The Long Road
by Ely Soto (tornnight)
Version 1.8
--Download Here--
Core Modification
This is the required part of the installation.
Primary Download Site
Backup Download Site
Optional Addon Files
Seperate Addon Package contains:
- Options for Blood (Extreme, Realistic, Realistic Plus, Vanilla)
- Upgraded, more diverse Weather
- Upgraded Early and Late Era Unit Textures
- Early Era Textures for Captains and/or Generals
- Improved Campaign Map Farm Textures
Primary Download Site
Backup Download Site
This Mod for MTW2 is geared towards a long epic style campaign.
-Features-
Campaign:
- All Main Factions Unlocked
- Huge Map with extended regions, 50+ new regions
- A total of 900 turns
- 1 year = 2 turn or 6 months per turn (winter and summer changing each turn)
- New Advanced Campaign AI
- More field battles due to larger map
- More realistic movement rates.
- Balanced AI development for all factions. AI will expand their empire correctly.
- New win conditions, each faction has specific, more realistic goals
- New Landbridges: England-Main Continent, Corsica-Sardinia
- Reduced Pirates and Rebel spawn rates
- Improved Merchants
- AI negative treasury blockage. Still allows you to destroy their economy.
- Titles for Important Cities and Castles
- Fixed Character Traits and Ancillaries
- Many New Character Traits and Ancilaries
- New Rebellious Family Members
- Family Member Bloodline tracking.
- Improved Princesses
- Simulated Faction Council
Buildings:
- Improved Tech Tree. Reasonable, realistic requirements and progression.
- All Unit recruitment moved to specific buildings. No Free Units from Walls. Both Cities and Castles require their respective building types
- Recruitable Early Period and Late Period Generals at Castles. Including Dismounted Generals for certain factions.
- Building Costs and Times have been increased, giving you a challenging
game and forcing you to manage your economy. Balanced to allow the AI to develop.
- Updated Mission times to deal with increased build times
- Ranked Experience Bonus for Agents (Priest,Spy,Assassin,Merchant,Diplomat) from improved buildings
- Tweaked Wall and Gate strengths to be reasonable. Not too easy, not too hard. Just Right.
- Castle/City population requirements increased to slow down the tech tree.
Units:
- Improved Unit Textures
- Traits and ancillaries Fixes
- Added dismounted mercenaries
- Inquisitors toned down
- Heretics toned down
- Merchants make more money
- Recruitable generals based on castle size, Citadel allows Late stage generals
- Units attack with faster animations
- Units last longer on the battlefield
- Cavalry charges are now powerful.
Battle:
- Added missing units from standard MTW2
- Added all the dismounted versions of units
- Unit Balancing. Factions still quite diverse.
- Improved battle movement speeds
- Crossbows and Guns now require line of sight. No arching bullets.
- New AI and Player Formations
- Improved AI Siege capability. Reduced AI bunching up in front of the gate
- Improved Ladders and Siege Towers
- Ballista Tower/Cannon Bug Fix
Other Features:
Various other values and parameters have been tweaked to ensure the AI
reacts appropriately. They will capture rebel provinces, and build their empires
as intended by the new Campaign AI. This was done by ensuring they had sufficient money and that the movement speed was high enough to allow the AI to function.
All factions are unlocked.
If you wish to undo this, delete ".\The_Long_Road\data\world\maps\campaign\imperial_campaign\unlocked.txt"
Includes the following fixes
- ballista/cannon tower fix
- 2 Handed Unit fix
- Venetian Archer armor upgrade fix
- Heavy Infantry armor upgrade fix
- Adds missing units
-- English Armored Sergeants
-- HRE Dismounted Gothic Knights
-- Venician Dismounted Broken Lances
-- Dismounted Lithuanian Cavalry
-- Dismounted Heavy Lancers
-- Dismounted Tuareg
-- English Mounted Longbowmen
-- Mongol Dismounted Heavy Archers
-- Timurid AS Monster Bombard
-- More!
Gameplay Tips:
While you are still a small empire you will only be able to either build your
infrastructure or field large armies. Building costs are high and you'll need
to save your pennies by not having huge Army upkeep costs. This will force you to wait to create your large armies until you really want to attack.
Focus on markets/roads/ports and growth based buildings at first to build your
economy.
After you have your economy in place you can start to build your army.
Starting the mod:
Starting the mod:
Simply execute
Execute "The_Long_Road" from your Start menu.
Uninstall:
Execute "Uninstall_The_Long_Road.exe" from your Start menu.
This mod includes many portions community developed work. Thank you guys.
Ultimate AI - GrandViz
BigMap - Spurious
Orientiss_Vices_&_Virtues_FIXES - Orientiss
Titles, Civil_War, Princesses, Council - Dearmad
Formations, Battle AI, Unit tweaks- Darth
Win Conditions and Extra Loading screens - Repman
New Faction Names - Dadiodog
Weather Mod - HorseArcher
Blood Mod + Unit Retextures - Burrek
Loading Screens - Burrek
Version Information:
1.8
- This version features a new installer and addon package
- Added Dearmad's City Title's, Ancillaries,
- Updated Orientiss_Vices_&_Virtues (Use this install option for compatibility with 1.7)
- Updated Ultimate AI to 1.1
- Various Units Balanced
- Improved Battle AI (Siege AI is hardcoded and still stinks)
- Performance Improvements for Mid-End game
- Further requirements for certain buildings
- Optional Build Speeds. From Really Fast to Really Slow. "I Highly Recommend the Default"
- Seperate Addon Package contains:
- Options for Blood
- Upgraded Weather
- Upgraded Unit Textures
- Improved Farm Map Textures
- Modified Textures for Captains and/or Generals
1.7
- This version is a maintenance release, no new installer yet
- Fixes Theologians guild trade bonus at extreme levels, typo
- Agent limits for priests are max 1 per city.
- Corrected folder layout for unit textures and added correct startup switch
- Upgraded to 0.91 early version of Burrek's unit textures
- Completely compatible with 1.6 saves
1.6
- This version focuses on long term AI balance and AI Siege attacks
- All new splash screen by Remo
- Reduced building costs to assist AI development
- Tweaked build times in some locations
- Gave some reasonable requirements on buildings.
- Balanced Portugal development
- Tweaked Unrest in cities and castles
- Reduces squalor effects on order
- Tweaked distance from capitol penalties
- Upgrade to Ultimate AI 0.9 which fixes cease fires.
- Upgrade to BigMap Extended 1.06
- Upgrade to DarthMod Lite 1.2
- Upgrade to Orientis Fixes 1.1a plus hotfix
- New Faction Names thanks Dadiodog
- Minor Unit/Build Balancing
- Moved Scots Guard to archery buildings
- Corrected Game Event dates for new turn rate
- Fixed Wall and Gate Levels/Health. Now they make more sense.
- Improved Siege Formation for AI. No more bunching up in front of the gate.
- This release is not compatible with saves from version 1.5
1.5
- Fixed missing Units for Milan, Papal States
- Removed Elephant Artillery for timurids
- Tweaked Experience/Recruit rates for buildings
- Generals more expensive
- Markets now require roads or paved roads
- AI negative treasury blockage. Still allows you to destroy their economy
- Portugal now owns Oporto instead of Pamplona
- Increased Money from Sack and Exterminate
- Doubled ship costs and halved thier refresh times. Will help reduce AI ship spam
- Upgraded to Ultimate AI 0.8
- Various Guild buildings now actually have benefits
- Corrected Unit building experience progression
- Added missing units (English Mounted Longbowmen, Mongol Dismounted Heavy Archers, Timurid AS Monster Bombard)
- Verified using my new building/unit validator utility
- Added Pirate Ships for the Rebels
1.4
- Added Darth Formations M2TW version 1.0
- Tweaked Wall and Gate strengths to be more reasonable
- Added Generals for recruitment based on castle size
- Added burrek's Unique Europeans, Early Period v0.3 Textures
- Added loading screens, DLV - Repman
1.3
- Upgraded to BigMap 0.99i with 1.05 extension
- Fixes just the impassable terrains in Africa/Arabia and the early crossable
ocean is back to vanilla now
1.2
- Upgraded units and battle mechanics to DarthMod 1.1
- Added Dismounted Mercenaries
- Added Win conditions from DLV 1.8 ext - Repman
1.1
- Added updated mission times
- Removed units from wall upgrades
- Reduced Rebel Army Spawns
1.0
- Initial Release
License: Free