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  1. #1
    alhoon's Avatar Comes Rei Militaris
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    Default Lands to Conquer: Andy's modifications

    First thing first:
    Special thanks to:
    The Lands to Conquer team! Without them this mod wouldn't have been done, not to mention that I would have stopped playing Medevial II.
    Re Berengario for the ancillaries, the garrison script and some good ideas.
    SB2ean for the BigMap!


    HERE is the link.

    What's this mod about
    This is a mod of accumulated changes I made to the LTC gold. I have added many things (and some surprises) and changed others. All in all, it gives a different game experience that I hope you'd like. This mod is intended for more experienced players and in my opinion should be played at hard or very hard. It's not geared towards historical accuracy! I have taken a few liberties with it.

    Things that you should know about this mod:
    - This mod uses the BigMap and the game starts at 1210. All settlements start with about the same buildings as in the high campaign of LTC. The Europe map isn't like it was in 1210! For example the Byzantines hold Constantinople.
    - The recruitment of most military units takes 2 turns instead of one. However, recruitment slots for castles have been increased. Also the movement increases helps defend towns in the borders when in need (see bellow). Mercenaries are also more (see bellow).
    - The settlements upgrade limits have been increased. I have added the population growth benefit to more buildings. Also the BigMap increases dramatically the per turn increase in population because each region has more land.
    - The movement of all the units has increased. Ships, priests, agents, etc move far more in a turn. For example princesses can cross Europe in a single turn or two. Armies speed increased but not as much (+50% move).
    - Costs increased for spies and assassins and chances of success reduced. You can send assassins on your intended target from all over the world after all, the same for spies.
    - Changes in the units of most factions. Most factions now have elite units.
    - Changes on some buildings construction speeds and costs (reduced). Some changes on what buildings each faction can built.
    - Changed the theatre with a new kind of building for all factions: The summer residences. Except of boosting trade and enabling each culture to hire mercenaries in towns, Residences improve faction standing. It is assumed that they are jewels of your civilization after all.
    - Greater chance to aquire ancillaries. Changes on the ancillary bonuses.
    - Mercenaries are more often available for recruits, and their pools are bigger. The "Recruitment regions" have been increased in size after all and you may need a boost to your army immediately.
    - AI factions declare war to their trusted allies' enemies. Like Rome Total war roman factions. If you have very good relations with a faction and you're at least somewhat trustworthy, your allies enter war with you. The same goes for the AI alliances. If you declare war to egyptians and they have moors as trusted allies (which is usually the case) the moors declare war on you.
    - Militia Garrison Script for some settlements. When important settlements are besieged town militia and archer militia are recruited. Not too many in most cases to stop a well prepared army, but enough to prevent an army of 300 capture a city with just a general in. It works only for AI factions, so defend your cities.
    - Certain cities allow recruitment of special units. These cities are deemed important cities. Certain factions can recruit special units only in certain cities.
    - The player's actions influence some of the events in the game. Buildings built and most importantly which factions are going badly or destroyed affects some of the events.
    - Hungary can convert to Orthodox Christianity. Influenced by what buildings the player builds as an Orthodox, catholic faction and how powerful the orthodox factions are. If you play as the leader of hungary and you decide to build orthodox buildings while your people are catholics decreases your standing with the pope but influences your people much. In effect if you as the king of hungary support orthodoxy, your people will fall behind you faster. NOTE: It's not how many orthodox buildings you build. If in a turn one or many orthodox building is built your people come closer to orthodoxy by the same amount. This represents that the influence of the king to his people isn't by building more churches but being a long supporter of one religion. Converting to Orthodoxy carries benefits and penalties.
    - A few types of units can only be recruited if the religion of the region is above some amount. For example serbian knights need over 60% orthodox. On other cases, having a greater percentage of one religion allows greater recruitment pools and faster replentishment. For example having 30-45% pagan allows recruitment of one pagan soldier per 10 turns while 45-60 allows 2 and over 60% pagan allows a pool of 3.
    - At regular intervals in the game some AI factions get free upkeep units. The intervals are influenced by the game difficulty These factions are: Hre, France, Milan, Spain, Egypt, Moors, Byzantines, Russia, Hungary, England.
    - The AI starts with a bit more army than the player.
    - Heavy cavalry reduced in numbers increased in efficiency. To give some realism in combat, heavy cavalry is better in combat than the infantry but they are fewer.


    MINOR SPOILERS:




    - The important cities for all factions are: Constantinople, Rome, Jerusalem, Paris, Frankfurt, Venice, Genoa, London, Baghdad, Cairo, Tunis, Kiev, Vienna, Barcelona, Mecca, Jedda
    - Varangian guard for those that remember medevial I increased in power, reduced in numbers. Cannons of the Holy Sepulcher added for HRE. Elephants with the crew throwing javelins (like Carhage in Rome) added for Egyptians and Moors and with more advanced buildings for Turks.
    - Useful units can be recruited in important cities after the mayor's palace is built. The are units the faction can recruit in castles but they have double numbers. For example with the huge unit scale, Byzantines can recruit units of 240 guard archers in important cities and the Milanese 240 genoese crossbowmen. Note that these units cost more than just twice the price of such units! In effect when your faction has advanced I assume that there are enough resources and an increase in military skills to allow larger (but more expensive) armies.
    - The HRE can recruit cannons of the Holy Sepulcher from religious buildings in Frankfurt, Venice, Paris, Rome, Jerusalem only
    - The Egyptians and the Moors (and later the turks) can recruit elephants from Alexandria, Tunis, Baghdad, Mosul and a few more regions.
    - The new emergent factions are the Outlaws and the Western alliance. The Outlaws spawn in random places throughout the map every so often, while the Western alliance spawns in Western Europe. Certain conditions (like the fall of Constantinople or Rome or Western factions faring poorly) may make them appear faster.
    - The pope re-emerges like in Medevial I. Not with as many armies but he's quite dangerous especially if Rome is unguarded.
    - Added the teutonic Hochmeister. Unique unit that can only be built from Teutonic Headquarters.




    This mod doesn't overwrite or conflicts with LTC or med II.
    Last edited by alhoon; July 10, 2008 at 12:32 PM.

  2. #2
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Lands to Conquer: Andy's modifications

    HERE is the link.


    Over 1200 downloads so far and down to version 1.21.

    1.1 Additions
    - The empires can call to arms if they control many provinces. If the Byzantine empire or the HRE control large empires, they will eventually make a "call to arms" which gives them large armies. If the player controls one of these factions he gets some army. If the AI controls these factions it gets far more and better army, depending on difficulty level. Either ally with the empires or to prevent them, make sure they don't control large empires. Personally I like fighting these large armies.
    - The AI will give greater priority to horses and cannons in the late game than in LTC. Still, most of the armies will be footmen though.
    - Some units will get better if enough of their number are built. Incorporating the notion that after years of training and equiping a certain type of soldier the people have a better idea of what tactics or defences to use, some units become better. Most factions have at least one unit that upgrades if many of it's number are built. Most of these units are "end tier" units that don't upgrade anymore. For example, there's little need to upgrade sergeant spearmen since advanced technology leads to armored sergeants. Armored sergeants on the other hand, remain the same for centuries... not any more.





    1.2 Additions

    - Reputation gives a special benefit for the following factions: Moors, Egypt, Byzantines, Milan, Venice. If you keep a very good reputation for 10-20 turns you'll earn a special general.
    - Moors and Egyptians have an optional mission that gives them some benefits. These two factions can get a general and free upkeep army if they hold some or all of the following provinces: Mecca, Jerusalem, Tunis (Moors) or Mecca, Jerusalem, Alexandria (Egypt). Holding all of the the target cities speeds the process; having large empires speeds the process. Defeating the Spanish and the Portugese speeds the process very much for Moors and defeating the Turks speeds the process considerably for the Egyptians.
    - Mecca, Rome, Jerusalem and Constantinople get a population increase immediately after conquest, so don't be afraid to sack them. In effect some of the conqueror's population moves in and around the city soon after conquest.
    - Exterminating cities from some factions speeds up rebellion events and uprisal events. The penalty is greater if the player decides to exterminate cities.
    - The Moor sultan can Call to Arms if he controls Baghdad and a large empire. While it's unlikely the AI will ever take over Baghdad, if you play with the Moors keep it on mind.
    - Changes on the militia garrison script.
    - Generals and agents that spend a turn in friendly lands get a 30% speed increase and some other minor benefits. In effect, when the army starts in well known terrain, getting provisions is easier and faster. Agents and generals get the bonus all the time. For armies to get the bonus they must be on the field! I.e not in a settlement or fort. To compensate for this increase in speed, the unmodified speed of all units has been decreased.



    1.21 Additions

    - The Silver Baron of Cornwall has been changed. He is now one of the toughest rebel generals to beat.
    - Alliances at the early game made more difficult
    - Merchants in native lands get +1 finance.
    - The AI can't amass more than 100,000 denars as easily in the VH difficulty. While it gains as much money per turn as in previous versions, it will be far more difficult to amass huge fortunes. After finding out that the vassals gave you all their money above 30k and getting from 200k to a million from each vassal, I decided to hinder excecive amounts of money. Making vassals will still be profitable, but you don't end up with a couple of millions.
    Last edited by alhoon; July 09, 2008 at 05:30 PM.

  3. #3
    Ahlerich's Avatar Praeses
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    Default Re: Lands to Conquer: Andy's modifications

    sounds sexy - i jsut wanted to suggest to make cavalry knights stronger but its in the last line. i gonna try this

  4. #4
    The Colonel's Avatar Biarchus
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    Default Re: Lands to Conquer: Andy's modifications

    Could you post a link, or can i find this in the mod threads?

    Edit

    nvm i found it
    Last edited by The Colonel; July 09, 2008 at 10:34 AM.

  5. #5
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Lands to Conquer: Andy's modifications

    eeeeh... not a bad idea Colonel. Link added


    Quote Originally Posted by Ahlerich View Post
    sounds sexy - i jsut wanted to suggest to make cavalry knights stronger but its in the last line. i gonna try this
    Actually perhaps the HC is a bit too powerful. I had a bad heir with the Faction leader at 59. I wanted to have him killed. I got him, went out and found some desert archer rebels, in desert...

    I waited with the bodyguard, nicely packed getting hail after hail of arrows. After their arrows ended, he didn't die even though I was left with only 7-8 out of 60 or so GBodyguards.
    I said "Well, they're 7-8 and wounded and the others are 120" I charged them... These 7-8 already wounded by arrows bodyguards won the battle! Against 120 desert archers. Thankfully the heir died.
    Last edited by alhoon; July 09, 2008 at 05:35 PM.

  6. #6
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Lands to Conquer: Andy's modifications

    1.3 is up!


    1.3 Additions

    - The General the Milanese get for having good reputation is now and a special unit.
    - Two more mercenary units added
    - The English also get a special unit general for good reputation.
    - The time the AI plays between player turns is shorter now. I tried to "optimize" the campaign script. I have used a clock and saw an improvement of about 15-20% for the first 30 turns.
    - The outlaws are now more agressive
    - The HRE has a chance to attack the pope in the first turns.
    - The Silver Baron of Cornwall has become a kind of mission in itself. He's hard to defeat but there are benefits to do this.
    - A second almost unscripted campaign was included. This is a "barebones" one, with almost no campaign script. There are some things from the original campaign (Namely: the AI dept money, the re-emerging pope, the emergent factions (Mongols, Timurids, Outlaws, Western Alliance), the veteran units, the AI starting armies and the script that prohibits the AI from amassing millions).
    Also things like the movement speed, or the modification in units and buildings remain.

  7. #7
    Ahlerich's Avatar Praeses
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    Default Re: Lands to Conquer: Andy's modifications

    damn i started yesterday qith the previous version - guess i start over now with the newer version.
    i think heavy cavalry is not to strong from what i have seen so far.
    if u decide to make them weaker i suggest to increase their charge at least.
    acually i sugegst that in any case
    another suggestion is to rename lübeck to hamburg. because lübeck is on the baltic sea and not on the river elbe - this is just a minor thing.
    i am german so i am a little picky with that

  8. #8
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Lands to Conquer: Andy's modifications

    Charge increase for heavy cavalry?
    OK. You'll see that in 1.4

    Note however that because I increased considerably the horses weight, when they charge down a hill they're deadly already. I'll increase their charge by 1 and the heavy horses weight by 0.2-0.3.

    As for Hamburg... :hmmm:I got the map from Region&Provinces mod and they said they gave right historical names to provinces. I also prefer the name Hamburg though, so I'll change that too.

    Question:
    Do you think I should make the convertion to paganism even slower?

    Edit: OK after I edited the mounts and the units I played two custom battles.
    CBattle 1: 45 mailed knights against 120 dismounted feudal, grassy plain. I lost 9 knights and killed 102.

    CBattle 2: 45 Feudal knights with 2 experience, armor upgrade and weapon upgrade against 240 dismounted feudal, grassy plain. I lost 8 knights and killed 215! ! !

    So no offence Ahleric, but the weight increase of the horses will go away.

    EDIT2: 1 Teutonic knight (2 XP, 2 armor, weapon), 3 imperial knights (2 XP) against 6 units of armored sergeants... I won. Narrowly, but I did.

    The charge is devastating.

    By moving the knights in position to charge the back of the armored sergeants while a few engaged them on the front for a time did the trick, as did running around to seperating them from the other units. The strategy was mostly: seperate a unit or two of the spearmen, charge from both sides, run away before the others arrive, repeat.

    I think the knights are too powerful now... so I'll increase their price.
    Last edited by alhoon; July 10, 2008 at 03:40 PM.

  9. #9
    Ahlerich's Avatar Praeses
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    Default Re: Lands to Conquer: Andy's modifications

    ok no offence , stupid question though:

    is the link you added above the link to your new version or where is it?

  10. #10
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Lands to Conquer: Andy's modifications

    Yeap, the links are for LTC:Andy's Modifications 1.3

    Note that the changes I made to cavalry won't be there. They will be in version 1.4
    Last edited by alhoon; July 11, 2008 at 12:25 PM.

  11. #11

    Default Re: Lands to Conquer: Andy's modifications

    Is this for LTC Gold and where do i install it ?

  12. #12
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Lands to Conquer: Andy's modifications

    It uses the AI and diplomacy of LTC Gold, but it doesn't mess with the LTC in any way.
    It should be installed in the Medevial II folder as the readme explains. I.e you extract it and copy paste the LTCAndy folder, the config and the bat file to the Med II folder.

  13. #13

    Default Re: Lands to Conquer: Andy's modifications

    This sounds amazing!!!

    Thanks to all who worked on it.


    LTC is my all time favorite mod!
    It's always great when something great, can be made even greater.

    That being said, I'm having issues with the twcenter forums link, as unfortunately :-( I'm on dial-up, and it's 90 MB.

    I think I can't get it because twc forums doesn't allow 'resuming', (I use Get Right if that makes any difference),

    but long story short
    could someone post this on another site, please????

    Filefront or whatever, whatever would allow resuming.

    Thanks.

  14. #14
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Lands to Conquer: Andy's modifications

    I'm uploading it to Filefront

    And thanks for the kind words!

    Friendly advice: Just download it from an internet cafe and save it in a USB stick or CD. It's far faster.


    Here is the link you requested.

    EDIT: Updated to 1.31
    Hopefully that helps.
    Last edited by alhoon; August 05, 2008 at 01:25 AM.

  15. #15

    Default Re: Lands to Conquer: Andy's modifications

    THANK YOU, THANK YOU, THANK YOU!!!!

    You're a life-saver.

    I actually saw this about a month or month and a half back on the TWC downloads and was dispirited I couldn't get to it.

    I'll give you my impressions after playing, but from the feedback I've already seen and your quick, generous response, I already know it will be great.

    Is there anything we (as fans) can be doing to publicize it more? Mention it on the .org or anywhere?

    I know I'm gonna love it and my only wish is that more could enjoy it.

    Thanks again!!!

    - amarok

  16. #16
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Lands to Conquer: Andy's modifications

    Your good words is a reward enough. If you want to help, I would appreciate suggestions. What you like, what you don't like, what you prefer different and what you would like to see in the future.

    Though play it first and you tell me how good it is later.

    NOTE: I would advise hard or very hard campaign difficulty.
    Last edited by alhoon; August 02, 2008 at 09:12 PM.

  17. #17

    Default Re: Lands to Conquer: Andy's modifications

    I'm sorry to keep bothering you! :-)...
    But there's always something in life :-)
    I got the file from filefront - Thanks again!!!

    But then when I installed it and tried to play I just got regular LTC.

    (I extracted it to my Medieval 2 TW folder, as per your readme, in the folder where I have my LTC Gold Mod)

    I tried to follow the install instructions as best I could, (using the batch file shortcut to start the game)... but no luck, just regular LTC.

    Am I missing something???? - probably something super simple :-).

    I'm using MTW Gold edition (1.04)

    Do I need the 1.05 patch or something?

    Thanks for any and all help.

  18. #18

    Default Re: Lands to Conquer: Andy's modifications

    I thought of trying -showerr, but since there's no error not sure that would help.

    What I get from the .rar is a 220 mb file folder (LTCAndy1.3), a readme, the batch file and the .cfg,
    so I think it's all there (I don't think it was a corrupt download)

    Then I simply cut and paste the entire contents into my main MTW 2 folder (the one with everything and the main .exe)

    Anyone who has gotten it to work have any advice?

  19. #19
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Lands to Conquer: Andy's modifications

    Oh crap... I uploaded the wrong file!
    Sorry man. I made an error when making the zip file and the batch file you use opens lands to conquer instead of LTCAndy. :-/

    It's not hard to fix that problem, don't worry. Just open the LTCAndy batch file and change the mod that it opens from LTC to LTCAndy.

  20. #20

    Default Re: Lands to Conquer: Andy's modifications

    No problem.

    I'm just relieved it wasn't something on my end.

    I played around with it for a few minutes (made a back up of the batch file in case I messed it up)...

    How do I edit the file?

    Thanks again, I truly appreciate the help.

    - amarok

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