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Thread: Lands to Conquer 3.0

  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Lands to Conquer 3.0


    Download Links
    Filefront Link
    Megaupload link

    Screenshots
    Spoiler Alert, click show to read: 

    Splash:

    Loading Screens:


    Menu:

    Hundred Years War:




    Italian City States:




    Reconquista:





    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; and various other things.

    3.0's big feature are 3 new custom campaign maps, each using enlarged sections of the Grand Campaign and they all have different gameplay and add to the overall gaming experience. The Grand Campaign is still playable. The new campaigns are available from a new menu option.

    A large part of the mod is it's extensive rebalancing, for which i've had the unofficial help of Jason Turnbull aka Palamedes, a Creative Assembly Australia developer.

    It also set's up a hosteat version of the mod for those who want to play one of the new campaigns against a friend on the same pc.

    Installation Instructions

    This is a standalone version of the mod, you do not need any previous versions to play it.

    You must start a new campaign with 3.0

    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

    You must have the Official Update 2 patch for Medieval II Total War in order to install LTC 3.0.

    I recommend uninstalling previous versions of Lands to Conquer before installing 1.2.

    Once installed you should use the new Lands to Conquer desktop shortcut to run the game.

    The changes Lands to Conquer 3.0 makes to Medieval II Total War are listed below:


    Custom Campaigns

    -Hundred Years War : map featuring England, France and Scotland on an enlarged map focusing on that area. In this campaign it's all about war, and the gameplay of the campaign will be quite fast paced and a challenge to complete on Very Hard. There is little use for diplomacy in this campaign as all the factions hate each other. Finances are also quite tight. So you should have only a few stacks going around fighting battles and assaulting castles because of your low finances, and they will be assaulting probably because you'll be a bit pushed to meet the victory conditions near the end. The campaign is just 75 turns long to take 20 provinces. But it works well, and you can as always play beyond the end date. This campaign will be especially tough as the English, and easiest as the French.

    -Reconquista : Has Spain, Moors and Portugal on a blown up map of Spain. This campaign will last longer than the HYW campaign, and you'll have to take fewer provinces so will be slower paced. But there will be more emphasis on religion. With the increased effect of religious unrest in LTC, and this campaign focusing on the wars between the Christians and Moors in Iberia, use of priests/imans to convert the populations in provinces could be key to victory, otherwise the religious unrest could seriously hamper you. The 3 factions in it also have very similar fighting styles with good skirmishing light infantry and cavalry and a core of heavy cavalry and infantry. Once again with the factions not getting on very well with one another diplomacy will not be much use.

    -Italian City States : Venice, Milan, HRE, Sicily, Hungary and Papal States(unplayable) fight it out on an enlarged Italy map. The campaign with the most factions and least provinces, it is also the longest. There will be a clear cut superpower at the start, the HRE, but they will be disliked by the Pope so won't have things all their way. The smaller nations(Venice, Milan, Hungary) will be too weak at first to take on the HRE so getting in the Popes good books and using diplomacy well will help them towards victory. In the south Sicily will be large but weak, and will have to pass through Papal lands if it marches up mainland Italy. There will be more emphasis on city troops as those are the Italian factions specialities, and on diplomacy at first and conquest later.

    -There is also a new hotseat shortcut for LTC in 3.0 that will launch the mod with hotseat set up. This allows for multiple factions to be played in a camapign on one computer, so if you have friends you can play against each other in one of the camapigns on the same pc.

    Battlemap

    -Drastically improved balance of units done by me and Palamedes. Battles feel much more like battles in the original Medieval: Total War now.
    -Tweaked and improved ai and ai formations.
    -Improved balance of missile units through their accuracy.
    -Cavalry units made smaller and so are now more manouverable.
    -Cavalry less effective in woods.
    -Increased effect of heat on western units.
    -Battles are slightly slower paced.
    -13 new custom battle maps. http://www.twcenter.net/forums/showthread.php?t=76887

    Campaign map
    -Hosteat shortcut on desktop for hotseat campaigns.
    -1.5 Year per turn, and dates shown on campaign map again
    -Building construction times and cost increased so as to fit in best with 1.5 year per turn campaign.
    -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.
    -Character Names Project included that adds accurate character names to many factions.
    -Tweaks to Guilds which result in more varied Guilds in the campaign. There will no longer be the Thieves Guild spam the ai does in vanilla.
    -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.
    -More variance in the date at which the Mongols and Timurids appear
    -Merchants make more money.
    -Inquisitors made less powerful.
    -Increased movement distance for armies and agents.
    -More recruitment slots in castles.
    -More free upkeep slots in cities.
    -Recruitable generals(including dismounted generals for some western factions).
    -Some unused dismounted merc units added into the campaigns
    -Pirate and Rebel spawn rates reduced.
    -New population levels required for each level of settlement.
    -Distance to captial penalty increased.
    -Religious Unrest increased.
    -Corruption increased.
    -Income from trade increased, and population growth from trade decreased.
    -Population growth from farms increased.

    Graphical

    -25 new loading screens, a new splash screen and menu background.
    -Menu text brightened a bit to make it stand out more on the new background.

    Credits

    A big thanks to the following modders who's work i have used in this mod with their permission.

    Wilddog - for making all the maps for me, a truly amazing mapper.
    Jason Turnbull aka Palamedes - for his great help with unit rebalancing.
    Unspoken Crusader - for use of parts of his Custom Campaigns mod
    DeRougemonnt & finney13 - for the use of the CNP.
    lawngnome - for helping with the edits to unit recruitmnt and settlement mechanics.

    Also thanks to Wikipedia for some of the historical info.

    And of course due credit to The Creative Assembly for making the Total War series.
    Last edited by Lusted; 07-18-2007 at 22:34.

  2. #2
    Yorkist Senior Member NagatsukaShumi's Avatar
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    Default Re: Lands to Conquer 3.0

    Looks fantastic as ever Lusted, I look forward to playing this when I get a spare few hours
    RIP TosaInu
    Ja Mata

  3. #3
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Lands to Conquer 3.0

    Finally! I will be installing tonight to enjoy my first new M2TW campaign in many, many months.


  4. #4
    Hellpuppy unleashed Member Subedei's Avatar
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    Default Re: Lands to Conquer 3.0

    Custom campaigns? Nice one Lusted. Thanks a lot.....esp. looking frwrd to the Italian City States.
    “Some may never live, but the crazy never die” (Hunter S. Thompson)

  5. #5
    Vestal Virgin Member HughTower's Avatar
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    Default Re: Lands to Conquer 3.0

    Lusted, great work as alway, thank you.

    Can you clarify 1 thing for me in 3.0? All the castle military upgrades (e.g. stables, mustering hall, & bowyer lines) in my Hungary campaign cost 2k. It's just the build times that vary from level to level (i.e. 2, 4 & 6 turns). Is this to help the AI build more varied armies?

    Cheers in advance.

  6. #6
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    Can you clarify 1 thing for me in 3.0? All the castle military upgrades (e.g. stables, mustering hall, & bowyer lines) in my Hungary campaign cost 2k. It's just the build times that vary from level to level (i.e. 2, 4 & 6 turns). Is this to help the AI build more varied armies?
    Yup and also making castle troop production buildings cheaper helps enhance the differences between cities and castles.

  7. #7
    Still warlusting... Member Warluster's Avatar
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    Default Re: Lands to Conquer 3.0

    Awesome, shall be d/loading soon!

  8. #8
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Lands to Conquer 3.0

    Downloaded last night and had a go, very nice stuff...

    I have to say though looking at the custom campaign maps got me all excited about a grand campaign map on the same scale... wow... That would be truely "Grand"...

  9. #9
    Member Member Si GeeNa's Avatar
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    Default Re: Lands to Conquer 3.0

    Was there tweaking on diplomats, to make them easier to bribe? Or to lower the cost of bribing overall?

    As Sicily, I've lost every diplomat to bribing. To the Moors. The only way for me to maintain diplomatic relations with other factions is with my princess. Every diplomat that leaves the safety of my settlements gets bribed within a turn or 2. And Italy is now flooded with Norman named Moorish diplomats.

    If this has been tweaked... what is the rationale? Would just like to know the basis of change.

    Great mod! I've been unable to expand with ease and I would like to thank Lusted for the challenge.
    Are you righteous? Kind? Does your confidence lie in this? Are you loved by all? Know that I was, too. Do you imagine your suffering will be any less because you loved goodness and truth?

  10. #10
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    No i haven't tweaked it, my suggestion would be to bribe them back as diplomats have always been fairly easy to bribe in M2Tw.

  11. #11

    Default Re: Lands to Conquer 3.0

    First of all, I'd like to congratulate you Lusted! Fine mod, and I'm loving the custom campaigns.

    The armies I meet in my Milan 'Italian city states' campaign are big, varied and challenging, although slightly low on cavalry (is there something that prevents the HRE from recruiting cavalry?)

    My finest experience came this afternoon. I was attacking a full stack of HRE Xbows and spears. They defended on a ridge. Funnily enough, they were positioned just behind the ridge, so I couldn't see their deployment clearly. Being the suspicious bastard that I am, I sent my worst cavalry unit as scouts to clarify the Imperial Puddingheads' position. When my men made the ridge, they spotted a whole row of Xbow units, but no spears. Thinking the spears were probably hidden behind the Xbows (as the AI always seems to do) I attacked one of the crossbow militia with my scouting unit. Reasoning being that the less missiles my infantry line had to face the better. Imagine my surprise, when at the same moment my cav gets stuck into the Xbows, two hidden units of spears appear RIGHT on my flank! and on the OTHER flank as well! My cav unit got butchered, but I was lucky I'm paranoid and 'don't throw away lives easily', or it would have been my entire cavalry getting slaughtered, and not just the scouts. This was by far the most clever manoevre I've seen the AI perform, and the closest I've been to defeat by an inferior army.

    If they'd had some cavalry, they probably would've won too!

    So, yeah, Thanks Lusted! With capital -T!

  12. #12

    Default Re: Lands to Conquer 3.0

    Hee,

    I was just wondering. How exactly do you start a hot seat mode? You click the shortcurt, and then?? I tried almost anything, but I can't get it working.

    Ciao, RUben

  13. #13
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    Hotseat isn't working in 3.0 as i messed up that part of the installe,r it'll be working in 3.1.

    If you want it to work, find hotseatcfgfixer.bat in the Medieval II Total War folder, run it, and the shortcut should work.

  14. #14
    Senior Member Senior Member Yeti Sports 1.5 Champion, Snowboard Slalom Champion, Monkey Jump Champion, Mosquito Kill Champion Csargo's Avatar
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    Default Re: Lands to Conquer 3.0

    Great work Lusted. Playing the Hundred Years War campaign as the English very challenging.
    Quote Originally Posted by Sooh View Post
    I wonder if I can make Csargo cry harder by doing everyone but his ISO.

  15. #15
    Handler of candles Member Xehh II's Avatar
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    Default Re: Lands to Conquer 3.0

    XSQOC time, do I need to get rid of LTC 2.3 to play 3.0?
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  16. #16
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    I would advise it yes.

  17. #17
    Handler of candles Member Xehh II's Avatar
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    Default Re: Lands to Conquer 3.0

    Another XSQOC, after I uninstall 2.3 is there anything else I need to get rid of?
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  18. #18
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    No, the uninstaller should take care of everything.

  19. #19
    Handler of candles Member Xehh II's Avatar
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    Default Re: Lands to Conquer 3.0

    Thank you, I look forward to trying 3.0. screenshots look cool BTW.
    Last edited by Xehh II; 07-26-2007 at 23:09.
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  20. #20

    Default Re: Lands to Conquer 3.0

    Love the mod especially the mini campaigns. But could u add a Jerusalem one

  21. #21
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    No as that will be covered in the M2TW expansion.

  22. #22
    Handler of candles Member Xehh II's Avatar
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    Default Re: Lands to Conquer 3.0

    Did you do anything to the Campaign map AI? I swear that they've goten smarter.
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  23. #23
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    Not in 3.0 no, just given it a bit more money on H and VH, 3.1 will hopefully will feature tweaks to campaign ai and faction standings that should make the cmapaign a much better experience.

  24. #24
    Handler of candles Member Xehh II's Avatar
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    Default Re: Lands to Conquer 3.0

    But the Campaign AI is much better than in 1.2
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  25. #25
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    Well in 3.0 it's the same. The only thigns i have done is a money script on harder difficulties, and changed the relations deterioration so than on H its the same as vanilla M, and VH is same as vanilla H.

  26. #26
    Handler of candles Member Xehh II's Avatar
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    Default Re: Lands to Conquer 3.0

    Howe do I change the hotset settings? I've got it working but I can't fight any fights, not even against other factions, other than the other hotseat player.
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  27. #27
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    That's one of the limitations of hotseat im afraid.

  28. #28
    Handler of candles Member Xehh II's Avatar
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    Default Re: Lands to Conquer 3.0

    So there's no way to fight battles in hotseat?
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  29. #29
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Lands to Conquer 3.0

    Not really.

  30. #30
    Handler of candles Member Xehh II's Avatar
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    Default Re: Lands to Conquer 3.0

    Could youy please tell me how to get rid of the green circles. I can't find the prefrences.txt
    Also is there any way to make the arrows in the ground last longer and a couple of seconds?
    I don't care how slow it makes the game.
    Last edited by Xehh II; 07-30-2007 at 09:02.
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

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