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Thread: Lands to Conquer v1.1 released!

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  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default 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.

  2. #2

    Default 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.

  3. #3
    Member Member Barry Fitzgerald's Avatar
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    Default 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

  4. #4
    Understanding in a Car Crash Member RZST's Avatar
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    Default 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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  5. #5
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default 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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  6. #6

    Default 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?
    morsus mihi

  7. #7
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v1.1 released!

    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.

  8. #8

    Default Re: Lands to Conquer v1.1 released!

    Are there any other conditions that can be required other than province capture and faction elimination?
    morsus mihi

  9. #9
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v1.1 released!

    They are the only ones.

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