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Thread: Lands to Conquer 3.0

  1. #1
    Lusted's Avatar Look to the stars
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    Default Lands to Conquer 3.0


    Download Links
    Filefront Link
    Megaupload link

    Screenshots
    Spoiler Alert, click show to read: 

    Splash:

    Loading Screens:







    Menu:

    Hundred Years War:




    Italian City States:




    Reconquista:





    Mod Overview

    Lands to Conquer is a mod aimed at improving the gameplay and balance of Medieval II Total War. It does this through extensively rebalanced unit stats; changed unit costs; longer, slower paced campaign; more difficult to maintain larger empires; and various other things.

    3.0's big feature are 3 new custom campaign maps, each using enlarged sections of the Grand Campaign and they all have different gameplay and add to the overall gaming experience. The Grand Campaign is still playable. The new campaigns are available from a new menu option.

    A large part of the mod is it's extensive rebalancing, for which i've had the unofficial help of Jason Turnbull aka Palamedes, a Creative Assembly Australia developer.

    It also set's up a hosteat version of the mod for those who want to play one of the new campaigns against a friend on the same pc.

    Installation Instructions

    This is a standalone version of the mod, you do not need any previous versions to play it.

    You must start a new campaign with 3.0

    It installs to its own folder so it does not affect the default game. Just use the Lands to Conquer icon on the desktop to launch this mod, or the M2TW icon to launch M2TW.

    To install the mod simply point the installed to your Medieval II Total War installation, which by default is installed to:

    C:\Program Files\SEGA\Medieval II Total War

    You must have the Official Update 2 patch for Medieval II Total War in order to install LTC 3.0.

    I recommend uninstalling previous versions of Lands to Conquer before installing 1.2.

    Once installed you should use the new Lands to Conquer desktop shortcut to run the game.

    The changes Lands to Conquer 3.0 makes to Medieval II Total War are listed below:


    Custom Campaigns

    -Hundred Years War : map featuring England, France and Scotland on an enlarged map focusing on that area. In this campaign it's all about war, and the gameplay of the campaign will be quite fast paced and a challenge to complete on Very Hard. There is little use for diplomacy in this campaign as all the factions hate each other. Finances are also quite tight. So you should have only a few stacks going around fighting battles and assaulting castles because of your low finances, and they will be assaulting probably because you'll be a bit pushed to meet the victory conditions near the end. The campaign is just 75 turns long to take 20 provinces. But it works well, and you can as always play beyond the end date. This campaign will be especially tough as the English, and easiest as the French.

    -Reconquista : Has Spain, Moors and Portugal on a blown up map of Spain. This campaign will last longer than the HYW campaign, and you'll have to take fewer provinces so will be slower paced. But there will be more emphasis on religion. With the increased effect of religious unrest in LTC, and this campaign focusing on the wars between the Christians and Moors in Iberia, use of priests/imans to convert the populations in provinces could be key to victory, otherwise the religious unrest could seriously hamper you. The 3 factions in it also have very similar fighting styles with good skirmishing light infantry and cavalry and a core of heavy cavalry and infantry. Once again with the factions not getting on very well with one another diplomacy will not be much use.

    -Italian City States : Venice, Milan, HRE, Sicily, Hungary and Papal States(unplayable) fight it out on an enlarged Italy map. The campaign with the most factions and least provinces, it is also the longest. There will be a clear cut superpower at the start, the HRE, but they will be disliked by the Pope so won't have things all their way. The smaller nations(Venice, Milan, Hungary) will be too weak at first to take on the HRE so getting in the Popes good books and using diplomacy well will help them towards victory. In the south Sicily will be large but weak, and will have to pass through Papal lands if it marches up mainland Italy. There will be more emphasis on city troops as those are the Italian factions specialities, and on diplomacy at first and conquest later.

    -There is also a new hotseat shortcut for LTC in 3.0 that will launch the mod with hotseat set up. This allows for multiple factions to be played in a camapign on one computer, so if you have friends you can play against each other in one of the camapigns on the same pc.

    Battlemap

    -Drastically improved balance of units done by me and Palamedes. Battles feel much more like battles in the original Medieval: Total War now.
    -Tweaked and improved ai and ai formations.
    -Improved balance of missile units through their accuracy.
    -Cavalry units made smaller and so are now more manouverable.
    -Cavalry less effective in woods.
    -Increased effect of heat on western units.
    -Battles are slightly slower paced.
    -13 new custom battle maps. http://www.twcenter.net/forums/showthread.php?t=76887

    Campaign map
    -Hosteat shortcut on desktop for hotseat campaigns.
    -1.5 Year per turn, and dates shown on campaign map again
    -Building construction times and cost increased so as to fit in best with 1.5 year per turn campaign.
    -Unit recruitment changed. Units now replenish slower and elite units have smaller recruitment pools. Also units no longer recruited from walls or from castle upgrade buildings.
    -Character Names Project included that adds accurate character names to many factions.
    -Tweaks to Guilds which result in more varied Guilds in the campaign. There will no longer be the Thieves Guild spam the ai does in vanilla.
    -English Armoured Sergeants, Dismounted Broken Lances, Dismounted Gothic Knights and Dismounted Mongol cavalry units added into the campaign
    -Ai recruits better armies. They are more balanced and have more higher tier units in them.
    -More variance in the date at which the Mongols and Timurids appear
    -Merchants make more money.
    -Inquisitors made less powerful.
    -Increased movement distance for armies and agents.
    -More recruitment slots in castles.
    -More free upkeep slots in cities.
    -Recruitable generals(including dismounted generals for some western factions).
    -Some unused dismounted merc units added into the campaigns
    -Pirate and Rebel spawn rates reduced.
    -New population levels required for each level of settlement.
    -Distance to captial penalty increased.
    -Religious Unrest increased.
    -Corruption increased.
    -Income from trade increased, and population growth from trade decreased.
    -Population growth from farms increased.

    Graphical

    -25 new loading screens, a new splash screen and menu background.
    -Menu text brightened a bit to make it stand out more on the new background.

    Credits

    A big thanks to the following modders who's work i have used in this mod with their permission.

    Wilddog - for making all the maps for me, a truly amazing mapper.
    Jason Turnbull aka Palamedes - for his great help with unit rebalancing.
    Unspoken Crusader - for use of parts of his Custom Campaigns mod
    DeRougemonnt & finney13 - for the use of the CNP.
    lawngnome - for helping with the edits to unit recruitmnt and settlement mechanics.

    Also thanks to Wikipedia for some of the historical info.

    And of course due credit to The Creative Assembly for making the Total War series.
    Last edited by Lusted; July 18, 2007 at 04:32 PM.
    Creator of:
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    Terrae Expugnandae Gold Open Beta for RTW 1.5
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    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. #2
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    Default Re: Lands to Conquer 3.0

    Hooray!!


    yay I'm the first one to download.

    finishing up the macedonians in athens, then I'll be working on v1.4 of the addon.


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  3. #3
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    Default Re: Lands to Conquer 3.0

    Woot. No mention of battle ai however?

  4. #4
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.0

    Woot. No mention of battle ai however?
    Knew i forgot to mention something.
    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.

  5. #5
    pajomife's Avatar Protector Domesticus
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    Default Re: Lands to Conquer 3.0

    38 MB is not to big.....

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    Default Re: Lands to Conquer 3.0

    Is the army composition improved over 2.3?


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  7. #7
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.0

    Is the army composition improved over 2.3?
    With the reintroduction of a small money script tied to difficulty the ai should recruit better armies on H and VH compared to 2.3.
    Creator of:
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    Terrae Expugnandae Gold Open Beta for RTW 1.5
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    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  8. #8
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    Default Re: Lands to Conquer 3.0

    Ok sounds good.

    One thing I am thinking about changing at some point, is putting many of the castle units recruitable in cities (but in much smaller quantities) and removing some of the militia units. For example having spear militia, town militia and sergeant spearmen which are all almost identical (except town militia being better against infantry) is kind of redundant and annoying, and it hurts the AI.

    Later on though, knights would be only from castles, and proffesional troops like pikemen and musketeers would be from cities.


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  9. #9
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.0

    One thing I am thinking about changing at some point, is putting many of the castle units recruitable in cities (but in much smaller quantities) and removing some of the militia units. For example having spear militia, town militia and sergeant spearmen which are all almost identical (except town militia being better against infantry) is kind of redundant and annoying, and it hurts the AI.
    But they're not identical. They have small but important distinctions. Both the militia units have free upkeep, and removing free upkeep units is just going to hurt some factions. It's why many factions seem to get duplicate versions of some units, ones from castles, the others from cities and have free upkeep.

    Plus removing militia units(one of the key differences between cities and castles) would undo a lot of the work i've done increasing the difference between the 2 settlement types and making both of them worthwhile.
    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.

  10. #10
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    Default Re: Lands to Conquer 3.0

    Quote Originally Posted by Lusted View Post
    But they're not identical. They have small but important distinctions. Both the militia units have free upkeep, and removing free upkeep units is just going to hurt some factions. It's why many factions seem to get duplicate versions of some units, ones from castles, the others from cities and have free upkeep.

    Plus removing militia units(one of the key differences between cities and castles) would undo a lot of the work i've done increasing the difference between the 2 settlement types and making both of them worthwhile.
    Just make the sergeant spearmen a free upkeep unit, and it still has free upkeep in cities, just not in castles (unless you allow castles a number of free upkeep units as well).


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  11. #11
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.0

    Just make the sergeant spearmen a free upkeep unit, and it still has free upkeep in cities, just not in castles (unless you allow castles a number of free upkeep units as well).
    Nope, free upkeep units should be city only things. and making lots of castle units available from cities would make them mostly redundant, i'm going to keep the same variety of units as there was in 2.3.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
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    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. #12
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    Default Re: Lands to Conquer 3.0

    I guess the point was to help the AI, so they would have more unifrom armies. As it is, they can have armies with depleted units of spear militia, town militia, sergeant spearmen, peasant archers, peasant crossbowmen and militia archers, etc.

    But I will have to think about it a lot more before I do such a change for my addon. It would be a lot of work so not worth it unless its really going to help a lot.

    Oh yeah, I wanted to ask, do you know if I remove the red part:
    siege_works castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    Will it be an error because no faction can build it? Or will it just not be available in the campaign.


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  13. #13
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.0

    There would definitely be errors as that building is present at the start of some of the custom campaigns, or at least buildings from that building line.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
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    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. #14
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.0

    Mod reuploaded, it should work now.
    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.

  15. #15

    Default Re: Lands to Conquer 3.0

    cant wait to try it out. Thanks you putting your time into this

  16. #16

    Default Re: Lands to Conquer 3.0

    Both servers are so slow... 7 kb/sec ... it'll take 2 hours
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    Default Re: Lands to Conquer 3.0

    Quote Originally Posted by jegui View Post
    Both servers are so slow... 7 kb/sec ... it'll take 2 hours
    Really? mine was downloaded in less than one minute I think. I usually get 500-800 kb per second at filefront.


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  18. #18
    Kinjo's Avatar Taiko
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    Default Re: Lands to Conquer 3.0

    Cool can't wait to play the mod!

  19. #19

    Default Re: Lands to Conquer 3.0

    Quote Originally Posted by Garnier View Post
    Really? mine was downloaded in less than one minute I think. I usually get 500-800 kb per second at filefront.
    wow... u must have a super connection... max I can get normally is between 180 and 250 kb with a 3-5Mb broadband
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  20. #20
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    Default Re: Lands to Conquer 3.0

    I have roadrunner cable.


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