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  1. #1

    Default Garnier's LTC Addon Version 2.0

    DOWNLOAD LINK

    Readme:

    Code:
    INSTALLATION:
    
    You must have Landstoconquer Gold installed first, and to ensure compatibility with this addon, the LTC installation must be fresh and not touched in any way.
    
    1. Make a copy of your landstoconquer folder (in the main M2TW folder) and place the copy in your Medieval II Total War\mods folder.  
    
    2. Rename this copy to "landstoconquer_garnier_addon"
    
    3. Run garnier_addon_2.exe, and point the installer to your main M2TW folder.  
    
    4. To run the mod, use the icon created on your desktop, or the Launch_LTC_Garnier_Addon.bat in your main M2TW folder.
    
    
    
    CHANGE LIST:
    
    A lot of things have changed, to suit my preferences and to improve things.
    
    In no particular order;
    
    1. Instead of the three era campaigns, I've added the vanilla campaign setup back in.  I found the era campaigns unbalanced, some factions like France almost always got wiped out in the first 10 turns or so, and starting in the late period didn't work as well as I'd hoped.  However, there is still some era differentiation in this mod.  The early era begins in 1140 AD.  When the Early Period comes, Stone Walls and Fortresses are available, with the buildings associated with them.  This is the era of the Feudal Knight.  Then in 1280, the High Period arrives, and Large Stone Walls and Citadels are available, bringing with them the Chivalric Knight and so on.  However, all the units with the fancy rennaissance style clothes are still not available.  In 1380, the Late Period arrives, and the Huge City becomes available, along with military academies in your cities and castles.  These academies allow recruitment of the Late Period troops, such as Tercio Pikemen, Reiters, Aventurieurs, and Forlorn Hope, as well as others.  
    
    2. Many units from the Kingdoms expansion are added in, mainly through a port of Candelarius' Grand Unit Addon.  Not all of them are fully functional in the campaign yet, but all are available for custom battles.  In future versions I will have most of them in the campaign.
    
    3. New guild/recruitment changes.  In the holy land, special crusader units will be available, in Jerusalem, Acre, Antioch and Edessa.  Also in Acre and Cyprus there are templar chapter houses, and in Antioch and Rhodes there are hospitaller chapter houses.  The default order units are removed, and replaced by multiple units for each order.  For example, and a templar house, you can recruit templar knights, templar sergeants, templar crossbowmen and templar gunners.  The Hospitaller, Teutonic and Santiago Chapter Houses are all similarly changed.
    
    4. Explorer guilds allow recruitment of Conquistadores for Spain and Portugal, and New World Cuirassiers for France and England.  These units are only available after the World is Round event.
    
    5. Flaming missiles removed.
    
    6. Torches and building smoke removed. (for performance and that the torches were ugly)
    
    7. Faction Standing adjusted so people don't hate you for no reason on harder difficulties.
    
    8. No winter script.  All turns are summer, but characters still age properly.
    
    9. No rebels/brigands/pirates.  They were just annoying and didn't really improve gameplay at all.  Randomly having your armies rebel wasn't any fun, and it really hurt the AI.
    
    10. Remove Campaignmap farmland graphics, and landbridge graphics.
    
    11. Siege weapons move the same speed as infantry on the campaign map.
    
    12. HorseArcher's Dust Mod included.
    
    13. My Kingdoms Skymod included, so the game uses both vanilla and kingdoms skies.
    
    14. Siege buildings unavailable at castles.
    
    15. Campaign changed back to timescale of 2 for now, as thats ideal for how long I like to play one campaign.  I may change this to 1.5 at some point, and its easy for anyone else to do if they want.
    
    16. The AI gets a bonus of +3 experience and +9 morale to all units they recruit.
    
    17. There are other changes but nothing drastic.
    
    
    
    FUTURE VERSIONS
    
    This will not be the last version of the addon, this is really a work in progress.  I am releasing 2.0 for other people to give feedback and suggestions for things to improve.  
    
    CREDITS:
    
    Thanks to Lusted for LTC Gold, which this mod is based on.
    Thanks to Candelarius for his Grand Unit Addon.
    Thanks to Horsearcher for his dust mod.
    Thanks to Alpaca and GrnEydDvl for help with scripting and such stuff.
    Last edited by Garnier; January 17, 2008 at 01:34 PM.


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  2. #2

    Default Re: Garnier's LTC Addon Version 2.0

    My Kingdom of Jerusalem in my France campaign, following a Council mission to take Damascus:


    Last edited by Garnier; January 17, 2008 at 01:35 PM.


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  3. #3

    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    Very nice work!

  4. #4

    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    Beautiful !

  5. #5

    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    I've done a lot of changes since I released this, mostly balancing, I'll probably release a patch in a few days with more adjustments. There are quite a few imbalances in it, and some annoying things like the HRE almost only using teutonic troops in my experience.


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  6. #6

    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    Incomplete changelist for Version 2.1:

    1. Fixed problems with AI using only teutons and such as HRE.

    2. Adjusted some skins - the crusaders you hire when on crusade use templar skins now, instead of the ugly brown and pink.

    3. AI Money script added, which balances the factions so small factions survive longer.

    4. Removed armoured sergeants from england in campaign. Instead you need to use levy spearmen, which when fully upgraded aren't worse than armored sergeants.

    5. Made the AI recruit less generals.


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  7. #7
    MiiKLL's Avatar Semisalis
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    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    Hello Garnier, I was wondering how the testing of the changes you described in these 2 posts have gone?

    #7
    I'm going to be playtesting something very revolutionary in the campaign.

    I cut income from settlements in half. I may cut it even more, but I don't know.

    I also added 4000 to every normal faction's kings purse. (Not including mongols, aztecs &c).

    Then I made all buildings cost 0 florins, and I'll rebalance the construction times, so late period buildings dont take forever compared to early buildings (that is ridiculous anyway cause in the late period there would be a lot more people and better technology to make the buildings).

    This means that bigger factions don't get as much of an income bonus over small ones, and since all money goes to the military, you will be able to fight any time without worrying about saving all your money for teching up your building trees.

    and #10

    So far my test campaigns are very enjoyable. Since you aren't faced with deciding between developing your towns to get lots of money in the long run, or buying troops and fighting, you get to spend all your money on armies.

    Since this way the AI constructs buildings at the exact same rate as the human, their armies contain just as good units. I set it so the early period is from 1140 to 1300, high period from 1300 to 1450, and late period from 1450 onward. High period has chivalric troops and such. Late period is when the renaissance troops are available, and I didn't want them in the 1300s of course.

    I was wondering if you could post a version with these changes.

    Thank you.

    "Nothing is more destructive than the charge of artillery on a crowd."
    Napoleon Bonaparte

  8. #8

    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    I still play with those changes, it works fine. I just don't want to compile upload my current version of the mod as I doubt many people would play it and it's not worth the effort of writing the readme listing the changes. And few people will play a mod that has lots of undocumented changes.


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  9. #9
    MiiKLL's Avatar Semisalis
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    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    Garnier, I understand completly. I think I could do this myself if you would be kind enough to answer a couple of questions.

    1. Where would i find the place to adjust the settlement income?

    2. How much did you adjust the the building times... 1/2 ....1/4...?

    Thanks again for the work that you do as a modder.

    "Nothing is more destructive than the charge of artillery on a crowd."
    Napoleon Bonaparte

  10. #10

    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    1. in descr_campaign_db.xml I think it is

    2. I made all buildings take 4 turns, so increased the low level bldgs, and decreased the high level ones.


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  11. #11
    MiiKLL's Avatar Semisalis
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    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    Garnier, Thank you...

    "Nothing is more destructive than the charge of artillery on a crowd."
    Napoleon Bonaparte

  12. #12

    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    First let me just add my thanks for making a nice little mod

    couple of questions though.

    When i try and take a unit of mounted cuirassars with an armour upgrade in a custom battle it causes a CTD, any advice? (other than dont buy the armour upgrade ) - I noted that in the retrofit mod mounted cuirassars dont have an armour upgrade.

    I'm still not sold on the idea of removing farms and landbridges from the map, gona have a quick look round to see how i can add them back in, but if you feel like telling me what you have changed to save me the trouble of looking i would appreciate it

  13. #13

    Default Re: Garnier's LTC Addon Version 2.0 *Released*

    Landbridges are in the terrain folder as I recall, I created a blank model there that it uses, which I assume if you delete, it will use the default model.

    Ground types changes are in aerial_map_ground_types.txt in the data folder.

    The current released version of this mod isn't all that great, but as I'm not playing M2TW right now, I don't have any current plans to update it.

    My attentions are turned currently to VB programming and Mound&Blade modding..


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