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Thread: Road to Jerusalem v2.2 RELEASED (18.02.07) for patch 1.1

  1. #1
    Rammstein's Avatar Templar Knight
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    Icon4 Road to Jerusalem v2.2 RELEASED (18.02.07) for patch 1.1

    Road to Jerusalem v2.2 Released Today (18.02.07)


    Dowloand link 1: http://www.twcenter.net/forums/downl...o=file&id=1196

    Dowloand link 2: http://mods.moddb.com/9023/road-to-jerusalem/downloads/

    Dowloand link 3: offline





    Install:
    Run the RTJ 2.2 install. Beware all other texture mods you have will be overwritten. Be sure you deleted all previous versions of RTJ and backup your save games
    Install RTJ 2.21 mini patch over the RTJ 2.2.



    picture from aion2006



    Road to Jerusalem v2.2 Readme:


    Units:
    - New edu file (generals 30 men now, many untis from 120 to 150), more defence and moral for all troops, longer battles, etc...
    - All units rebalanced
    - Gunpowder unit stats rebalanced
    - armour upgrades redone (everyone +1)
    - Longbowmen now have a new better arrow that give them the advantage their deserve (Darth)
    - Crossbowmen can only fire on sight, not in the air like before (Darth)
    - Horsearchers and eastern archer have a new arrow type (Darth)
    - new better Formations (Darth)
    - Forlorn Hope, Islamic Hashishim and Battlefield Assassins have now 90 men and are rebalanced
    - unit cost changed, elite units cost much more
    - Spearmen are much stronger against cavalry now
    - Generals now recruitable
    - Gunpowder unit stats rebalanced
    - Venetian Archer And Venetian Heavy Infantry armour upgrade fix
    - Many new units from dismounted order mod and burreks texture pack


    Building:
    - castle have 1-3 free upkeep units
    - artillery weapon more expensive and availale later
    - replish rates reduced for artillery
    - new building cost, new building time, much faster for economy buildings
    - Fortresses can now recruit 4 units at a time, Citadels 5
    - Added back in missing units from tech tree
    - Castles and Walls no longer enable unit recruitment by themselves


    Feautres:
    - AI have much more money because of a script
    - New Missions
    - Portugal owns only Lisbon now
    - Cannon elephants removed from the campaign
    - All factions playable in campaign (except Timurids, Mongols, Papacy, Aztecs)
    - New victory conditions for all factions
    - Merchants now make more money
    - Assassins are now more powerful
    - Inquisition less powerful
    - 1 year per turn in campaign
    - charakter move faster
    - New splash, loading screens, menue (Nemotrox)
    - Squalor's effect on growth increased slightly
    - Squalor's effect on public order reduced greatly
    - Religious unrest increased
    - Distance from capital penalty increased
    - Corruption greatly increased
    - Population growth from farms increased
    - Population growth from trade increased
    - Income from trade increased


    Mods included:


    - Darths Open source 19 AI (darth)
    - Unique Pattern Mod 0.95 (burek)
    - ultimateAI_v1.3 final (GrandViZ)
    - Titles, Bishops, Princesses, Privy Council Mod v1.8 (Dearmad, Pnutmaster)
    - Skymod_blood mod 2 alpha (Horsearcher)
    - Retextured Blood (ziher)
    - Byzantium Armor Progression (whitwolf)
    - Highways (selenius4tsd)
    - Dismounted Knights order Mod (zhumin1978)
    - gothic knights (Rammstein)


    Short introduction of my Mod:
    I put all my favourite mods together and rebalanced all units stats for better game play an added some new skins,
    New armour upgrades took so most units have gold upgrades the other silver, merc. bronze.
    I tried to make the Mod a little like Land to Conquer 1.21 (MTW2) and SPQR 6.2 (RTW), best TW mods I have ever played.

    Why armour upgrade:
    It is not possible to give with an armor upgrade more than 1 armour point so I thought to
    Give with 2 armoury upgrades in one (took me 5 hours to change that). So nearly all units can have + 3 armour which gives
    The player a reason to build armoury’s now.

    Best played:
    Mod is best played on very hard or hard campain and battle.
    Its ment to be played on Full Version, but light works fine too
    For Skymod_blood mod and new skins better played on High graphics


    Thanks to RTJ Team:

    Rammstein Text editing + Skinner
    valor Mapper
    Cymera Historian research + Text editing
    Mibo Historian research (FR, GER)
    Resurrection Historian research
    MrMerisi Historian research (ITA)


    Big Thanks to:

    Lusted
    Darth
    zxiang1983
    GrandViZ
    Horsearcher
    Dearmad
    Pnutmaster
    lawngnome
    burreks
    zhumin1978
    selenius4tsd
    whitwolf
    Nemotrox
    ziher


    also Big Thanks to beta tester:



    Valor
    TheWhaaaaat!
    Cymera
    JuliusCaesar83
    MrMerisi
    Nemotrox
    GKRobertson
    Last edited by Rammstein; April 10, 2007 at 07:53 AM.

  2. #2
    Rammstein's Avatar Templar Knight
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    Default Re: Road to Jerusalem v2.2 RELEASED

    updated

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