Page 1 of 18 1234567891011 ... LastLast
Results 1 to 20 of 366

Thread: Status of 2.1.0

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Status of 2.1.0

    DONE:
    - Fix Byzantium Skin/Armour Progression
    - Integrate BBB 2.0
    - Add Character Names Project 3.0
    - Add New Royal Titles
    - Add Naval Traits Modification
    - Add new Siege/Capture Costs (1000 to start a seige, 500 to maintain one, 500 to storm the walls, 500 to setup a ruling government if you capture the settlement)
    - Tweaked AI economy, AI now usually has 2 full stacks and decent garrisons.
    - Fix Minor Bugs
    - Fix Unit Balance for 2-Handed Units (Swords and Halberds) and Knife wielding units.
    - Add new Renaissance Event requirement for some units.
    - Finally fixed custom battle map positions
    - Add new Province Names
    - Added new Reduced Interface Sounds (Now you can hear those War Cries!)
    - Tweaks to the Battle Rank system to make it easier to acquire. No more generals with tons of battle experience as Knight Bacheliers
    - Secret Project
    - Extensive AI overhaul
    - Tweak Campaign AI to be more aggressive.
    - Fix Campaign AI spamming Vassal requests

    TODO:
    - Add Denmark Reskin
    - New Build Tree with Government Building Requirements
    - New Regional Levy based recruitment

    POSSIBLE:
    - Add portions of King's Banner Mod
    - Fix Unit Cards
    - Correct unit sprites
    - Add new Acegogo inspired ancillary weapons and armor

    Last edited by tornnight; June 15, 2007 at 11:40 AM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  2. #2
    Campidoctor
    Join Date
    Jan 2005
    Location
    AEnima City, USA
    Posts
    1,645

    Default Re: Status of 2.0.1

    Oo, sounds great. Any idea of save-game compatibility or should I not get too attached to a current game?

  3. #3
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: Status of 2.0.1

    I'm quite certain it won't be. It may load but things will be out of wack.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  4. #4

    Default Re: Status of 2.0.1

    Don't ever leave us, Tornnight

  5. #5
    AMMsterz's Avatar Libertus
    Join Date
    May 2007
    Location
    me place in Phillyland!
    Posts
    82

    Icon14 Re: Status of 2.0.1

    WaZaaa!!!

    Em updates sound awrsome!!! Just one comment though : d'ya think that you can do some tweaks to the Muslim factions including their rosters particularly the Abbasids, who I play with at the mo? Like maybe adding in some more unique units or at least e.g. just add in em Arab infantry, coz I'll have to say that they really deserve more than being the least varied Muslim faction? That'll maybe convince me to stop where I am in v2.0.0 and move on to the new one although I'm not even halfway done ...

    Oh, make that two comments actually: the Muslim princesses, at least for the Abbasids, have no voice overs whatsoever... From what I've read, there's a mod that allows you to use the Eastern European princesses' voices instead... dunno how, but just a useful change I guess...

    Take your time hehehe (I'm sure many others'd prefer it to be released asap though ) and gud luk!

    Peaceage
    Last edited by AMMsterz; June 05, 2007 at 12:02 PM.

  6. #6
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: Status of 2.0.1

    I definately plan on it. It's a slow going process as I don't have anyone helping me with the skinning. Anyone?

    Once I'm done with the current 'high priority' fixes, I'll get back to skinning.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  7. #7

    Default Re: Status of 2.0.1

    any thoughts about making crusades more difficult???

    ai money/garrison scripts perhaps??

    The quickest route may not always be the most fun.
    http://www.twcenter.net/forums/forumdisplay.php?f=315

  8. #8
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: Status of 2.0.1

    Hopefully the line

    - Tweaked AI economy, AI now usually has 2 full stacks and decent garrisons.

    will help with that.

    I'll look into it.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  9. #9

    Default Re: Status of 2.0.1

    anymore tweaks on castles???? it would be neat if they gave special traits to the generals posted there

    The quickest route may not always be the most fun.
    http://www.twcenter.net/forums/forumdisplay.php?f=315

  10. #10

    Default Re: Status of 2.0.1

    about castle traits, BBB 2.0 have some education traits gained from castles.

  11. #11

    Default Re: Status of 2.0.1

    Great !!!
    it should be estampiled 2.1.0 not 2.0.1 because it's a great work
    Last edited by Zaid; June 08, 2007 at 10:01 AM.

  12. #12

    Default Re: Status of 2.0.1

    I like your explain Tornnight... done, todo, possible...
    I dont know how skinning, but if i can help in other things, i was here!!!

    Sorry for my english and Thanks

  13. #13

    Default Re: Status of 2.0.1

    Really looking forward to this release! Finally getting some traits for my naval commanders!!

    Also I don't know if you've fixed this in 2.01 but the lowest level of town cannot upgrade. You could have 2000 people in it (like I have had) but unless you upgrade to castle then back to town your stuck. Might have been fixed in this version though not sure yet.

    Like your field costs, it should (hopefully) limit all those major factions just dumping a ton of small units in your territory and doing nothing with them (scottland comes to mind)

    Please don't add agents to field cost, its costly enough as is


    Lastly could you explain settlement maintenance costs? Is it just an added deduction to limit you cash flow?



    Thanks for all your hard work!

  14. #14

    Default Re: Status of 2.0.1

    Keep up the good work tornnight.

    I really liked the Khwarezmian 'state' idea, since it played an important role during the Mongolian invasion.

    Please don't forget to fix the units on the campaign map. If a captain leads an army he is shown as a Prince. This is only for the new factions, ie Kiev.

    p.s. Minsk still has Turkopoles

  15. #15

    Default Re: Status of 2.0.1

    Favorite mod!
    Any idea when we will get Aragon and Pisa as factions??

  16. #16
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: Status of 2.0.1

    Quote Originally Posted by ruizbumkins View Post
    Favorite mod!
    Any idea when we will get Aragon and Pisa as factions??
    Don't hold your breath.

    I got lots to do before I get to those factions.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  17. #17
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: Status of 2.0.1

    Nice. I hadn't noticed the captains having the wrong model. Fixed.

    I also started to edit the Turkomans out of that area.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  18. #18
    KaerMorhen's Avatar Vicarius
    Join Date
    Nov 2005
    Location
    Poland, Tychy
    Posts
    2,602

    Default Re: Status of 2.0.1

    Last week I've dowloaded LTR 2.0 and right now campaigning as Oriflame. I do enjoy the slow pace of the gameplay and most of it tweaks. After all I dare to say that little corrects should be done with campaign map - eastern europe in particular, except for this - great mod full time.

  19. #19
    Libertus
    Join Date
    Jun 2007
    Location
    Finland
    Posts
    86

    Default Re: Status of 2.0.1

    Sounds really good. I just started my first campaign with this mod, i guess i will need to start another one pretty soon

  20. #20

    Default Re: Status of 2.0.1

    Thanks for the great mod, though I have 3 questions, the added cost will that be only for the human player?

    and my second question is since we are already altering history by playing this great is it maybe possible to add gunpowder units to those nations who lacking that?

    Third question is will it be save game friendly with 2.0?

    Love this game though i have second thoughts on the expenses of foreign adventures/siege costs. The idea is ok, though before this mod I played Deus Lo Vult mod nad they implemented these costs as well for only the human player in DLV 3.0 and while it was fun in 2.11 it suddenly became a game of watch your neighbours catch all your neighbouring rebel settlements whilst try ing to build an economy to afford a foreign mission... Especially when hated by half the world and losing your capital in the first 20 years Moors/Egypt/Byzantium due to Jihad/crussades.

Page 1 of 18 1234567891011 ... 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
  •