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  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Lands to Conquer v2.0

    Lands to Conquer v2.0


    Download Links
    Filefront link
    Megaupload link
    Filefactory link

    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.

    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 2.0. 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 2.0 makes to Medieval II Total War are listed below:

    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
    Last edited by Lusted; 01-08-2007 at 13:49.

  2. #2

    Default Re: Lands to Conquer v2.0

    thank you lusted. The last version i tried was 1.2. I'll get you feedback as soon as i am able.

  3. #3

    Default Re: Lands to Conquer v2.0

    So You havent conserved the big Map in this mod ?

    Should I ask why ?

    Anyway ill be using this release for a bit, in order to chek how the campaign goes with.

    Thanks Lusted.

  4. #4
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.0

    So You havent conserved the big Map in this mod ?

    Should I ask why ?
    I don't like the Big map mod, i much prefer the vanilla map.

  5. #5
    Member Member ForlornHope's Avatar
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    Default Re: Lands to Conquer v2.0

    This looks like a great mod.

    But i do have a question: is it absolutely necessary to install the 1.1 patch to the game to run it? Because so far I didn't do that, mainly because I don't want to put up with these ridiculous naval invasions to be honest and it doesn't seem that I've missed any important fixes that came with it (2hand bug, unit cohesion, diplomacy etc. all still there as I understand it).
    Or else, did you remove/tone down/make sensible these invasions in your mod somehow (as part of improved campaign AI behaviour) because then I would happily patch up to enjoy your mod!

    Thanks in advance.

  6. #6
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.0

    Well i recommend using patch 1.1 for that very reason, the much improved naval invasion ai in 1.1 allows for a much more interesting and diverse campaigns. Plus the changes i've made to cav charges etc are tied into how they work in 1.1, so if you use 1.0 you might get some strange results.

  7. #7

    Default Re: Lands to Conquer v2.0

    the bat file to launch the game does not work with the steam version of MTW2. It gets the error message "failed to find steam" whether steam is on or not.

  8. #8
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.0

    Yeah i dont know how to make it work with the Steam version as i do not have the steam version of M2TW.

  9. #9

    Default Re: Lands to Conquer v2.0

    i think it would be possibly with an install overwriting the existing files instead of running the game through a bat file.

  10. #10
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.0

    The files are packed normally, so it wouldn't work. You could probably edit your Medieval II Total War shortcut on the desktop, go to properties, and add this at the end fo the target line with a space between the last " and it.

    @landstoconquer.cfg

  11. #11

    Default Re: Lands to Conquer v2.0

    that worked, thanks a lot.

  12. #12

    Default Re: Lands to Conquer v2.0

    lusted ,

    hungary cant built any Hussars in youre mod , you left them in for poland because they can built them in castles , but when you took out the recruitment from walls , you didnt replaced that unit recruitment to another building.

    otherwise i like that mod besides not beeing able to play my favorites the Hungarians.

    thanks

  13. #13
    Member Member Skott's Avatar
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    Default Re: Lands to Conquer v2.0

    I was curious about this change:

    Cavalry charge is less devestating than in normal M2TW, but has more impact


    Can someone explain exactly what this means? I'm not quite understanding what more impact means if its less devastiating. Is this like saying more troops go flying upon charge impact but fewer actual casulties or something else?

    Thanks,
    Skott

  14. #14
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.0

    Basicaly yes. Less people get killed but cavalry has more weight so there is more disruption caused by the charge.

  15. #15

    Default Re: Lands to Conquer v2.0

    So what would the effect be then? Less killed but a larger moral drop? More survivors but larger chance for a rout?

  16. #16

    Default Re: Lands to Conquer v2.0

    Don't know if this is the right place to ask but what is the main differences between LTC and RTJ?

    Yesterday I finally won my first game, playing with only Lite mod. I'm going to start my new campaign on H/H and also install a major mod. After reading a lot in different forums I've narrowed it down to RTJ and LTC. The differences doesn't seem to be very big, how would you describe them?

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