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  1. #1
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    Default Garnier's LTC addon v1.3

    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
    Last edited by Garnier; June 18, 2007 at 08:02 PM.


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  2. #2
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    Default Re: Garnier's LTC addon v1.3 released!

    Well I'm off to bed. Enjoy the mod.
    Last edited by Garnier; June 18, 2007 at 02:32 PM.


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  3. #3
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    Default Re: Garnier's LTC addon v1.3 released!

    My House rules, that I use with version 1.3, in case anyone wants to play the mod the way I do.

    1. At the start of the campaign, wait until 1090 before doing ANYTHING (gives AI a little jump start).
    2. Fight ALL battles EXCEPT when the AI is assaulting one of your settlements. Then autoresolve. (means you have to hold them off in the field, not slaughter them in your cities).
    3. NEVER assault a castle/city. Always wait out the siege. (Slows expansion a LOT, and gives AI a chance to save their settlement).
    4. Always play VH/VH.
    5. Let AI manage taxes/construction, and let them decide what policy to use. (so I build up the same way the AI does).
    6. Play with morale off. So when the AI general dies (inevitable), they don't run away. Also means you don't have to fight the same guys again, but you will lose more of your own.
    7. Never use any cheats.
    8. Never use any exploits, such as putting merchants in a fort, or surrounding an agent to eliminate him.
    9. Never leave an army on a bridge. To defend crossings, put your army behind or in front of the bridge. This way you don't get to exploit bridge battles.
    10. Never sack cities/castles.
    11. Never use merchants (the AI doesn't use them right anyway, so this basically makes the game harder).
    12. Never charge the rear of enemy infantry (except archers) with your cavalry (if you do, its way too easy to win).
    13. Never use your general's bodyguard unit to melee. Always run away from enemies that try to fight him. (makes it a lot harder, especially the early game where the general's unit can win the battle.
    14. Never use schiltron formation.
    15. Never have more than 4 missile units and two seige weapons in an army.
    16. Never look at enemy ships to see if there are men in them before attacking.
    17. Never declare war on an ally without warning. Cancel alliance first, then wait a turn before declaring war.
    18. Never take ships out of a blockaded port. Lift the blockade first.
    19. Always save before each battle, so if the battle is in a location where you are on a huge mountain that they can't get up, or they will be exhausted before they get up, you can load the savegame and not fight that battle.
    20. But NEVER load a savegame because you made a mistake or lost a battle or something.
    21. Never block a landbridge with ships. The AI isn't good when you do this, and they don't do it themselves on purpose.
    22. Never destroy buildings, ever. Mostly this is for when you take AI cities and abandon, cause its kind of cheap to do that.
    I'm sure there are more, but I will add them when I think of them. These just make the game more challenging.
    Last edited by Garnier; June 15, 2007 at 01:48 PM.


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  4. #4
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    Default Re: Garnier's LTC addon v1.3 released!

    Ok, a preview of what's to come. I may release 1.4 before LTC 3.0 comes out, but as I don't know for sure, I don't promise anything.

    Anyway, I finally got a landbridge I made to work, so there will be a hot war between France and England in the next version. No longer will england be safe in their island, and also france won't be safe either after taking Caen. The AI certainly needed this, so here it is:


    And also, here is a preview of my interface mod variant. The changes to the buttons and stuff are Ralendil's work, while the background picture and the loading screens and splash screen will be mine. I really like the background picture here:




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  5. #5
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Garnier's LTC addon v1.3 released!

    Final level of barracks give less arm swd then previous level (mistake ?)

  6. #6
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    Default Re: Garnier's LTC addon v1.3 released!

    No, thats intentional. When you have that barracks, you don't need sergeant swordsmen anymore, because you have 2 or 3 types of foot knights available, and the sergeant swordsmen in light mail are quite simply outclassed.


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    Default Re: Garnier's LTC addon v1.3 released!

    Cool man i'll check it out!
    Last edited by ImKyleJames; June 15, 2007 at 01:29 PM.

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    Default Re: Garnier's LTC addon v1.3 released!

    That is the readme from 1.3, not 1.2. Much of it is the same of course, but its definitely the right one.


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  9. #9
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    Default Re: Garnier's LTC addon v1.3 released!

    hey Garnier, when installing your mod I see the LandsToConquer folder in the Zip. I don't have the LTC2.3 installation, is the one in your zip complete? I only have LTC and your 1.2 mod installed now, can I overwrite and start anew?

  10. #10
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    Default Re: Garnier's LTC addon v1.3 released!

    I'd reinstall a completely fresh LTC 2.3 if I were you. Thats what I did. And then copy the files over to it, just as the readme says.


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    Default Re: Garnier's LTC addon v1.3 released!

    A quick note, combining it with BBB 2.0 at least is causing crashes for me, so I don't recommend doing this.


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    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Garnier's LTC addon v1.3 released!

    Polish are corrected.

    Casttle barracks line of buildings produce Polish Foot Nobles.
    Casttle smiths line of buildings produce Polish Foot Knights.
    Last edited by Sonny WiFiHr; June 16, 2007 at 07:33 AM.

  13. #13
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Garnier's LTC addon v1.3 released!

    Added France missing units + Polish corrected

    4th tier casttle archery - Dismounted French Archers
    - French Mounted Archers

  14. #14
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    Default Re: Garnier's LTC addon v1.3 released!

    Cool I'd like to see some new units! I know that Lusted and CA's Kingdoms will probably add lots of new units as the new stuff comes out, but when they do I would love to see you add some cool new units! Like, dig down deep and find some long forgotten aresenal to add to the game. Balance? Yea give it a try, but I still want to see some carnage inspiring new unit. Like when I first saw the MONSTER RIBAULT and CANNON?! OMG, I was in love! That barrage can utterly demolish!

    (Oh and Garnier! If you're gonna make ur own start button to the game then at least make an ICON! )

  15. #15

    Default Re: Garnier's LTC addon v1.3 released!

    My game keeps crashing while I play only after I installed your add-on. Says ME2TW has an unspecified error. Can somebody please help?

    Heres a screenshot of my ME2TW folder to see if I installed it right.

    http://img174.imagevenue.com/img.php..._122_543lo.JPG
    Last edited by webby_; June 17, 2007 at 01:28 AM.

  16. #16

    Default Re: Garnier's LTC addon v1.3 released!

    Love the changes so far Garnier

  17. #17
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Garnier's LTC addon v1.3 released!

    Install instructions : Make copy of clean landtstoconquer . Rename copy of landstoconquer to landstoconquergarnier13.Put files from zip in landstoconquergarnier13 (Garnier make one mistake. Folder in zip is still called landstoconquer should be renamed to landstoconquergarnier13 so that you can copy/paste directly).
    2nd step make copy of landstoconquer configuration file (cfg) rename it to landstoconquergarnier13.Open lanstoconquergarnier13 cfg file with wordpad or notepad(right mouse click then choose program to open file) and rneame this line - mod = landstoconquer into - mod = landstoconquergarnier13
    Last edited by Sonny WiFiHr; June 23, 2007 at 07:35 AM.

  18. #18
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    Default Re: Garnier's LTC addon v1.3 released!

    Quote Originally Posted by webby_ View Post
    My game keeps crashing while I play only after I installed your add-on. Says ME2TW has an unspecified error. Can somebody please help?

    Heres a screenshot of my ME2TW folder to see if I installed it right.

    http://img174.imagevenue.com/img.php..._122_543lo.JPG

    You made a copy of the landstoconquer clean install before installing the addon right? If you only install the addon, I assume it would crash.


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  19. #19
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Garnier's LTC addon v1.3 released!

    Added upkeep for Mongols/Timu. city/casttle units (NOT FOR HORDE UNITS they still have 0 upkeep).THX Daelyn75 for bringing idea .They still have same stats as horde units .This is version With polish bug fix.
    Casttle barracks line of buildings produce Polish Foot Nobles.
    Casttle smiths line of buildings produce Polish Foot Knights.
    Last edited by Sonny WiFiHr; January 05, 2008 at 06:13 PM.

  20. #20
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Garnier's LTC addon v1.3 released!

    This is with mon/tim upkeep + france unit (dismauted archer and horse archer) + pol bug fix
    Casttle barracks line of buildings produce Polish Foot Nobles.
    Casttle smiths line of buildings produce Polish Foot Knights.
    4th tier casttle archery - Dismounted French Archers, French Mounted Archers
    Removed Scot's Guard from city smiths.
    .BTW thanks to Garnier for this fine add-onn
    Last edited by Sonny WiFiHr; January 05, 2008 at 06:13 PM.

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