Here it is, after 2 hours straight, finding all the files I've changed, compiling them, and writing out the readme, version 1.3 is finally here.
DOWNLOAD LINK (make sure you read the readme before installing, things have changed)
Readme:
Spoiler Alert, click show to read:
This is an addon that I made for LTC 2.3. Lusted is NOT responsible for this addon, so don't complain to him if you don't like it, complain to me.
As for mod compatibility, it SHOULD work with any other mod compatible with LTC 2.3 as long as the mod does not change any of the files this addon changes, and does not add any new units, or change the map. However I cannot give a guarrantee, as I've not tested it with any other mods. Don't combine it with BBB, it is causing crashes for me, probably because of the CNP's blank names.
This is just for my personal taste, not for historical accuracy or anything, though I do add things for historical flavour because I like historical flavour if it does not hinder gameplay. Here is the change list:
In v1.2:
1. Makes rebels and pirates spawn very rarely, almost never I think. (thanks to Lusted)
2. Makes armies unable to rebel
4. Makes all the mercenary units available earlier in the campaign, so they will be available closer to the time you can recruit their counterparts from your castles.
5. Adds more dust in battles (thanks to zxiang)
6. Removes torches from battle
7. Removes flaming shot/firearrows from the game.
8. 1 more recruitment slot for castles.
9. No recruiting siege equipment from castles.
10. Agent limit for spies, assassins and diplomats.
11. New setup in descr_strat, much better Italian army composition.
12. Guilds tweaked, so Thieves guild is harder to get, while horse breeder and mason guild are easier.
13. Export_descr_buildings tweaked so archery range has smaller recruitment pools (AI used too many archers for its own good), and smith line of buildings available earlier, and it is cheaper. Also, removed ballistas from the game and replaced them with catapults (in other words, when before you could recruit ballistas, now you get catapults).
14. Mercenary crossbows and merc pav crossbows removed from campaign.
New in v1.3:
15. New unit, the sergeant swordsmen. Recruitable in small numbers when sergeant spearmen are available, but mostly when armoured sergeants are available. Fully functional in campaign and custom battles. Available for: France, England, HRE, Milan, Venice, Portugal, Spain. Unit is complete in every way except fine tune balancing. If I get feedback that they are too weak/too powerful I will look into adjusting them. They aren't drastically over or under powered right now though.
16. Banners are much smaller, do not bounce or change colour when selected, and do not flap in the wind (so they don't hurt performance anymore).
17. Farmland graphics removed from campaign map (only affects visuals, not gameplay at all).
18. Family tree stuff tweaked. No more adopting people that are 20 or older, characters may live slightly longer, maximum age for a man to be married into your faction is 35 (no more 50 or 60 year olds marrying your young daughters).
19. Faction standing tweaked, so on H and VH difficulty, other factions don't automatically start hating you for no reason. Now you can play VH and actually have good diplomacy. Also spain is more friendly with france (realistic as france and spain often fought england together).
20. Blood tweaked. No more puffs of blood when arrows hit men, and no more guys covered entirely in blood. All light or heavy splotches now, looks much better. Uses blood from HA's weather/sky mod. This part also removes the puffs of dust when arrows hit the ground, as I thought them very ugly.
21. Win conditions tweaked, so milan no longer has to take toulouse to win. Hopefully will give less incentive for milan to be so aggressive against france.
22. Changes to starting locations are as follows:
France has bordeaux
England has York
Scotland has Inverness
Milan has Florence(switched to castle)
Venice has Bologna(switched to castle)
Byzantium has Iraklion
Spain has Zaragoza and Pamplona (and Toledo switched to city)
Portugal has Leon (switched to castle)
Rebels have Genoa (and bern, unlike 1.2 where HRE has bern).
Also Byzantine and French king's purse lowered to balance things (since they were way too strong in all my 1.3 campaigns that I test ran).
Reasoning behind changes:
In v1.2:
I don't like having tiny rebel armies all over the place, they just get annoying. Same goes for pirates. Also I play with a houserule where I don't use generals to command my armies, because it makes the game a LOT more challenging and a lot more equal with the AI, so I didnt want my armies to rebel all the time.
I want to be able to use mercenaries before they become outdated.
I like dust, and I hate torches.. lol
I hate having all the AI archers shooting firearrows. Firearrows don't look realistic IMHO. Also now towers do not shoot firearrows, so AI siege weapons won't burn and make you win the battle easily. I find this helps the AI more than the player who can make as many siege weapons as he wants. This change does NOT remove exploding shot from cannons, though it does remove flaming shot from bombards etc.
The +1 recruitment in castles and no siege weapons in castles just makes AI armies better, because they make siege weapons in towns which means less militia, and more castle units because they don't use castle slots to make siege weapons.
Agent limit for spies and assassins means the AI wont be spamming the player with them. This got annoying sometimes to have tons of enemy agents all over. Same goes for diplomats sort of, it makes them more meaningful and vital to be used right.
I hated the italian armies of genoese crossbows and italian militia. Now they will use normal castle units mostly.
The AI ALWAYS had thieves guilds everywhere, so I made them harder. Now they will not. We will see what happens now, if another guild becomes too common or something.
The AI used too many archers, and for my taste I like to use less archers and more melee units cause the battles are more fun when its a melee and not chasing bands of archers all around the map. Now the AI will use less archers. Merc crossbows also removed since the AI used too many of these.
I'm not going to take all the time to state my reasons for changes in 1.3. Most of them are implied in the change list, and well... I like things better the way they are now.
INSTALLATION:
Make a copy of a clean install of Landstoconqer 2.3, and rename its folder to landstoconquergarnier13
Open zip, and copy the landstoconquergarnier13 folder into your Medieval II Total War folder.
Copy your landstoconquer.cfg file, and rename the copy to: landstoconquergarnier13.cfg, and then replace this line: (mod = landstoconquer) with this: (mod = landstoconquergarnier13)
If you don't like certain things on the list, you can remove them:
To remove any change individually before installing, simply delete the following files from the zip to remove the changes respectively:
1 & 2 & 11: descr_strat.txt
4 & 14: descr_mercenaries.txt
5: descr_particle.txt & battlefield folder
6: descr_engines_torch_effects.txt & descr_torch_fire.txt
7: descr_projectile.txt
8 & 9 & 10 & 13: export_descr_buildings.txt
12: export_descr_guilds.txt
15: Don't try to remove the new unit, as it is very much integrated into the whole mod and is an important part of it.
16: descr_banners_new.xml
17: descr_aerial_map_ground_types.txt
18: descr_campaign_db.xml
19: descr_faction_standing.txt
20: descr_effect_impacts.txt & overlaytextures folder
21: descr_win_conditions.txt
22: descr_strat
For example, deleting export_descr_projectile.txt in the zip before installing, will remove change #7. Deleting descr_strat in the zip before installing, will remove changes 1, 2, 11 and 22 all together.
I also play with the BBB mod and Ralendil's interface mod (my variant for this I will be releasing shortly, separately from the addon as it is a much bigger download).
Any suggestions are welcome and I will consider any suggestions that improve the game.
Update: Here is the interface addon. A lot of the work was done by Ralendil in his interfacemod (which I can't find now), but the loading screens and some other stuff I did are also included. Screenshots can be found in the first post. To install, extract the data folder in the zip to your mod folder.
DOWNLOAD LINK
Link to v1.2 thread






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