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  1. #1
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    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!

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  2. #2
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    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>

  3. #3
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: Lands to Conquer v2.3

    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?

  4. #4

    Default Re: Lands to Conquer v2.3

    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. :)

  5. #5
    Member Member 5 Card Draw Champion, Mini Pool 2 Champion, Ice Hockey Champion, Mahjong Connect Champion Northnovas's Avatar
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    Default Re: Lands to Conquer v2.3

    I think I was able to resolve the issue. I just copied the MTW2/data/sound into the LTC and now appear to have all the sound during game play. It is a big file that you are duplicating.

  6. #6

    Default Re: Lands to Conquer v2.3

    Quote Originally Posted by SpaceUnion
    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. :)
    Just extract this archive into your landstoconquer folder.

    http://www.twcenter.net/forums/showp...8&postcount=45

    Regards
    Mesut aka GrandViZ

  7. #7

    Default Re: Lands to Conquer v2.3

    Quote Originally Posted by mesut
    Just extract this archive into your landstoconquer folder.

    http://www.twcenter.net/forums/showp...8&postcount=45

    Regards
    Mesut aka GrandViZ
    Thank you very much. :)

  8. #8
    Member Member The_Notorious_P's Avatar
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    Default Re: Lands to Conquer v2.3

    I had a Portuguese family member born with no name today. Well, he had the de Portugal last name or whatever you programmed in.
    That's a shame.

  9. #9
    Member Member BeastRabban's Avatar
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    Default Re: Lands to Conquer v2.3

    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.

  10. #10
    Member Member BeastRabban's Avatar
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    Default Re: Lands to Conquer v2.3

    Please disregard my previous post.

    I read in the LTC v2.3 bugs thread that others have been having the same problem, (something to to with Portugal's character names) and that v3.0 should fix.

    Cheers.

  11. #11
    Darkside Medic Senior Member rory_20_uk's Avatar
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    Default Re: Lands to Conquer v2.3

    I've been playing a campaign with the mod and there are one or two things that could do with fixing; whether they are the mod or the game engine I don't know:

    It seems the AI likes to attack castles / towns as soon as it has one ladder, one siege tower and a ram. The tower dies, the ram takes the gates and the ladders get one attacking unit routed from the walls. Sometimes ballistas and catapults mobilise up to the walls.

    The AI needs more equipment before assaulting. Siege for an extra turn?
    Is it possible to stop the rest of the army standing in range?

    If one misses the alliance-fest at the start of the game no one never seems to be friendly - even defending against catholic aggression will upset the aggressor's mates if you win. And will the AI every cease to fight a war? Not that I've seen.

    Could the map be expanded so more fights occur in the open as opposed to generally being siege driven (which the AI is pretty poor at)?

    I find castle walls and city walls to be quite similar. Sure, there is the extra layer of walls in the castle, but perhaps it is my inability to know how to make use of this properly. I find that everyone manning the outer walls works. This might be different if the AI had a proper siege train to reduce towers and smash several holes in the outer wall, creating a need for a secondary line of defence.

    An enemy that wishes to die for their country is the best sort to face - you both have the same aim in mind.
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  12. #12
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Lands to Conquer v2.3

    Quote Originally Posted by rory_20_uk
    It seems the AI likes to attack castles / towns as soon as it has one ladder, one siege tower and a ram. The tower dies, the ram takes the gates and the ladders get one attacking unit routed from the walls. Sometimes ballistas and catapults mobilise up to the walls.
    This is very true. If large AI armies used about 3x to 4x more ladders/towers, they would be far harder to defend against.


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