It's landstoconquer.preference.cfg for my mod.
Yes there is a way to make the arrows last longer but your performance will suffer.
It's landstoconquer.preference.cfg for my mod.
Yes there is a way to make the arrows last longer but your performance will suffer.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I made the mistake of using Steam to download M2tw ages ago, and it may have been my biggest mistake because i cannot use any mods. This is what always happens, and happens when trying to use the LTC icon on my desktop, i come here for advice because I read your interview about your modding and recent employment.
Click icon.
MS-dos shell pops up and says D:/Program Files\Steam\Steamapps\common\medieval ii total war>medieval2.exe @landstoconquer.cfg
then an application error box pops up
Failed to find steam
This has been happeneing with every mod ever :( i read somewhere how to fix it once but it was hard to understand. I hope someone has the answer.
Right, delete the 2 LTC shortcuts on your desktop, and then make a copy of your M2Tw shortcut. right click on the copy, go to properties and add --landstoconquer.cfg at the end of the target line outside the "", and with a space between the last " and the -.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I made a copy which became "Medieval II total war - copy"
added --landstoconquer.cfg to the target line and it became
"D:\Program Files\Steam\steam.exe" --landstoconquer.cfg
What then happened is the steam window popped up, which is progress, however, the game did not start, i prompted M2TW to start to see if that woiuld apply the mod, and did not, however, im going to try one thing, which is adding landstoconquer.cfg to the launch options in the properties of M2TW in steam.
This then resulted in a CA_Libs box that says Medieval II suffered a fatal error and will now exit.
Woe is Me
Thanks for your help in advance :)
Hello Lusted, I really appreciate the work you've done with your great mod!
I've noticed the "Ultimate AI" mod on TW Center seems quite good, and wondered if your mod does conflict with it a lot?
GrandViz posted an "Ultimate AI pack for LTC 2.3" here:
http://www.twcenter.net/forums/showp...8&postcount=45
Do these files still work with 3.0 or have you done changes to them that could affect overall performance of LTC if overwritten with GrandViz's files?
Best Regards,
Nix
I have made my own ai changes in 3.0, and there will be more in 3.1 So i STRONGLY recommend that you do not try and install UAI into my mod.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
How? I don't care how slow it makes the game.Originally Posted by Lusted
A ha ha! Rainbows and unicorns! Rainbows and unicorns!
You'll need to have unpacked M2Tw, then copy descr_effect_impacts.txt to the landstocnquer\data folder, and for all the arrow entries change the fade_time number to something really high.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
XSQOC time again: How do I do this?Originally Posted by Lusted
A ha ha! Rainbows and unicorns! Rainbows and unicorns!
OK, I'll try the mods separately then :)Originally Posted by Lusted
What kind of AI diplomacy changes do you have in 3.0 currently? I think UAI has been mostly concentrating on the diplomacy AI, that's why I wanted to merge these two mods, as I don't see lots of AI stuff changed in LTC changelog (yet!).
Well none atm, 3.1 though will feature tweaks to the way the ai invades and defends on the campaign map, as well as tweaks to the way faction standings work so diplomacy and alliances will work better.
They will be small changes, but they make a big difference.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Waiting forward to them then :)Originally Posted by Lusted
Sorry to be a pest: But what about my arrows?
A ha ha! Rainbows and unicorns! Rainbows and unicorns!
Well you'd need to unpack, then copy the file from the main data folder to the landstoconquer\data folder and then edit it.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I don't know what that means! Other than the editing part. I know how to edit, but I don't know the other part.Originally Posted by Lusted
A ha ha! Rainbows and unicorns! Rainbows and unicorns!
If I might add my voice to the chorus:
A couple of the things you did with unit availability are, I think, a bit regrettable. Speficically, the fact that racetracks no longer give cavalry units-- and, by extension, makes Muslim cities (to the best of my knowledge, anyway) unable to produce cavalry-- makes the horse breeder guilds pretty useless, unless you want to get the guild and convert to a castle.
On a more minor note, I do regret the unavailability of French noble knights. According to what I remember from vanilla, these were available from a certain level of castle wall, but not from stables; however, as you removed recruitment right from the walls, there are no more of these guys. I'm sure that this is true for other units, as well. This is really just a minor thing, but I do regret the loss of the noble knights; I think they look cooler than regular chivalric knights. Would it be a good idea to do something to include these forgotten units-- e.g. reducing the unit spawn rate of chivalric knights from the appropriate level of stables, but also including a slower noble knights spawn rate? I know this is a really minor thing, but it is something I miss from vanilla.
As stated in the readme for the mod, and the first post, i've changed the way guilds work. You can get Horse Breeder guilds in both cities and castles now.A couple of the things you did with unit availability are, I think, a bit regrettable. Speficically, the fact that racetracks no longer give cavalry units-- and, by extension, makes Muslim cities (to the best of my knowledge, anyway) unable to produce cavalry-- makes the horse breeder guilds pretty useless, unless you want to get the guild and convert to a castle.
Then go read some modding tutorials.I don't know what that means!
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Ah. Whoops.
I somehow missed that entirely. Thank you.
Thanks for the work Lusted. I'd given up on M2TW after just a few days but I decided to give your mod a try. I'm not sure if this is intentional or if I'm just doing something "wrong" but I have almost no money (as the English), have very small cities and towns, and no scientific development (I was the leader while playing vanilla). I've been wondering why I cant build ports and only have the one merchant that I started with, and thinking "this is much slower paced than vanilla" (and better)! I just took Edinburgh from the Scots (who threatened me) though and found that it was 3 times the size of London and contained every building I had built in the short time I played vanilla.
Any thoughts?
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
Your playing on either Hard or Very Hard, the ai gets cash bonuses on those levels.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I am playing VH. I saw that you had given the AI cash bonuses, I am just amazed at the differences. I also appear to have a very large army compared to my neighbours and I believe you've upped the unit maintenance costs which is probably sapping my money. My problem with that change is:
1) Given the appalling strength of seige engines and the pathetic archer units (I appreciate your improvements though), walls are now useless (I wouldnt even bother to build them if I didnt have to upgrade).
2) Despite my peaceful intentions (my house rules) I'm at war with 3-4 neighbours at any one time so I have to leave more than a token defense in every city/castle. OTOH, the AI doesnt do that and so its cities/castles are a pushover to take for my armies.
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
No i haven't raised upkeep, just tweaked income to reflect the longer campaign length.
Interesting i always fight on the walls first even if the ai has siege engines because it will usually only make a few holes then attack, and the height advantage helps my archers.
And on VH, just like vanilla but less so, your relations will deteriorate with other factions automatically unless your doing things to improve them. I'd suggest starting a new campaign on H as relations do not deteriorate to bad, just to normal, and the cash boost is smaller.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I thought I read you had increased upkeep but I was obviously mistaken. I wonder why my income/science is so different compared to vanilla?Originally Posted by Lusted
I saw the same AI actions with seiges in vanila. I havent fought one in LTC yet but will now allow the French to attack rather than sally from Bordeaux castle on my next turn to see if the improved archers now do their job.Interesting i always fight on the walls first even if the ai has siege engines because it will usually only make a few holes then attack, and the height advantage helps my archers.
And on VH, just like vanilla but less so, your relations will deteriorate with other factions automatically unless your doing things to improve them. I'd suggest starting a new campaign on H as relations do not deteriorate to bad, just to normal, and the cash boost is smaller.
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
Well build times are longer because of the longer campaign, and more emphasis is put on trade income.I wonder why my income/science is so different compared to vanilla?
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
How does this mod affects AI training preferences regarding cavalry ?
I'm asking this because in my present Scotland campaign - my first with LtC 3.0- the AI almost never trained any cavalry. I've obliterated the english using nothing but massed highlander charges, since they never built anything but spearmen, with the occasional longbow or billmen. Absolutely no cav, except for generals. I had no use for my pikes...
Same with the french : I've fought 6-7 battles against full stacks of spearmen + a few missile units. I sent some spies across europe (HRE, Denmark, Venice, Hungary), and I've counted maybe 7-8 cav units among the 10-15 stacks inspected.
It's even weirder with the eastern factions, byzantines and turks, who were supposed to train a lot of cavalry : they have none of their native units : no skythikon, no byz cav, no vardariotai. They do, however, hire all cav mercenaries they can find. Why don't they train their own ?
Is this normal, or I screwed something up when installing the mod ?
I quite sure the AI trained more cavalry in vanilla...
Savegame : http://www.filefactory.com/file/c768a6/ (maybe I'm looking for those horsemen in the wrong places)
"That's what we need : someone who'll strike the most brutal blow possible, with perfect aim and with no regard for consequences. Total War."
where are the custom campaigns. ie. 100 Years War. I don't see them in the menus.
Thnx -N
Oh, I was trying out 3.0 but now that I have installed 3.1 I see it clear as day. Thanks anyway and sorry for the clutter. -N
P.S. I'm using the Ultimate AI Mod v1.4.1 with it. Does that work with it/is it a good idea?
is there a place where LTC gamplay is discussed exclusively?
"Forgiveness is between them and god, my job is to arrange the meeting"
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