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Thread: Garnier's LTC Addon Version 2.0

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    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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