Results 1 to 30 of 61

Thread: Lands to Conquer v2.3

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Lands to Conquer v2.3

    In your previous LTC you made it possible to transfere ritinue to other generals, I noticed in this up date the abilitie to give other generals ritinues is shortly limited. What file do I go to to edit this and how is it done?

    Very good mod by the way and thankyou.

  2. #2
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: Lands to Conquer v2.3

    export_descr_ancillaries.txt in the landstoconquer\data folder. Edit the transferable line for each one. Make sure you know a retinue that can be transferred cause i don't know whether you need to set it to 0 or 1.

  3. #3

    Default Re: Lands to Conquer v2.3

    Done! #1 will allow the ritinue to be transfered. Thanks.

  4. #4
    Member Member Skott's Avatar
    Join Date
    Jul 2005
    Location
    Florida
    Posts
    434

    Default Re: Lands to Conquer v2.3

    I've noticed that merchants dont get much from resources now like they did in vanilla patch 1.1 and LtC 2.2. The merchants are much more weaker and vulnerable than before as well. Every time I try to use my merchant to take out another merchant he fails every single time. Best chance I have had yet is 35% and he still fails. Everytime a AI faction control merchant comes along he succeeds taking out my merchant. Training the merchants up is pretty weak too. Its extremely hard to get it to happen.

    I'm still in my first campaign with LtC 2.3 and patch 1.2 but this seems grossly unbalanced. I much preferred 1.1 and LtC 2.2 as far as merchants go. Any chance of getting this changed, Lusted? Or maybe explain to me how I can make the changes myself? Otherwise I'm enjoying the new LtC 2.3 mod.

  5. #5

    Default Re: Lands to Conquer v2.3

    Yah I disappointed the original vanilla game screwed the Byzantine churches, Their designs are generally modeled off the Hagia Sophia with a dome in a box design.

    To be there waisnt any "religious" wonders too. Constantinople Hagia Sophia *sanctum of holy wisdom* would grant religious bonuses and extra income from pilgrimages. Jerusalem would have the dome of Rock , Rome would have St Peters square, Spiraling minaret in Syria.

    I wish it were possible to convert units, A Christian general could become a Muslim and vice versa.

  6. #6
    Asia ton Barbaron mapper Member Pharnakes's Avatar
    Join Date
    Feb 2007
    Location
    The Kingdom of Fife
    Posts
    1,768

    Smile Re: Lands to Conquer v2.3

    Hi, I thought I'd ask this here as you seem to be the only mod that has done this; how do you change the amount of money that a merchant makes without affecting trade income to a city, and how do you mod the distance from capital unrest penalty?



    Thanks
    Asia ton Barbaron The new eastern mod for eb!

    Laziest member of the team My red balloons, as red as the blood of he who mentioned Galatians.
    Roma Victor!

    Yous ee gishes?

  7. #7
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: Lands to Conquer v2.3

    descr_campaign_db.xml and these lines for merchants:

    <merchants>
    <base_income_modifier float="1.0"/>
    <trade_bonus_offset float="10.0"/>
    </merchants>

    Just set the numbers higher.

    descr_settlement_mechanics.xml for DtC and these lines:

    <factor name="SOF_DISTANCE_TO_CAPITAL">
    <pip_modifier value="1.0"/>
    <castle_modifier value="0.2"/>
    <city_modifier value="0.5"/>
    <pip_min value="0"/>
    <pip_max value="16"/>
    </factor>

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO