Aztecs and Timurids are not playable, i sohuyld have made that part of the readme say: all playable factions unlocked

    Anyway, would you/ have you already / are you considering publishing your fix for the 2-hander troops for all to use in their mods, since CA's patch apparently won't touch the issue?
    Yes i will be releasing one once the patch is out.

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