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.
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.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Done! #1 will allow the ritinue to be transfered. Thanks.
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.![]()
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.
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?
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>
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Thanks alot![]()
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?
Hey I was wondering is it possible to incorporate the Ultimate AI mod (the newest one for patch v1.2) with the LtC? I know you don't have it in the v2.3 but I want to have that AI instead of the vanilla one, so I just wanted to see if its possible as I don't have a clue on modding (new to the game). Thank you. :)
Love the LTC mod. Encountering a problem with the game crashing when I hit the hourglass to start a new turn.
The AI animation plays out then crashes to desktop. Any suggestions on how to fix this?
(Year is 1299 incidentally, playing the Egyptians. Have repelled two crusades and wiped out the Mongols twice as well. Now working my way up through the Balkans. Bugger if I can't finish this campaign...)
Any suggestions greatly appreciated.
Bookmarks