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Thread: Garnier's LTC addon v1.4

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  1. #1
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    Default Garnier's LTC addon v1.4

    DOWNLOAD LINK

    I will be releasing 1.5 in this thread, since I will be releasing 1.5 probably within the week. I just have to do some work to put together a readme, and playtest to find what changes I need to make still.

    I'm releasing 1.4 right now so people can start playing with the changes on their first or second campaign, then I'll release the finished one (1.5) when I have time.

    This version is compatible with LTC 3.0, and is NOT compatible with LTC 2.3!

    The old version, 1.3, is NOT compatible with LTC 3.0

    I will be releasing 1.5 soon, which will have a proper readme. 1.4 has many of the same changes as 1.3, and no drastic new changes. But not everything from 1.3 is included in 1.4.

    The french are reskinned in 1.4, so instead of the blue and white colours, they are blue and yellow.



    Please let me know if you find any bugs and I will do my best to fix them promptly.

    I know of one issue where trebuchet rocks are invisible but I will have this fixed in 1.5. It's not a big deal til then.


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

    What's the info? Same as before? Any new tweaks?

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

    As I said, readme will come with v1.5. I don't have time to list all the changes.

    You can use a file comparer if you must know the details.

    Here are some off the top of my head:

    No siege units from castles
    tweaked some building costs
    more recruitment slots from castles
    agent limits on spies, assassins, diplomats (but not a limit of 1)
    weather tweaked so more sunny days and less bad weather (they would often avoid fighting in bad weather I would think, and I like sunny better)
    no rebels or pirates spawning
    no captains rebelling
    no blood or dirt puffs from arrows hitting stuff (I dont like them)
    no farmland on campaign map (visual change only)
    french reskin(not completed for campaign map yet, but in battles its done)
    tweaked family tree stuff(no more adopting 40 year olds), and recruitment pool stuff.
    generals available from any city/castle, so the AI will use more of them

    I'm going to bed now.


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

    The yellow/blue french:


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  5. #5

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

    Hi Garnier,

    are you including any sort of garrison script based on klink's one? What is the moto for French yellow and blue colours? I thought their original colours were white and blue like in vanilla :hm:

    Have you actually tried plain LTC 3.0 to check the AI unit compositions? Lusted has claimed he fine-tuned them. Are your changes compatible with the 3 customised campaigns as well as the grand campaign? Cheers!
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    Default Re: Garnier's LTC addon v1.4 released

    Changes are compatible with the custom campaigns

    What do you mean by the moto for the french colours? If your asking why I did them, its cause I like blue/yellow more than blue/white.

    I haven't done many changes to army composition yet. The only thing is the siege weapons removed from castles, and +1 recruitment slot from castles. That and making generals available more for the AI.

    If the army composition is good already, then I won't have much to change.

    Of course, in the HYW campaign, army composition isn't that important. They will always get elites because elites are always available. Though I have found the battles extremely easy as the english in the HYW campaign. Just have 4 units of longbowmen, put heavy billmen and infantry around them, and then shoot all the french to death as they charge you. Kind of like real life, but the french don't have enough men to make a challenge, so far.

    Maybe I'll have to include a script for if you play as english, that gives the french lots of money.


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

    Did you remove seargent swordsman from game? If you did what files I need to put them back ? data/ui data/unit_models from Garnier add on 1.3 (export_descr_unit,export_descr_buildings will have my changes).It is more challeging when this units are early in game (no more domination of spears on the battlefield)

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

    I will be putting sergeant swordsmen back into the game, in v1.5.

    1.4 was just to get as much out as fast as possible so people could have something for their first campaign.


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

    OK. You did not answer my question? I want to put them back now because I m tweaking Mongols and Timurids free units to have upkeep (not initial horde).

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

    I love fighting in the rain, give me MORE!

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

    With my changes they are little better than swordsmen militia.If they are on par with chivalric foot knights will you use CFK or better question will AI use CFK?

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

    Quote Originally Posted by Sonny WiFiHr View Post
    With my changes they are little better than swordsmen militia.If they are on par with chivalric foot knights will you use CFK or better question will AI use CFK?
    I was talking about the english armored swordsmen that time.


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    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Garnier's LTC addon v1.4 released

    I think that seargent swordsmen should be low perfotming replacment for armored swordsmen with high upkeep (not to high) .I was aimed for little lower performance than armored swordsmen but when I test that they performed too well so my best balance is for them to perform little better than swordsmen militia.With full upgrades + max exp they should be like armored swordsmen but im not shure because they kick ass against low tier spearmens and now perform better against missle unit . But if you worried about upkeep they should be expensive if not 155 than 175 just for balance in early game when you are bombarded with low tier spearmens.I find my balance so You must decide on yours .When you are done just post your solution and I will test them.

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

    My goal for them, was to be able to beat a unit of unupgraded armoured sergeants 1v1, but to be beaten by FFK, and have an upkeep in between the two.

    Armoured swordsmen on the other hand, are a completely different subject. They are still too cheap in my opinion, but I want to be sure of the balance before I change their price. If they match evenly with dismounted chivalric knights, I will have to make the price equal as well.


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

    could you release 1.5 in a new thread so i can find it easily? And when do you think it'll be ready? No rush, just curious.

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

    I have no idea when I release it, because I don't know why my french campaign ended in a repetetive CTD. I am not going to release something with known CTD bugs. Also I've been playing SPQR again.


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

    Hehe, back to ur rootz!

    Nice, and we'll be fine while we wait. I didn't go for 1.4 this time, but I'm certainly gonna give 1.5 a try.

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    Default Re: Garnier's LTC addon v1.4

    I have an idea which I will probably try in my next campaign. Instead of having walls/castle upgrades come available at a certain population, they will be tied to certain events that happen on certain years. This will solve the issue (well I consider it a problem) of having late period units (like tercio pikemen for example) available as early as the player can build to them. In my spanish campaign, I have tercio pikemen in all my armies at year 1260. Thats when I think I should have feudal troops in my army.

    Also I'm considering doing a big shift in when units become available. I would put feudal tier units tied to the castle, chivalric units tied to the fortress, and then late period/higher tier units tied to the citadel.

    So for england this would look like:

    Before Castle(available from start): Mailed knights, sergeant swordsmen, levy spearmen, peasant archers and their tier. padded armour available

    Feudal Era (Early Period)
    Castle(Available at start): Billmen, Armoured Sergeants, Sergeant Swordsmen, DFK's, Longbows, FK's and their tier. Light Mail(1120)

    Chivalric Era(High Period)
    Fortress(starting 1220 AD): English knights, heavy billmen, armoured swordsmen, DEK's, yeoman archers. Heavy Mail(1220) partial plate(1260)

    Late Period
    Citadel(1360 AD): Addition of retinue longbowmen, larger recruitment pools. Full plate(1360) Advanced plate(1400)

    England doesn't specialise in elite late period troops though.

    For examples:
    France: Lancers, Aventerieurs, Pikemen, Scot's Guard.
    HRE: Gothic Knights, DGK's, Zwei-Handers, Reiters.

    For gunpowder troops:
    Handgunners would be available in 1300.
    Arquebusiers in 1360.
    Musketeers in 1400.

    Likewise gunpowder artillery would be tied to similar dates (though earlier). Bombards would be available when gunpowder is discovered.
    I'd have to experiment with this a lot but I like the concept, very much like MTW1.
    If I do this, is there anyone out there who plays orthodox or islamic factions (I never do) who would be able to tell me which units belong in which period? I could find out myself, but it would take a while and if someone else is thoroughly aquainted with it, that would make things easier.


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  19. #19

    Default Re: Garnier's LTC addon v1.4

    You are referring to the player's ability to recruit elite units only late in the campaign... would this apply to the AI? Would AI unit rosters be confined to the most up to date units so that it wouldn't be recruiting militia spearmen in 1400?
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    Default Re: Garnier's LTC addon v1.4

    Quote Originally Posted by jegui View Post
    You are referring to the player's ability to recruit elite units only late in the campaign... would this apply to the AI? Would AI unit rosters be confined to the most up to date units so that it wouldn't be recruiting militia spearmen in 1400?
    Yes, it would apply to both. Though to be honest, spear militia are no worse than armoured sergeants once they get the armour upgrade. In fact they are cheaper (125 upkeep vs 155).

    Though I want the AI to use pikemen more effectively before I do this, since pikes should be a major ingredient in late period armies.


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