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Thread: Lands to Conquer v2.0 Features List(W.I.P atm)

  1. #1
    Lusted's Avatar Look to the stars
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    Default Lands to Conquer v2.0 Features List(W.I.P atm)

    Here is the current list of what will be in 2.0(including those in 1.21), and may change. I've not included every little thing i change like in 1.21 as the big changes got lost in the readme. This new list should make it easier to see what i have changed:

    Battlemap
    -General all round better balance of units
    -13 new custom battle maps.
    -Spearmen rebalanced so they are now more effective against cavalry
    -Cavalry charge is less devestating than in normal M2TW, but has more impact and heavy cavalry can still wipe out sword infantry pretty easily.
    -Longbowmen given longer range, slightly better attack and faster rate of fire
    -2 handed axe unit bug workaround. They now use a different animation and rebalanced attack stats as a result.
    -HorseArchers charge fix. Now all units will charge properly, and light cav is the best against routers.
    -Slowed movement speed on the battlemap
    -Incorporated Darths Formations v1.0 for M2TW
    -Musketeer/Hand Gunner units attack reduced
    -Byzantine Infantry, Varangian Guard and Kataphraktoi made more powerful
    -Range of low level artiller increased
    -More variation in stats between units that previously had the same stats(Order Knights, Dismounted Druzhina and Dismounted Boyars Sons)
    -Venetian Heavy Infantry and Archer armour upgrade bug fixed.
    -More difference between arrow and crossbow projectiles.

    Campaign map
    -1 Year per turn, and dates shown on campaign map again
    -Building construction times and cost increased so as to fit in best with 1 year per turn campaign.
    -Ultimate AI Mod incorporated, makes camapign ai better, diplomacy is more logical and alliances are much better. But still a nice element of backstabbing in the game.
    -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.
    -Ai recruits better armies. They are more balanced and have more higher tier units in them.
    -Merchants make more money.
    -Inquisitors made less powerful.
    -Unit costs tweaked so ai builds more balanced armies.
    -Money script for ai factions so it gets a cash boost when it gets low on cash so the campaign is tougher.
    -Increased movement distance for armies and agents.
    -More recruitment slots in castles.
    -More free upkeep slots in cities.
    -Recruitable generals.
    -Assassins made more powerful.
    -Pirate and Rebel spawn rates reduced.
    -New population levels required for each level of settlement, but lowered slightly from 1.21.
    -Distance to captial penalty increased, but not as severe as in 1.21.
    -Religious Unrest increased.
    -Corruption increased.
    -Income from trade increased, and population growth from trade decreased.
    -Population growth from farms increased.
    -Cannon/Ballista tower bug fix included.
    -Assassin and spy movies back in the game, thanks to a .bat file i've made that copies them over during the install.

    Graphical
    -New loading screens and splash screens.
    Last edited by Lusted; January 06, 2007 at 06:07 PM.
    Creator of:
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    Terrae Expugnandae Gold Open Beta for RTW 1.5
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    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
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  2. #2
    Korinthos Hoplites's Avatar Centenarius
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    -Venetian Heavy Infantry and Archer armour upgrade bug fixed.
    -1 Year per turn, and dates shown on campaign map again
    -Building construction times and cost increased so as to fit in best with 1 year per turn campaign.
    I think this is featured in 1.21, isn't it?

  3. #3
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Yes, but as 2.0 is a new version of the mod im listed all the changes by either battlemap or campaignmap instead of by version as that would be too confusing.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  4. #4

    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Will you introduce the shield wall formation in your next EDU file?

    It does seem to work well, and the formation was used a lot.

  5. #5

    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    will this be saved game compatible?
    ¡Vosotros no podrán parar la inquisición Española!

  6. #6
    Foederatus
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Are all the in-game movie clips "back" or just the assassin and spy as mentioned mate?

  7. #7
    Rammstein's Avatar Templar Knight
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Are you including all changes form darth open source 6, or only the 1.0 formations? I tired to include most of it but since It has to be done manually it takes ages, auto replace dont work for most values because you dont want them all to chanage sometimes

  8. #8
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Will you introduce the shield wall formation in your next EDU file?
    No its unbalanced.

    will this be saved game compatible?
    LTC 1.21 save games will be compatible, but i will recommend that you start a new campaign.
    Are all the in-game movie clips "back" or just the assassin and spy as mentioned mate?
    The other in-game movies work fine, its just the assassin and spy ones that dont work with the mod switch.

    Are you including all changes form darth open source 6, or only the 1.0 formations?
    Only the 1.0 formations
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  9. #9
    Korinthos Hoplites's Avatar Centenarius
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Quote Originally Posted by Lusted View Post
    No its unbalanced.
    Why?
    Quote Originally Posted by Lusted View Post
    LTC 1.21 save games will be compatible, but i will recommend that you start a new campaign.
    Predictable...
    Quote Originally Posted by Lusted View Post
    The other in-game movies work fine, its just the assassin and spy ones that dont work with the mod switch.
    Why?
    Quote Originally Posted by Lusted View Post
    Only the 1.0 formations
    Why?


  10. #10
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    The shieldwall is basically the same as that from RTW:Bi, which was unbalanced against missiles, cav and in close combat.

    I don't know why its only those movies that are affected by the mod switch.

    I am making my own changes to unit stats, weight of cav charge etc so i only really want to use his formations mod.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  11. #11

    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Will Units with plate Armor be available as fast as you could build the required buildings or will be there an event to activate them?

  12. #12
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    You will be able to get them as soon as you get the building for them.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  13. #13
    Lord Cunami's Avatar Tiro
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Hello Lusted
    regarding the two handed fix. Are you gonna use zxiangs fix and redo the edu to rebalance the stats or are you using another animation instead of the existing halbred one.
    Thanks

  14. #14
    Lord Cunami's Avatar Tiro
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Also may I ask you if you would consider incoorparating Heraldry 2.0 mod into yours.
    sorry for double post

  15. #15
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Hello Lusted
    regarding the two handed fix. Are you gonna use zxiangs fix and redo the edu to rebalance the stats or are you using another animation instead of the existing halbred one.
    Thanks
    Im using the 2 handed fix i've used since the start: replacing the 2 handed axe animation with that of the ME halberd militia and rebalancing stats accordingly.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  16. #16
    Lord Cunami's Avatar Tiro
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Quote Originally Posted by Lusted View Post
    Im using the 2 handed fix i've used since the start: replacing the 2 handed axe animation with that of the ME halberd militia and rebalancing stats accordingly.

    Right, but I was asking if you going to redo the fix for ltc2.0 from ME halbred militia animation to the zxiangs fix using demo vanilla version animation.
    thanks
    looking forward to the new release

  17. #17
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Right, but I was asking if you going to redo the fix for ltc2.0 from ME halbred militia animation to the zxiangs fix using demo vanilla version animation.
    No im sticking to my one, as i feel my fix looks better, plus i've already rebalanced the unit stats for my fix.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  18. #18
    Lord Cunami's Avatar Tiro
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    Quote Originally Posted by Lusted View Post
    No im sticking to my one, as i feel my fix looks better, plus i've already rebalanced the unit stats for my fix.
    Ok fair enough
    heraldry mod-any consideration?
    thanks again

  19. #19

    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    I'd like to request that you not include the Heraldry mod. Since the AI factions do not receive the benefit of the heraldry bonuses, it unbalances the game. I much prefer Dearmad's mod because even though it is not quite as deep from a roleplaying perspective it preserves the balance of the game by conveying titular bonuses to the AI factions as well.

  20. #20
    Arksa's Avatar Centenarius
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    Default Re: Lands to Conquer v2.0 Features List(W.I.P atm)

    some kind of princess fix would be nice...i hate those girls with 0 charm and when they get that secret lover...oh man. Marrying one is useless too since she's so wretch they won't have that much kids.
    - increase the charm rate of princesses: they all start with 0 charm once they mature, except the first ones at the start of the campaign.

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