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Thread: Contributions, Fixes, Additions, Sub-Mods

  1. #81
    Big Dogg's Avatar Semisalis
    Join Date
    Jun 2010
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    Cambridge
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    440

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    Oo very nice RKO

  2. #82

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    i'm going to have a fiddle around with the building costs and build times to see what i can come up with! i'll post back if i come up with anything good! so this could be goodbye
    "Whatever you do, make certain your hands are clean" - Lord Petyr Baelish

    "Falsehood and delusion are allowed in no case whatever: but, as in the exercise of all the virtues, there is an economy of truth. It is a sort of temperance, by which a man speaks truth with measure that he may speak it the longer." - Robert Armstrong

  3. #83

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    I'm new to this mod, and Fellas, please don't take any of this the wrong way, but I'm gonna be frank: you've got an excellent map but all balance is utterly ruined. Why am I forced to have archers spread out when I used to have a choice? - the AI can't play that way, and sucks even worse than is usual. Why are infantry units too small? Why are cavalry units too large? (And is there any way to shorten the HUGE wait after each turn?)

    Sigh... I would love to play this mod because the map really brings the feel of the Middle Ages (as opposed to the default map), but I literally am not allowed to play because of the modifications to the units. I tried this mod months ago and I figured this would be resolved by now. I guess what I am asking is whether there is a sub-mod or fix that would restore default unit sizes and archer deployment to default?
    Last edited by dIRECT0R; December 12, 2011 at 05:08 PM.

  4. #84

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    Idk what the Short road contains but possible it can help you with that Director
    I'm a quick learner but i'm still human

    if you see i make a mistake don't be afraid to tell if not directly in a pm

    Memento Mori

  5. #85

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    Hello,

    I've done some changes to this outstanding mod and I decided to share them with others who may like it too.

    - increased income (trading income is now similar to vanilla - port/market increase tradeable goods, trade goods value increased to +/- original numbers)
    - kept +xxx income for markets/ports
    - merchants udjusted to new trade goods values
    - merchant docks increase trade fleets like in vanilla

    - added weapons upgrades to smiths (begining with light mail)

  6. #86

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    Quote Originally Posted by qwe5 View Post
    Hello,

    I've done some changes to this outstanding mod and I decided to share them with others who may like it too.

    - increased income (trading income is now similar to vanilla - port/market increase tradeable goods, trade goods value increased to +/- original numbers)
    - kept +xxx income for markets/ports
    - merchants udjusted to new trade goods values
    - merchant docks increase trade fleets like in vanilla

    - added weapons upgrades to smiths (begining with light mail)
    all goes to: The_Long_Road\data

  7. #87

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    hey qwe5 welcome too TWC

    Is the sub mod for ver 2.0 or 2.4 ?
    RESISTITE USQUE AD SANQUINEM

  8. #88

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    sorry forgot to add:

    it is v 2.0 and save compatible so no need to start again

  9. #89
    Thefabricator's Avatar Laetus
    Join Date
    Jul 2013
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    Washington D.C.
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    12

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    I love the idea you all are renaming the factions, in they're native languages, but I've found a few that aren't right. -Most serene Republic of Venice = Sereněsima Repůblica Včneta : This is in Venecitan. Kingdom of Sicily = Regnu di Sicilia ..==KK asfasf..tii eeeeeee eeetrdithkgh;kbljestpgfu;aerjgv;liaejrqbgvjaepjkrn pklhjeqpihaerg ihldf;jkfdbgibher;kgj cccccc citee : :

  10. #90
    Thefabricator's Avatar Laetus
    Join Date
    Jul 2013
    Location
    Washington D.C.
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    12

    Default Re: **********Contributions, Fixes, Additions, Sub-Mods**********

    Quote Originally Posted by Thefabricator View Post
    I love the idea you all are renaming the factions, in they're native languages, but I've found a few that aren't right. -Most serene Republic of Venice = Sereněsima Repůblica Včneta : This is in Venecitan. Kingdom of Sicily = Regnu di Sicilia ..==KK asfasf..tii eeeeeee eeetrdithkgh;kbljestpgfu;aerjgv;liaejrqbgvjaepjkrn pklhjeqpihaerg ihldf;jkfdbgibher;kgj cccccc citee : :
    Wow I apologize, I have no idea what happened with the last part of that.

  11. #91

    Default Re: Contributions, Fixes, Additions, Sub-Mods

    Is this mod dead ?

  12. #92

    Default Re: Contributions, Fixes, Additions, Sub-Mods

    As far as I know the people who made TLR are gone. Might be wrong though. I personally always liked this mod over the others and I keep adding more aspects of other mods into it myself for personal use.

  13. #93

    Default Re: Contributions and User Modifications

    Quote Originally Posted by Dansk viking View Post
    Could you please upload a different download link?

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