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  1. #1
    Condottiere SOG's Avatar Domesticus
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    Default TLR 2.1 Beta

    It didn't get into downloads the right way so the here it is.

    http://files.filefront.com/Medieval+.../fileinfo.html


    The changes to TLR are mainly script rewrites to improve gameplay(90% or better). It is very much still the same game though less buggy. It takes nothing away from tornight's work. He is still very much missed. The mod responds a lot better and buildings and guilds are more expansive. Many changes are still in the works so for now enjoy the 2.1 beta. If you have any questions let me know I will be around for 3 hours after 3 pm PST. There is more money to begin with but you will need it. You can still run out of it when you are pressed for your survival.

    The improvements are many. I owe Horsearcher, GreenEyedDvl, Krieg_Boy, Xeryx, Naimad, Phil Standbridge and too many others to count................you are all appreciated. I have added many new facets(mods) from all of these folks to offer you a better game. TLR is back.

    Anyone with question may ask at anytime. I will do my very best to answer all inquiries.

    I worked on this all year to improve gameplay. I pray it was worth the wait. I learned a great deal about myself and my family and my friends during its production. For some reason releasing this is also life-changing. Very fond regards to you all. If you see something in this mod that reminds you of yourself it probably does. A lot of heart went into this. I'm exhausted.
    Last edited by Condottiere SOG; December 03, 2008 at 10:24 AM.

  2. #2
    kepper's Avatar Artifex
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    Default Re: TLR 2.1 Beta

    good thanks for give TLR back is life.
    <iframe width="480" height="360" src="https://www.kickstarter.com/projects...get/video.html" frameborder="0" scrolling="no"> </iframe>

  3. #3
    Condottiere SOG's Avatar Domesticus
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    Default Re: TLR 2.1 Beta

    just noticed I need to update forts. they come up alright on the campaign. but on the backside(battle) some are still the old forts. You all can patch this by incorporating Eothese's Forts mod.

    Sometimes the missile cavalry hangs a bit and gets into melee. Not all of them do this and it is more apt to happen if you only have missiles cavalry. A change I made in the battle_ai to make them more aggressive. I may change it back. Folks, let me know if this good for you, or bad.
    Last edited by Condottiere SOG; December 04, 2008 at 08:06 AM.

  4. #4

    Default Re: TLR 2.1 Beta

    hey. i love long road mod. and very curious about your work.
    i installed 2.1 and got puzzled. the movement rate it three times further. diffrent prices and starting cash.
    so what i see here for myself is almost total overhaul of original mod.

    might try yours. but it would be helpfull to see what changes have you made with your new patch.

    thanks!

  5. #5
    Condottiere SOG's Avatar Domesticus
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    Default Re: TLR 2.1 Beta

    the changes I have been making or have made are 1.5 years old so it is a new creature. However I did not go beyond bounds. The models of society are based on historical fact. The increased ranges are based on accounts of armies and agents operating within a six month period within reason of ability and logistics. Though I have no representation of logistical models(scripts) most of my evidence is based on the Crusades, the Hundred Years' War, and the Thirty Years' War. So, enjoy. If you are familiar with these forums you will recognize many sub-mods and some very new stuff. Most of my info was lost due to computer crashes so what you have is what was left on disk. It was a more detailed mod. That is why it is a beta. You have to remember that when CA released this game it was nowhere close to a realistic Medieval model. Nor was this mod at the release of 2.0.

    In short, over 90%of the scripts are changed.

    Oh, and be careful. The money you get has to be spent wisely or you will have a war on your hands that you will not recover from. Also, should you go lax on your 'state', you'll find you lands rife with civil war and rebellion. Until you have built up your lands you'll find lesser factions constantly vying for your share. That coupled with the major houses should keep you busy. Beware of going to war. One turn, you could have it under control and in the next, you are facing a major invasion by one or more armies. Not to mention combat in this mod will not be as easy as in others you have tried. I lose battles regularly and I play on very hard/medium. You may find yourself fighting battles out of desperation or to delay the enemy. You will sacrifice troops to save your lands.
    Last edited by Condottiere SOG; December 07, 2008 at 07:03 PM.

  6. #6
    Condottiere SOG's Avatar Domesticus
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    Default Re: TLR 2.1 Beta

    FIXED!

    http://files.filefront.com/descr+win.../fileinfo.html


    These win conditions are faction specific and made to have factions go after historical enemies and bordering factions as opposed to random conquest. It guarantees a more brutal campaign and not so much random fiddle-faddle.

  7. #7

    Icon14 Re: TLR 2.1 Beta

    looks very interesting ))
    thank you

  8. #8
    xeryx's Avatar Follow the White Rabbit
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    Default Re: TLR 2.1 Beta

    This mod does include various aspects of XAI, just so you guys know.

    It does look quite interesting
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  9. #9
    Condottiere SOG's Avatar Domesticus
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    Default Re: TLR 2.1 Beta

    Quote Originally Posted by xeryx View Post
    This mod does include various aspects of XAI, just so you guys know.

    It does look quite interesting

    This mod uses XAI campaign_ai.db xml. It may or maynot use the front end of the Diplomacy file from XAI. That is all, as I know it.

    Yo, David""
    lookie here;
    http://www.twcenter.net/forums/showthread.php?t=210696
    Last edited by Condottiere SOG; December 14, 2008 at 12:46 AM.

  10. #10
    RhoDaZZ's Avatar Foederatus
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    Default Re: TLR 2.1 Beta

    Yay!

    Was my favourite some time ago. I'll give it a try again and thanks for your efforts.



  11. #11

    Default Re: TLR 2.1 Beta

    Once I finish off my Spanish Domination, I will try it out!

    Edit: trying it now.
    Last edited by Colleptic; December 13, 2008 at 01:48 AM.

  12. #12

    Default Re: TLR 2.1 Beta

    Crashes:

    I am getting lots of crashes during Slave’s turn portion. At least every 3rd turn it will crash on the Slave’s round.

    Notes about things that I have changed:

    I changed the AI assist script a little bit for merchants. Since they can move so far now, they are just eating up my weaker merchants like candy. This is due to the fact, on very-hard they get +3 AI bonuses. I reduced their bonus from 3, down to 1 and made it 50% (repeated that for the other difficulties as well).

    I adjusted some build times to reflect reality. It does not take years to build a tavern for instance. I have a tavern at 6 months and it goes to a max of 4 years from there and the Pleasure Palace is 16 turns or 8 years etc. Things that would normally take 1-2 years in reality I have changed, like farms level 1 only takes 2 years (that is based on 2 full harvests, by then you could say, "yup that is a good farm"). Higher level farms take longer, but nothing ridiculous (farms are based on what land is available and seasons, not build times in reality). Archery ranges I have lowered a bit, sorry a first level archery range consists of bails of hey and storage for weapons. Things like this I have down to 6 months. Higher level things like army barracks, walls or castles are relatively unchanged; it is just the common sense things I have lowered.

    Wondering if these things can be done:

    Can resources be made important? Gold and silver, I always just turn up their value to make them worth battling for. But, if you have a merchant on lets say a metal of some sort; is there a way to make it lower recruitment costs by 2% or so? This would make having as many merchants on Iron a real bonus (Iron gives 2% and Tin 1%?). Dyes, cottons, textiles and silks could lower recruitment costs of Merchants, Priests and Diplomats for instance, each with a different percentage like mentioned above. Food sources could increase city growth and wines or spices etc. could create happiness.

    It would be also cool when the gun powder age hits, that you must have sulphur within one of your territories, or have a merchant on sulphur in order to produce a unit. A merchant on it would lower costs as well.

    Realism:

    Ok, so far from the beginning of the game, the realism is getting better and better with this mod. Now, what I am advocating for is future reality. For instance, Byzantine/Rome does not get any gunpowder units in the late periods. This is only correct due to the fact they do not survive that long in history! But, in reality if “I” am Byzantine and I survive, I would 100% pursue guns. Who would not eh? So I think nations with no good late units and gunpowder units should get some. Once again, if I control them and change the course of history…that would mean whoever I am would get guns, period!

    Since I am horrible at modding, is there a way someone can put gunpowder units in all nations? I am thinking boosting later period units of nations (without good ones) through mercenaries or something might be viable in a "future reality as well"?

    Tis about all I got for now, laters!
    Last edited by Colleptic; December 13, 2008 at 02:38 AM.

  13. #13

    Default Re: TLR 2.1 Beta

    I am having a problem with the new victory conditions, I downloaded the new file and every time I start a new campaign it automatically comes up saying that Denmark has won. Is there any way that I can fix this problem.

  14. #14
    Condottiere SOG's Avatar Domesticus
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    Default Re: TLR 2.1 Beta

    I'll look into it.

    As far as Colleptic; The paln is to include newer and advanced units for all factions to show some progression. This will take time. I am on my own with this and I lost a lot of my original data. Firearm units will appear as mercenaries for those factions that do not have them for the time being.

    Resources were set to make them all important and worth fighting for. In my game this happens.

    Crashes on slave turn.........due to invalid money scripts for slave. Will change this soon.
    Last edited by Condottiere SOG; December 14, 2008 at 12:23 AM.

  15. #15

    Default Re: TLR 2.1 Beta

    Hope to see some new future units, so I can rebuild the Roman Empire from Byzantine! Merc's at first will be ok, but getting actual units would we more realistic in the end; even if it is at a later time, or requires specific "things" to be built/done by the lesser nations to trigger guns etc. A trigger might be a good way to make it as if history has changed. If you made it to X date and build X-Y, that would signify you truly are not the crumbling Byzantine Empire for instance, you truly are something new.

    Anyhow, what is the slave error? Is it something I can go in a tweak on my own, really it is crashing so much I just can't play.

  16. #16
    Condottiere SOG's Avatar Domesticus
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    Default Re: TLR 2.1 Beta

    yes. all of the cash addition s to slave total 40000. you can only get a max of 40000 per turn so rewrite it at a scaled version and you will no longer have problems. It also seems that with a mod of this size that they(slaves) also run out of money and that causes ctd as well so don't skimp

    cash scripts for factions also need work. i did this long ago and lost my work so i cannot give you a quick fix. i haven't had that problem yet so i will fix it myself when i do. i am at 1120 CE.

  17. #17

    Default Re: TLR 2.1 Beta

    Ok, also look into your new win conditions as well. The updated one seems to work, e.i., the computer seems to follow the rules, but in game they do not show up on the win conditions section of the scroll. I also noticed this with the original conditions that came with TLR (as you might note from a earlier thread). Some show up and others do not etc...

    I was looking at the AI Slave money section yesterday to see if I could see a problem. I will mess with it and see if I can get a result. Also, just to note: in my England game, it crashes every time and I cannot get past year 1083 at all. I made a Hungry game, which just randomly crashes and also a Byzantine game, where it crashed like mad until 1090 and has slowed down substantially.

    EDIT: Crash Update.

    I first lowered the Slave money values and basically got a 100% crash rate, which then prompted me to raise the values. I basically changed all values to 40000 and now every turn has worked for England. I also started a Spanish game, no problems there yet. I will keep this updated.
    Last edited by Colleptic; December 15, 2008 at 11:06 PM.

  18. #18
    Condottiere SOG's Avatar Domesticus
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    Default Re: TLR 2.1 Beta

    That crash was a consistent one from tlr1.6 through to this one and was never fixed until i corrected it earlier. I lost that correction. I am using the original money scripts maxed out. It is working for now. Please report any more that you find.

  19. #19

    Default Re: TLR 2.1 Beta

    I never had one crash, of any sort, after I re-installed the game without an unpack. No crashes on Slave rounds or anything etc. It was not until I used this 2.1 update.

    I modified the file in 2.1 to max everything to 40000, even the scaled parts. In 15 turns with England, it only crashed once on the Slave rounds; I called it a night after that. I will play a little tonight and see what happens and maybe start a new game as well.

  20. #20
    Condottiere SOG's Avatar Domesticus
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    Default Re: TLR 2.1 Beta

    Send me your changes, if you will, and I will implement them with full credit to you.

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