Page 1 of 11 12345678910 ... LastLast
Results 1 to 20 of 210

Thread: Lands to Conquer v1.2

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,184

    Default Lands to Conquer v1.2

    Download Links:
    http://files.filefront.com/Lands_To_.../fileinfo.html
    http://www.bigupload.com/d=8A16CCB2
    http://www.megaupload.com/?d=JFYH829L

    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

    It is recommended you install Medieval II Total War Update 1 Patch before instaling LTC 1.2. This will make your gaming experience much better.

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

    The changes Lands to Conquer 1.2 makes to Medieval II Total War are listed below:

    1.2
    -added script to make sure ai doesn't run low on cash so it provides a challenge throughout the campaign
    -pirate and rebel spawn rates reduced
    (following changes made by lawngnome)
    -Construction times tweaked (some raised, some lowered)
    -Construction costs raised
    -Mining income raised
    -Unit replenishment rates reduced across the board (especially nobles)
    -Fortresses can now recruit 4 units at a time, Citadels 5.
    -City growth reduced across the board.
    -New minimums for upgrading cities: town/wooden castle - 1k; large
    town/castle - 5k; city/fortress - 12.5k; large city/citadel -
    30k; huge city - 60k
    -Squalor's effect on growth increased slightly
    -Squalor's effect on public order reduced greatly
    -Religious unrest increased
    -Distance from capital penalty increased
    -Corruption greatly increased (+law buildings are your best friend)
    -Population growth from farms increased
    -Income from farms decreased
    -Population growth from trade increased
    -Income from trade increased
    -Many units and all agents now receive XP levels from higher
    recruitment buildings
    -Castles and Walls no longer enable unit recruitment by themselves
    (foot knights moved to barracks)
    -Several buildings' effects on law/happiness/growth tweaked.
    -Several buildings now have additional effects
    -The "Library" buildings now grant XP to faction-specific unit types
    (unique N. Europe building)
    -Several units moved to new recruitment buildings (all Janissaries in
    Military Academy)
    -A few buildings now have prerequisites
    -City/Castle roles are stressed more
    -Many other tweaks to influence slow growth and make maintaining a large empire harder.

    1.1
    -cannon elephants removed from the campaign
    -date of Mongol and Timurid invasions now varies more, there is a larger period of time over which both could happen
    -Dismounted Broken Lances, Mongol Dismounted Archers, Mongol and Timurid Dismounted Heavy Archers, Mongol Dismounted Light Lancers, Mongol and Timurid Heavy Lancers now available in the campaign
    -new loading screens and splash screen
    -increased cost of musketeers

    1.0
    -all factions playable in campaign(except Timurids, Mongols, Papacy, Aztecs)
    -new victory conditions for all factions
    -improved campaign ai courtesy of Shaba Wangy
    -Merchants now make more money
    -Assassins are now more powerful
    -1 year per turn in campaign, with year shown and building construction times changed to reflect this
    -starting money tweaked for all factions, and kings purse increased for all factions
    -agent and fleet movement increased
    -English Armoured Sergeants, HRE Dismounted Gothic Knights, and Venetian Dismounted Broken Lances now available in the campaign
    -ai unit recruitment priorities tweaked for some factions
    -increased cost of all cavalry units by 200 florins to balance things out, and increased upkeep for elite cavalry units.
    -increased cost of artillery in campaign a lot to stop ai from building lots of it
    -workaround for units with 2 handed bug, they now fight in melee and against cavalry
    -rebalancing of stats in line with this
    -Byzantine Infantry, Varangian Guard and Kataphraktoi made more powerful to make the Byzantines better
    -Crusader units available in custom battle for catholic factions
    -billmen made more powerful
    -artillery have longer range
    -units armed with longbow have longer range and slightly increased damage
    -Venetian Archer And Venetian Heavy Infantry armour upgrade fix(in vanilla M2Tw the armour upgrades are the wrong way round, i've fixed it)
    -peasants stats reduced.
    Last edited by Lusted; December 17, 2006 at 09:48 AM.
    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.

  2. #2
    GODzilla's Avatar Civitate
    Join Date
    Oct 2004
    Location
    Germania superior
    Posts
    3,779

    Default Re: Lands to Conquer v1.2

    Nice work, downloading now.

    Can you give a little more info about that script that gives the AI money?

    When I cut all the supply routes, when I block all the ports I actually would like a faction to run out of money, espacially if they only have a few regions left under their control.

    So, how does your script work in detail?
    GODzilla(TM)
    son of the family of Wilpuri under the patronage of makanyane


  3. #3
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,184

    Default Re: Lands to Conquer v1.2

    If they go below a certain levbel of money they get a small cash boost. But if you keep on cutting their trade routes etc, the money they are given will not make up for the money they are losing.
    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 v1.2

    any fix for 2handers, new passive bugs, and high ground attackers bonus missing?

  5. #5
    GODzilla's Avatar Civitate
    Join Date
    Oct 2004
    Location
    Germania superior
    Posts
    3,779

    Default Re: Lands to Conquer v1.2

    Quote Originally Posted by Lusted View Post
    If they go below a certain levbel of money they get a small cash boost. But if you keep on cutting their trade routes etc, the money they are given will not make up for the money they are losing.
    Sounds good, thanks for the info.
    GODzilla(TM)
    son of the family of Wilpuri under the patronage of makanyane


  6. #6
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,184

    Default Re: Lands to Conquer v1.2

    any fix for 2handers
    The readme is a handy thing:

    -workaround for units with 2 handed bug, they now fight in melee and against cavalry
    new passive bugs, and high ground attackers bonus missing?
    I can't change that.
    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.

  7. #7

    Default Re: Lands to Conquer v1.2

    Wonderful, sounds like it will prove for a challenging campaign! Downloading!

  8. #8

    Default Re: Lands to Conquer v1.2

    Sweet jesus! Imma try this out asap! But its 4am, and I should.... get some sleep

    Thanks!

  9. #9

    Default Re: Lands to Conquer v1.2

    Great news!! Thanks Lusted!

  10. #10

    Default Re: Lands to Conquer v1.2

    Why some cavarly has so small charge ? 1 or 2.

  11. #11
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,184

    Default Re: Lands to Conquer v1.2

    Why some cavarly has so small charge ? 1 or 2.
    It is a way of reducing the very overpowered cavalry charges in M2TW where even light cavalry could destroy a unit of armoured sergeants in one charge.

    Now light cavalry and secondary weapons for all cavalry have no charge bonus, and heavy cavalry have small charge bonus.

    Heavy cavalry is still devestating and will wipe out most of a unit of sword infantry in a single charg,e but spearmen can now resist a cavalry charge.
    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.

  12. #12
    Daneboy's Avatar Senator
    Join Date
    Apr 2005
    Location
    Copenhagen
    Posts
    1,187

    Default Re: Lands to Conquer v1.2

    Hey lusted. Thanx for your great mod. I´m playing v 1.1. So should I just install v. 1.2 over 1.1?

  13. #13
    MacManus's Avatar Foederatus
    Join Date
    Oct 2006
    Location
    Europe; Vienna
    Posts
    42

    Default Re: Lands to Conquer v1.2

    playing hre, having massive money problems

    1 st round build chapels

    next turn income abou 50 florins each round

  14. #14
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,184

    Default Re: Lands to Conquer v1.2

    Hey lusted. Thanx for your great mod. I´m playing v 1.1. So should I just install v. 1.2 over 1.1?
    Yup.
    playing hre, having massive money problems
    Make sure you use merchants in LTC, they are crucial to your success.
    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
    mr.blonde's Avatar Tiro
    Join Date
    Dec 2006
    Location
    Ioannina, Greece
    Posts
    204

    Default Re: Lands to Conquer v1.2

    thank you very much Lusted, a quick question only are you using shaba's diplomacy 1.2 or 1.3 in the current version? i hope you have a nice weekend too

    Walk softly and carry a big gun






  16. #16

    Default Re: Lands to Conquer v1.2

    thank you lusted
    and lusted
    about adding the

    unlimited_men_on_battlefield = 1

    in the cfg file for lands to conquer seemed to work for your mod too as so far i don't have any "CPU UPGRADE msges" just thought u might want to know =D. Oh and do i have to restart a new campign to make use of your mod and the new patch?

  17. #17

    Default Re: Lands to Conquer v1.2

    First of all, great job lusted.

    Now, I want to ask something:

    Does this version include Shaba Wangy's latest diplomacy improvements?

  18. #18
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,184

    Default Re: Lands to Conquer v1.2

    Does this version include Shaba Wangy's latest diplomacy improvements?
    Yes it does.
    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.

  19. #19

    Default Re: Lands to Conquer v1.2

    Quote Originally Posted by Lusted View Post
    Yes it does.
    great! Im anxious to see all the things you change in this version.

    P.S: Did you reduce the cost of cavalry?(cause Ive seen you lowered their charge to make them less overpowered)

  20. #20
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,184

    Default Re: Lands to Conquer v1.2

    No, cavalry are still quite expensive due to the fact that they still dominate the battlefield even with their adjusted stats.
    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.

Page 1 of 11 12345678910 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •