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  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Lands to Conquer v2.1

    Lands to Conquer v2.1


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    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; improved campaign ai thanks to the Ultimate AI mod; and various other things. It also features an easy to use installer that does everything for you.

    Installation Instructions

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

    Lands to Conquer v2.0 save games are compatible with 2.1.

    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

    It is recommended you install Medieval II Total War Update 1 Patch before instaling LTC 2.1. This will make your gaming experience much better.

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

    The changes Lands to Conquer 2.1 makes to Medieval II Total War are listed below:

    2.1
    Battlemap
    -Shield bug workaround courtesy of the_foz_4.
    -Improved balance of units.
    -Latest version of Darths formations mod and config_ai_battle.xml, battle_config.xml and descr_pathfinding.txt included.
    -Fixed bug with Gallogiach and custom battles.
    -Reduced wall and gate strengths from 2.0 as they were far too high.

    Campaign map

    -Reduced money boost given by money script
    -Reduced distance to capital and religious unrest effects.
    -Ultimate AI mod v1.1 included.

    2.0
    Battlemap
    -General all round better balance of units.
    -13 new custom battle maps. http://www.twcenter.net/forums/showthread.php?t=76887
    -Longer lasting, slower battles.
    -Spearmen rebalanced so they are now more effective against cavalry
    -Cavalry charge is less devestating than in normal M2TW, but has more impact and heavy cavalry can still wipe out sword infantry pretty easily.
    -Longbowmen given longer range, slightly better attack and faster rate of fire
    -2 handed axe unit bug workaround. They now use a different animation and rebalanced attack stats as a result.
    -HorseArchers charge fix. Now all units will charge properly, and light cav is the best against routers. Also all round better charging as a result.
    -Slowed movement speed on the battlemap
    -Incorporated Darths Formations v1.0 for M2TW
    -Musketeer/Hand Gunner units attack reduced
    -Byzantine Infantry, Varangian Guard and Kataphraktoi made more powerful
    -Range of low level artiller increased
    -More variation in stats between units that previously had the same stats(Order Knights, Dismounted Druzhina and Dismounted Boyars Sons)
    -Venetian Heavy Infantry and Archer armour upgrade bug fixed.
    -More difference between arrow and crossbow projectiles.

    Campaign map
    -1 Year per turn, and dates shown on campaign map again
    -Building construction times and cost increased so as to fit in best with 1 year per turn campaign.
    -Ultimate AI Mod 0.9 by GrandViz incorporated, makes camapign ai better, diplomacy is more logical and alliances are much better. But still a nice element of backstabbing in the game.
    -Traits and Ancilliaries mod v1.1a by Orientis which fixes all the bugs related to traits.
    -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.
    -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.
    -Receruitable Generals.
    -More variance in the date at which the Mongols and Timurids appear
    -Merchants make more money.
    -Inquisitors made less powerful.
    -Unit costs tweaked so ai builds more balanced armies.
    -Money script for ai factions so it gets a cash boost when it gets low on cash so the campaign is tougher.
    -Increased movement distance for armies and agents.
    -More recruitment slots in castles.
    -More free upkeep slots in cities.
    -Recruitable generals.
    -Assassins made more powerful.
    -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.
    -Cannon/Ballista tower bug fix included.
    -Assassin and spy movies back in the game, thanks to a .bat file i've made that copies them over during the install.

    Graphical

    -New loading screens and splash screens.

    Credits

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

    DARTH VADER - for his formations mod and battle ai imporvements
    GrandViz - for use of his UltimateAi mod that really imporves the campaign ai, diplomacy and alliances.
    Orientis - for the use of his Traits and Ancilliaries fixes
    lawngnome - for helping with the edits to unit recruitmnt and settlement mechanics.
    zxiang1983 - for the use of his ballista/cannon tower bug fix
    the_foz_4 - for his shield bug workaround

  2. #2

    Default Re: Lands to Conquer v2.1

    ::Stands and breaks into wild applause::

  3. #3

    Default Re: Lands to Conquer v2.1

    Awesome, I like the changes to Hungary, good to have Hussars back, I like the experience bonuses with higher level production buildings, and I really like the Academy giving experience bonus to cavalry. Hungary is now a very strong cavalry faction IMHO, which is nice since their infantry is average and their ranged units are pretty weak.

    But, I did find a bug. I went into custom battle and a unit of Varangian Guard costs 8820, and it did deduct that amount when selecting unit. Not sure if this is the case in campaign. I am going to go ahead and assume this was meant to be 820 florin cost.

    Anyway, thanks for the great work, much appreciated. Can't wait to get into campaign with lowered money script so I don't have to fight stack after stack after stack...

    Thanks again.

  4. #4
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.1

    But, I did find a bug. I went into custom battle and a unit of Varangian Guard costs 8820, and it did deduct that amount when selecting unit. Not sure if this is the case in campaign. I am going to go ahead and assume this was meant to be 820 florin cost.
    I believe the correct term is d'oh!!!!

  5. #5

    Default Re: Lands to Conquer v2.1

    Thanks Lusted

    I have been playing LTC exclusively since it came out and it just keeps getting better.

    Kudos to you and your fellow modders for making this game playable.

  6. #6

    Default Re: Lands to Conquer v2.1

    Quote Originally Posted by Lusted
    I believe the correct term is d'oh!!!!
    LOL, no problem, I already fixed it, very easy to do.

    Just a couple comments after non-stop custom battle testing:

    First of all, some very nice balancing so far. It was great to see my Pavise spearmen actually beat a cavalry unit one on one, even better results when in schiltrom, before it made no difference. I also like the slower, longer melees.

    One thing I noticed though is that Halberd units seem a bit weak. They are devastated by cavalry charges, just like swordmen, and do poorly vs. infantry. I figure I will use them behind my main line and bring them in once the fight is started, but they still seem pretty poor. Will test more.

    Second, as I said I like to play Hungary and my dismounted chivalric knights (which have a slightly lower defense than other dis. chivalric knights) are losing to dismounted feudal knights. Based on pure stats this makes sense, but in vanilla the same battle would be a very easy victory for dis. chivalric knights. I can't see a reason to produce them at all if they are inferior to dis. feudal knights. They have less armor and skill (10, 10, vs. 11, 11) but there seemed to be something hidden before that made them very effective. Now they seem underpowered, especially vs. units that are lower tiered since they are losing to them.

    Just to test further, dismounted feudal kinights regularly beat armoured swordsmen somewhat easily, but dismounted chivalric knights (at least Hungary's) lost every time but by a slim margin. Still, something is wrong I think, a higher tier, elite unit like dis. chivalric knights shouldn't lose to armoured swordsmen and dis. feudal knights.

    Thank for listening.

  7. #7
    practitioner of Съ Нами Богъ Member phunkbot's Avatar
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    Default Re: Lands to Conquer v2.1

    Quote Originally Posted by IsItStillThere
    ::Stands and breaks into wild applause::
    i will have to fully agree here, i am sort of a latecomer but i find this simply amasing.

    Thank you Lusted, you're to blaim for many a fun spent hour with mtw2. You probably shouldnt tell me where you live since you'll have such a horrible hangover from all the beer.

    Keep up the wonderfull and carefull work , i appreciate all yours and the people who helped's efforts
    Last edited by phunkbot; 04-27-2007 at 22:31.

  8. #8

    Default Re: Lands to Conquer v2.1

    Having a bit of bother getting the mod to work.

    I previoulsy had it installed but I bought a new pc with Vista on it now when I've installed the game and patched it I run LTC2.1 and it installs to it's own folder under the M2TW folder but when I click the icon only M2TW loads up and not LTC.

  9. #9

    Default Re: Lands to Conquer v2.1

    pretty good mod, but why is everything so expensive?

    question re recruitable general, do you get a cavalry unit minus character or a character general w/bodyguard cav?

    Playing as Eng, and France is recruiting units like crazy and really aggressive - what a welcome change.
    Resistance is futile - Some Borg

  10. #10
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.1

    Ja'chyra sorry can't help dont have Vista.

    holycow buildings are more expensive given the 1 year per turn nature of the mod.

    And recruitable generals give you a character general with bodyguard unit.

  11. #11
    Filthy Rich Member Odin's Avatar
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    Default Re: Lands to Conquer v2.1

    Hey Lusted,

    Havin loads of fun with the mod, thanks for your efforts. I usually take a few weeks and fool around with all the factions see what I like. Well I am to the point of a true grand campaign start to finish.

    One thing I want to change with my game is the ability to control all my cities without a govenor. In the mod, if you dont have a govenor you cant control the production in the city (at least not after I reload a game). I looked around the files to see where I could set it back to having control of all my cities again.

    Didnt have to much luck, could you or some one else reading this point me in the right direction? Really want control of all my cities/castles to prep for a slower turtling game.

    Thanks.
    There are few things more annoying than some idiot who has never done anything trying to say definitively how something should be done.

    Sua Sponte

  12. #12

    Default Re: Lands to Conquer v2.1

    Hey Lusted, Im enjoying you mod. Thanks for all the effort you put into it.
    it makes it a much tougher game.
    I do have one problem though. Its a CTD when fighting a battle. Not every battle but two out of 3. Happened when I fought a siege at naples and then again at a bridge in the holy land. Both of them involving more than two stacks on the attackers side. I was on the defensive. only one stack would appear at a time because of hardware constraints, or so the game tells me.
    I Installed 2.1 over 2.0. could that be the problem? I installed it in the default folder and I use the icon for 2.1LTC. Is anyone else having any similiar CTD's.
    If it helps here are my computer specs

    pentium 4 3ghz< 3years old>
    2megs of ram
    Nvidia agp 6800 gts oc 256 mb card
    21 inch gateay widescreen lcd

    as a side question does anyone know of good settings to set up the video with these specs. I keep getting the upgrade hardware message If I want more than one stack at a time.

    This is my first message but Im a long time lurker. Ive played the whole series from the beginning and basically this is the only game I play..besides madden on ps3.
    Thanks again Lusted..or to anyone else who can help me out

  13. #13
    Large Member Member NightStar's Avatar
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    Default Re: Lands to Conquer v2.1

    @ MikeNY

    With 2 megs of Ram I am suprised you can even start the game

    I hope you meant 2 gigs
    Roma must be destroyed


  14. #14

    Default Re: Lands to Conquer v2.1

    Getting off topic here, but could you even start Windows with 2 Meg of RAM?

  15. #15

    Default Re: Lands to Conquer v2.1

    I meant 2 gigs. Sorry for that.

    Im still getting the occasional lockup.

  16. #16
    Member Member Razor1952's Avatar
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    Default Re: Lands to Conquer v2.1

    LOve the mod generally.

    As Venice VH/VH 1120 have market in Venice and Merchants Guild but still have not been able to build any Merchants.

    My starting merchant is still on gold at Zagreb from the start and still only level 2!
    Such is life- Ned Kelly -his last words just before he was hanged.

  17. #17

    Default Re: Lands to Conquer v2.1

    Ok so I just got Medieval 2,I downloaded and installed the first patch and I tried downloading and installing this mod...The shorcut icon on my desktop works and the game boots up,but I noticed that a few mods that were said to be done werent working for me...So now Im wondering if its working at all...


    1.The date does not show up on the campaign map for me

    2. It seems that every turn is 2 years,when according to the original post its supposed to be one year per turn...

    I noticed those 2 things and started wondering if the LTC mod is working at all...

    Can someone please help...

    Thanks in advance

  18. #18
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.1

    It isn't by the sounds of it, if it had installed properly you would have noticed the new loading screens.

    Try reinstalling the mod.

  19. #19

    Default Re: Lands to Conquer v2.1

    I installed the second version of your mod...Do I have to install the first version first? I also just checked to see if your new custom battle maps were there and they arent either...I have your LTC 2.1 installed

  20. #20
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.1

    No you just need 2.1

  21. #21

    Default Re: Lands to Conquer v2.1

    Ok I just re-installed and its working...I feel stupid,I spent 5 hours last night playing what I thought was the modded version...Anyway thanks a lot for the help and the quick response...Im really looking forward to playing the LTC mod...Im sure you did a great job with it

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