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  1. #1
    Member Member Skott's Avatar
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    Default Re: Lands to Conquer v2.0

    Quote Originally Posted by sealjo
    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?

    Okay, I'm not up on all the mods. Whats RTJ stand for?

  2. #2

    Default Re: Lands to Conquer v2.0

    Is 2.0 save game compatible with 1.2? I have been playing your last version for some time and have some campaigns in progress so I was just wondering if I should upgrade or not ... I have put the generals in there myself already so I am not sure about the other changes!

    Thansk again Lusted and I am glad to have found your new nest!

  3. #3

    Default Re: Lands to Conquer v2.0

    Another seperate question (don't mean to double post ... note time difference) how do we change to distance to capitol modifier? It is very difficult to hold on to some provinces even when they are not that far away so I would just like to tweak it if possible and could you suggest a better number??

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

    The distance to capitol modifier will be reduce in 2.1.

    1.2 save games are compatible but i recommend starting a new campaign.

  5. #5

    Default Re: Lands to Conquer v2.0

    any idea when 2.1 is coming out? Also, as i understand it in your mod 1 turn = 1 year. Do the characters also age 1 year per turn, or do they age one year for every 2 turns? Thanx, your mod looks like the one to play.

  6. #6
    Member Member Yun Dog's Avatar
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    Default Re: Lands to Conquer v2.0

    Lusted,
    again congrat and kudos for the mod - Its great

    a couple of things Ive noticed - nothing major

    these may not even be your mod but M2TWv1.1 bugs - but i noticed them while playing the mod so Ill list them anyway.

    1. Ladders - for some reason assalting forces now pool around 1 ladder rather than climbing up all the ladders - making taking the walls virtually impossible.

    2. some units, cav in particular are behaving strangely sometimes - ie. not responding when given an order (several times), an another instance in a city where my cav shouldve slaughtered the enemies millita to a man, instead they were slaughtered, it was weird - it was like they werent engaging the unit, just running around getting killed.

    3. gates - I see what you were doing with the gates, thing is in some recent battles had the AIs army not sat there waiting to break through getting cained by my archers, then they wouldve easily rolled me, which I think would make the game more exciting - that is to say the stacks of troops were awsome, but the flawed AI in combo with the harder gates made them imputent.

    4. the skirmish function on archers etc can make them freeze (get stuck) and not move where ordered

    5. I still find the cav walking speed slow when compared to the foot, ie telling the cav to attack a unit single click - when they are a ways off, the cav take ages to get to charge position.

    pros
    Diplomacy
    I have had lasting alliances, and the spanish (me) and portugese have rights of passage. Several nations may still be at war but will accept reasonable cease fire terms.

    Army stacks
    The sicilians are arriving by maratime landing and assalting my castle at Toulous with stacks of heavy cav and heavy infantry, they are in most cases now continuing to assalt the inner ring with seige equip, and even ladders

    some of the battles have been very close affairs

    the changes to recruitment are making the game harder overall

    the changes to the building costs makes me think about what Im building more

    been booted from a couple of cities by rioting - excellent

    cav charges appear to work more often now - I occasionally get the 'walk into enemy' but in most cases I see the boys drop lances and charge with reasonable coherence, as you say the difference now is that the enemy unit no longer evporates after said charge.
    Last edited by Yun Dog; 01-24-2007 at 04:26.
    Quote Originally Posted by pevergreen View Post
    its pevergeren.

  7. #7
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer v2.0

    1. Ladders - for some reason assalting forces now pool around 1 ladder rather than climbing up all the ladders - making taking the walls virtually impossible.
    A M2TW bug which the version of Darth Mod i included in 2.0 seems to exacerbate. The version of DM which will be in 2.1 does not have this problem as much from what i've seen.

    2. some units, cav in particular are behaving strangely sometimes - ie. not responding when given an order (several times), an another instance in a city where my cav shouldve slaughtered the enemies millita to a man, instead they were slaughtered, it was weird - it was like they werent engaging the unit, just running around getting killed.
    M2Tw bug.

    3. gates - I see what you were doing with the gates, thing is in some recent battles had the AIs army not sat there waiting to break through getting cained by my archers, then they wouldve easily rolled me, which I think would make the game more exciting - that is to say the stacks of troops were awsome, but the flawed AI in combo with the harder gates made them imputent.
    Gates in 2.0 are much stornger than intended as i included the wrong file. In 2.1 they will be stronger than in M2Tw but nowhere near as much as in 2.0.

    5. I still find the cav walking speed slow when compared to the foot, ie telling the cav to attack a unit single click - when they are a ways off, the cav take ages to get to charge position.
    Yeah it does, it seems the move animation is slower, not much i can do about that.

    2.1 will hopefully be out sometime today.

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