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  1. #1
    Lusted's Avatar Look to the stars
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    Default Lands to Conquer 3.1


    Download Links
    Filefront Link
    Megaupload link
    Filefactory 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 that is aimed at improving the gameplay of Medieval II Total War. It does not make any big changes, apart from the unit rebalance, but instead makes a series of smaller changes that lead to a big overall difference. These changes include: better battle ai(also used in Stainless Steel 4.1). Better campaign ai that will defend it's settlements with more troops, and attack with more armies. More logical diplomacy ai thanks to changes to the way reputation and relations change. Longer slower paced campaign that includes increased effects of religion, unrest, and changes to the city/castle system to make the 2 settlement types more distinct.

    It's one big new feature are 3 new custom campaign maps, each using enlarged sections of the Grand Campaign. They all have different gameplay and add to the overall gaming experience. The Grand Campaign is still playable as well as the new custom campaigns. 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.

    I strongly recommend starting a new campaign with 3.1 due to the campaign ai improvements, rebel naming system and province name changes

    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 3.1.

    You can install 3.1 over 3.0.


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

    The changes Lands to Conquer 3.1 makes to Medieval II Total War are listed below:

    Features Overview
    Battlemap
    -Improved ai coupled with a completely redone unit balance results in more challenging battles, and battles that feel more like the ones in the original Medieval: Total War.
    -Terrain and weather also play more importance in battles.

    Campaign
    -Improved ai and tweaks to faction standing result in a more challenging campaign, and more logical diplomacy and ai.
    -Campaign is 1.5 years per turn and so is longer than normal M2TW, and population growth, income and building times/costs have been changed in line with this.
    -Increased effect of religious unrest, corruption and other factors mean that religion is more important and taking care of your characters.
    -The Character Names Project that adds in realistic names to many factions is included.
    -The difference between cities and castles has been more emphasised by increasing the number of recruitment slots in castles and free upkeep slots in cities, making cities make more money but buildings in cities more expensive, and troop producing buildings in castles are cheaper.
    -Guilds have been chaged so there is more variety in the Guilds you get offered, and the bonuses they give.
    -Fight more diversly named independent factions who replace the rebels.http://www.twcenter.net/forums/showthread.php?t=113894
    -More historical province names to add more depth to the map.

    Custom Campaigns
    -Hundred Years War (1337 - 1450) : 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 (1146 - 1280) : 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 (1280 - 1450) : 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.

    Change list
    3.1
    Battlemap
    -Slight tweaks to projectile stats.
    -Fixed too high health for siege towers and rams problem, incorrect file was included in 3.0.

    Campaign
    -Lanbridges added to HYW and Grand campaign at the Pas-de-Calais, and in the Reconquista campaign at the Straits of Girbraltar.
    -Changes to campaign ai and faction standings that result in a better campaign experience.
    -Fixed error with Scottish starting character name in HYW campaign, and other errors with names.
    -Slight changes to the way money gifts and certain events effect relations with the Pope so he is less easy to manipulate.
    -Hotseat version of LTC now sets up properly.
    -Tweaks to the money script and faction standings for all campaigns for a better campaign experience, and slightly tougher campaign on harder difficulties.

    Graphical
    -Added in radar map backgrounds for all custom campaigns.

    3.0
    Custom Campaigns
    -Hundred Years War, Reconquista and Italian City States.

    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.
    -AI money script added in that scales according to difficulty. Ai only gets money boosts on H and VH difficulties, and then more on VH than on H. The money boost is also subtle and helps make the ai more challenging.
    -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.

    A big thanks to DrJambo, Klink and others who helped me to improve the mod with their suggestions and discussions.

    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; August 06, 2007 at 03:29 PM.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
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  2. #2
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Lands to Conquer 3.1

    Completely redone unit balance.What did you change from 3.0 ?
    Last edited by Sonny WiFiHr; August 06, 2007 at 10:05 PM.

  3. #3
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.1

    Nothing, if you notice the rebalance is listed in the 3.0 change list, the summary at the top details the changes the mod makes, not just 3.1.
    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.

  4. #4

    Default Re: Lands to Conquer 3.1

    What is the difference between Hard and Very Hard battle difficult settings? Do units rout more in VH? Do battles last more in H? Cheers!
    Under the Patronage of Hadrian

  5. #5
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.1

    Morale and fatique have more effect on H and VH.
    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.

  6. #6

    Default Re: Lands to Conquer 3.1

    Quote Originally Posted by Lusted View Post
    Morale and fatique have more effect on H and VH.
    in your opinion which difficulty causes more and less routing? or is not noticeable at all? I've been playing 3.0 on VH and I have noticed routing and redeployment a lot... Is the balance better in M or H? what's the best way for me to test it?
    Under the Patronage of Hadrian

  7. #7
    mrmouth's Avatar flaxen haired argonaut
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    Default Re: Lands to Conquer 3.1

    These custom campaigns have piqued my interest and I think Im going to have to try 3.1. My only reservation is the 1.5/turn, I'm quite used to .5/turn at this point, just worried the game might move a bit fast for my liking.

    Its sounds like changing to .5 might wreak havoc as you have adapted certain things along that line.

    Would I have any issues running 3.1 along with another mod (DLV) since they both install into their own respective folders?

  8. #8
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.1

    There should be no problem having both mods installed.

    And yes changing to .5 would mess things up a bit.
    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.
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  9. #9
    mrmouth's Avatar flaxen haired argonaut
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    Default Re: Lands to Conquer 3.1

    thanks mate, looking forward to giving it a go.

  10. #10
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.1

    Well Vh and H do not give bonuses to the ai stats like in RTw, those difficulties make units tire quicker, and have the effect of morale mean more. I personally always play on VH.
    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.

  11. #11

    Default Re: Lands to Conquer 3.1

    Quote Originally Posted by Lusted View Post
    Well Vh and H do not give bonuses to the ai stats like in RTw, those difficulties make units tire quicker, and have the effect of morale mean more. I personally always play on VH.
    Cheers! I thought so... I'll stick with VH on my new campaign in 3.1 tonight
    Under the Patronage of Hadrian

  12. #12
    Marto's Avatar Semisalis
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    Default Re: Lands to Conquer 3.1

    Hi,

    Can I just ask what 3.1 has done to missiles please? I nearly always play as the English and so use missile troops as a major part of my campaign strategy. I noticed for 3.0 you said:

    -Improved balance of missile units through their accuracy.

    Which appears to be both better and more realistic, but for 3.1 you've added:

    -Slight tweaks to projectile stats.

    I'm interested in what the difference might be.

    Cheers
    It is only the dead who have seen the end of war.

    Plato


  13. #13
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.1

    It's ever so slight changes to missile accuracy, most been changed by .1. Think it was a slight improvement to accuracy.
    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.
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  14. #14
    Marto's Avatar Semisalis
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    Default Re: Lands to Conquer 3.1

    Quote Originally Posted by Lusted View Post
    It's ever so slight changes to missile accuracy, most been changed by .1. Think it was a slight improvement to accuracy.
    Good stuff, thanks.

    Looking forward to it
    It is only the dead who have seen the end of war.

    Plato


  15. #15
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    Default Re: Lands to Conquer 3.1

    So if I play on Easy battle difficulty, my units and the AI units will both take longer to tire and rout? If the difference is the same for both my units and the AI's, then its not any easier or harder..


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  16. #16
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.1

    So if I play on Easy battle difficulty, my units and the AI units will both take longer to tire and rout?
    Longer to tire yes, they'll rout about the same but not rally as much.

    If the difference is the same for both my units and the AI's, then its not any easier or harder..
    The ai's troops rally at a shorter distance than yours i believe.
    Creator of:
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  17. #17
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    Default Re: Lands to Conquer 3.1

    Hmm.

    When I play on VH battles, the AI troops basically rout super fast, and I almost never see mine rout. (this is without chivalry or dread in my generals).

    My troops just seem to always do better... unfortunately.

    I wish the difficulty did give bonuses to combat and morale. Not +# bonuses, but +% bonuses.


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  18. #18
    Ebusitanus's Avatar Senator
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    Default Re: Lands to Conquer 3.1

    Do you still have to delete manually those two files as before or is this now automated?

    Thnx

  19. #19
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer 3.1

    What files?

    Unless your referring to unpacking which you don't need to do to run the mod.
    Creator of:
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    Terrae Expugnandae Gold Open Beta for RTW 1.5
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  20. #20
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Lands to Conquer 3.1

    How much did You change money script?

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