Page 4 of 7 FirstFirst 1234567 LastLast
Results 61 to 80 of 135

Thread: Lands to Conquer v2.2

  1. #61
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,183

    Default Re: Lands to Conquer v2.2

    The main problem in 2.2 is that i gave improved accuracy to only some arrow types, so there was a big difference between say peasant archers and longbowmen, more than there should. For 2.3 i've played around with this more and i think i've got a nice balance.

    Will LTC actually be compatible with "Kingdoms" ? (I mean the Add-on)
    No it won't, if Kingdoms works like BI then it'll be installed to a seperate folder so LTC will only work on M2TW.
    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.

  2. #62

    Default Re: Lands to Conquer v2.2

    I don`t know where to download the leaked patch can someone help me on this.I would really like to play LTC 2.2 or does somebody knows when the official patch will be out cause I could wait a bit for LTC 2.3

    Thanks in advance
    TIME TO DIE!!!! Proud Son of Viking Prince

  3. #63

    Default Re: Lands to Conquer v2.2

    I´ve just downloaded it right herer :

    http://files.filefront.com/MIITW_Upd.../fileinfo.html

  4. #64

    Default Re: Lands to Conquer v2.2

    Quote Originally Posted by Lusted View Post
    Wait til 2.3, im working on balancing out archers etc.
    Not sure what balancing you plan, but I wouldn't nerf archers much. The fact is that archers, particularly the Longbow, DID dominate the medieval battlefield. Crecy and Agincourt, to name but two prominent examples. Archers also should be much more accurate than medieval muskets, whose principal advantage lay only in longer range and the effect of massed fire. Any archer who couldn't shoot more accurately than a medieval musket would have been hanged on the spot.

    Great mod by the way.

  5. #65

    Default Re: Lands to Conquer v2.2

    Well for the sake of game balance they need to be nerfed a bit. As england I can demolish anything with a few units of longbows. I shot all the defenders out of a stockade city once before moving in, just left longbows outside for a bit.


    Retired moderator of TWC
    | Under the patronage of Atterdag

  6. #66
    notger's Avatar Decanus
    Join Date
    Dec 2006
    Location
    Berlin, Germany
    Posts
    585

    Default Re: Lands to Conquer v2.2

    Quote Originally Posted by Garnier View Post
    Well for the sake of game balance they need to be nerfed a bit. As england I can demolish anything with a few units of longbows. I shot all the defenders out of a stockade city once before moving in, just left longbows outside for a bit.
    I second that.
    I would not want to play M2TW: Total Archery.

    Agincourt is supposed to be a nice example of the power of longbows, but this is not true. Agincourt was an extreme case of bad leadership (heavy knights, bad weather, bad terrain (swamp AND bottleneck)), bad luck and good english leadership, that was not recreated very often.
    Crecy seems very similar but the loss at Crecy is also due to bad leadership as well as it is to the english Longbows.

    There were plenty of battles that the English lost (they lost the Hundred Years War, after all) despite their heavy reliance on longbows.
    Last edited by notger; April 13, 2007 at 09:45 AM.

  7. #67

    Default Re: Lands to Conquer v2.2

    Quote Originally Posted by BlaueBohne View Post
    I´ve just downloaded it right herer :

    http://files.filefront.com/MIITW_Upd.../fileinfo.html

    Thanks friend
    TIME TO DIE!!!! Proud Son of Viking Prince

  8. #68
    General A. Skywalker's Avatar Primicerius
    Join Date
    Dec 2006
    Location
    currently Coruscant, but born on Tatooine
    Posts
    3,190

    Default Re: Lands to Conquer v2.2

    Quote Originally Posted by Queeg View Post
    Not sure what balancing you plan, but I wouldn't nerf archers much. The fact is that archers, particularly the Longbow, DID dominate the medieval battlefield. Crecy and Agincourt, to name but two prominent examples. Archers also should be much more accurate than medieval muskets, whose principal advantage lay only in longer range and the effect of massed fire. Any archer who couldn't shoot more accurately than a medieval musket would have been hanged on the spot.

    Archers weren't really accurate. You know, they're oftern said to be, but it's a mystery. (But indeed, medieval muskets weren't accurate as well.)
    You know, I have quite a bit shooting experience myself (also concerning muskets, but only the flintlock models from the 18th century) and I assure you: It's extremely hard to hit anything when you're shooting at the sky, and that's exactly what bowmen did in most cases. Only a very small number of the arrows did hit anyone, but that didn't matter, as long as there were many archers who could fire fast.
    However: In Medieval 2 (even the Vanilla version) you get a false impression of bows , as they're depicted as quite accurate weapons. Same with muskets in the game, by the way.

    So my suggestion for Lusted: Don't make the peasant archers stronger to create a balance, but reduce the effect of archery and musketry in general.


    ... well, shall I start a 2.2 campaign now or shall I wait for 2.3? I don't really feel like having sniper-bowmen.
    Last edited by General A. Skywalker; April 13, 2007 at 03:19 PM.

  9. #69
    God-Emperor of Mankind's Avatar Apperently I protect
    Join Date
    Jun 2004
    Location
    Malmö, Sweden
    Posts
    21,640

    Default Re: Lands to Conquer v2.2

    Just had a seige battle as the Turks and I had 4 armenian archers.
    Those 4 managed to wipe out the entire garrison with their fire arrows even before they lost half their ammo.
    Damn !!
    That's a tad overpowered I would say
    Looked very pretty tho.
    It went way up in the air and on the way down it got the shape of a V, just homing in on the unit they targeted .

  10. #70
    Centenarius
    Join Date
    Sep 2005
    Location
    Washington, USA
    Posts
    824

    Default Re: Lands to Conquer v2.2

    Lusted, any chance of you updating the v2.2 download (or providing the necessary files) to balance the archers and fix the mines? It might be a while before we will get our hands on the official v1.2 patch.

  11. #71
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,183

    Default Re: Lands to Conquer v2.2

    No, you'll get the rebalances once 2.3 is out, im going to spend a long time on getting the best balance.
    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.

  12. #72
    Centenarius
    Join Date
    Sep 2005
    Location
    Washington, USA
    Posts
    824

    Default Re: Lands to Conquer v2.2

    Ok, thank you for the reply. Can you tell me which attribute I need to modify to get the projectiles back to vanilla status in the meantime? I would like to use v2.2 but change the archers so they don't dominate the field.

  13. #73
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,183

    Default Re: Lands to Conquer v2.2

    Just remove the accuracy_vs_units line in the descr_projectile.txt file in landstoconquer\data, but make sure you only remove it for the 2 bodkin and composite arrow types.
    Last edited by Lusted; April 14, 2007 at 03:21 PM.
    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.

  14. #74

    Default Re: Lands to Conquer v2.2

    I would be more than happy to help with balancing archery units. Peasant archers should be VASTLY less effective than the specialist pros, though.

  15. #75
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,183

    Default Re: Lands to Conquer v2.2

    Im handling all balancing myself.
    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. #76
    God-Emperor of Mankind's Avatar Apperently I protect
    Join Date
    Jun 2004
    Location
    Malmö, Sweden
    Posts
    21,640

    Default Re: Lands to Conquer v2.2

    Quote Originally Posted by Lusted View Post
    Just remove the accuracy_vs_units line in the descr_projectile.txt file in landstoconquer\data, but make sure you only mvoe it for the 2 bodkin and composite arrow types.
    Thanks.
    Now I can play 2.2 again

  17. #77
    General A. Skywalker's Avatar Primicerius
    Join Date
    Dec 2006
    Location
    currently Coruscant, but born on Tatooine
    Posts
    3,190

    Default Re: Lands to Conquer v2.2

    Lusted, can you say when 2.3 will be released? Is it a matter of days/weeks/months/years... ?

  18. #78
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,183

    Default Re: Lands to Conquer v2.2

    It'll be released after the official 1.2 patch has been released.
    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.

  19. #79
    General A. Skywalker's Avatar Primicerius
    Join Date
    Dec 2006
    Location
    currently Coruscant, but born on Tatooine
    Posts
    3,190

    Default Re: Lands to Conquer v2.2

    Quote Originally Posted by Lusted View Post
    Just remove the accuracy_vs_units line in the descr_projectile.txt file in landstoconquer\data, but make sure you only mvoe it for the 2 bodkin and composite arrow types.

    But I have to remove it for every composite and bodkin type, right? I mean Cav-bodkin, fiery bodkin, fiery-composite, fiery-cav composite and all the others, right?

  20. #80
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,183

    Default Re: Lands to Conquer v2.2

    Yes you do.
    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.

Page 4 of 7 FirstFirst 1234567 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •