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  1. #1
    Lusted's Avatar Look to the stars
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    Default Lands to Conquer v1.21

    As the other thread got a bit long, i decided to open a new one for this.

    Lands to Conquer v1.21


    Download links
    http://files.filefront.com/Lands_To_.../fileinfo.html
    http://www.megaupload.com/?d=DO3MNMEV

    1.2 save games are compatible with 1.21

    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 1.21. 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 1.21 makes to Medieval II Total War are listed below:

    1.21
    -rebalanced cavalry due to changes made in M2TW 1.1
    -added back in missing units from tech tree
    -effects of corruption and farm income balanced more
    -increase kings purse for HRE, Hungary, Poland

    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; January 01, 2007 at 03:38 PM.
    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

    Default Re: Lands to Conquer v1.21

    New fresh updated mods for a new fresh updated & patched game (new for me at least) ... great stuff

  3. #3

    Default Re: Lands to Conquer v1.21

    Fixing to download and start up a new campaign. Thanks, Lusted!

    When VaultDweller gets the bugs worked out in his 2H animation fix, will you be incorporating that in a future LtC release and rebalancing the unit stats?

  4. #4

    Default Re: Lands to Conquer v1.21

    Quote Originally Posted by Averroës View Post
    When VaultDweller gets the bugs worked out in his 2H animation fix, will you be incorporating that in a future LtC release and rebalancing the unit stats?
    Quote Originally Posted by Lusted
    Yes i will. I did not include it in 1.21 as it appears to be buggy, plus it would require another reworking of stats.
    Aren't I so proud of my buggy fix right now. I feel like a one-man Electronic Arts.
    Endure. In enduring, grow strong.

  5. #5
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v1.21

    When VaultDweller gets the bugs worked out in his 2H animation fix, will you be incorporating that in a future LtC release and rebalancing the unit stats?
    Yes i will. I did not include it in 1.21 as it appears to be buggy, plus it would require another reworking of 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.

  6. #6

    Default Re: Lands to Conquer v1.21

    Woot, thanks Lusted! Time to start another English campaign.

  7. #7
    Trajan's Avatar Capodecina
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    Default Re: Lands to Conquer v1.21

    Thanks Lusted. Looking forward to trying it out later on.

  8. #8

    Default Re: Lands to Conquer v1.21

    Congrats on your work Lusted, you should be part of Sega Staff, the game would be a lot less buggy in the fisrt place and Cavalry would probably be charging from the beggining Besides all the rest you have implemented which makes this game a lot more interesting


    Two questions for you if possible:

    1 - Did you reduced the Inquisitors power? They have their own way of irritating us too much

    2 - I've unpacked the files with the Tool provided by the update, is it worth having unpacked files for a probably future release of your MOD which may need it or it's just not needed at all and I may erase the unpacked files?

    Thank you very much and congrats, perfect job as always
    Skaven

  9. #9
    Libertus
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    Default Re: Lands to Conquer v1.21

    Lusted, I combined VaultDwellers fix with your LTC 1.2 edu. Works good and I have no crash when starting a campaign.

    Are there many differences between 1.2 and 1.21 edu?

  10. #10
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v1.21

    Are there many differences between 1.2 and 1.21 edu?
    Increased charge bonus for heavy cav, dropped spearmen attack by 1, added my workaround for the last of the units with the 2 handed bug that i hadn't fixed in 1.2.

    Lusted, I combined VaultDwellers fix with your LTC 1.2 edu. Works good and I have no crash when starting a campaign.
    Erm, that wont actually work as my workaround gives all the units with the 2 handed bug the JHI animation, so no unit uses the 2 handed axe animation anymore.
    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
    Rammstein's Avatar Templar Knight
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    Default Re: Lands to Conquer v1.21

    thanks for the update, when can we expect the 2.0 version 2 weeks or a mounth?

  12. #12
    Libertus
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    Default Re: Lands to Conquer v1.21

    Quote Originally Posted by Lusted View Post
    Increased charge bonus for heavy cav, dropped spearmen attack by 1, added my workaround for the last of the units with the 2 handed bug that i hadn't fixed in 1.2.



    Erm, that wont actually work as my workaround gives all the units with the 2 handed bug the JHI animation, so no unit uses the 2 handed axe animation anymore.
    It works because I gave them their original animation back, i.e. I changed the "Soldier" line. Furthermore I gave them ther original stat_pri back.

  13. #13
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v1.21

    thanks for the update, when can we expect the 2.0 version 2 weeks or a mounth?
    Depends on what i decide to include in 2.0.
    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.

  14. #14

    Default Re: Lands to Conquer v1.21

    Just take your time Lusted and make sure the next revision is as complete as can be Thanks again for your effort in this.

  15. #15

    Default Re: Lands to Conquer v1.21

    Quote Originally Posted by Lusted View Post
    Depends on what i decide to include in 2.0.
    Landbridges off, slight reduction of naval invasion. More provinces, more factions! Mwahahahahaha!

    Ignore me, thanks for the update, Lusted! I would kiss you, really.
    Behold the continuation of the dream!

  16. #16
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v1.21

    It works because I gave them their original animation back, i.e. I changed the "Soldier" line. Furthermore I gave them ther original stat_pri back.
    Ah you did not say that. But do not be surprised if those unirs now become overpowered, as with the pre-gold demo animations they do become overpowered.
    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.

  17. #17
    Libertus
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    Default Re: Lands to Conquer v1.21

    Quote Originally Posted by Lusted View Post
    Ah you did not say that. But do not be surprised if those unirs now become overpowered, as with the pre-gold demo animations they do become overpowered.
    Donīt know if they are overpowered now. Billmen militia lost very clearly against merchant cavalry.

  18. #18
    Lusted's Avatar Look to the stars
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    Default Re: Lands to Conquer v1.21

    1 - Did you reduced the Inquisitors power? They have their own way of irritating us too much
    Yes, i've reduced both numbers and power.
    2 - I've unpacked the files with the Tool provided by the update, is it worth having unpacked files for a probably future release of your MOD which may need it or it's just not needed at all and I may erase the unpacked files?
    My mod will never need the unpacked files, it installs to its own folder to make things as easy as possible for the user. This way you can have both my mod, and M2TW playable on your pc, as my mod does not affect any files in the M2TW data folder. You just need to use the correct shortcut depending on which you want to play.
    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 v1.21

    Ok, thank you

  20. #20

    Default Re: Lands to Conquer v1.21

    lusted, is this version fully compatible with the last one?(I mean, can I install it and continue my game which is 1.2LTC-1.1Patch?)

    I have some questions to you as well:

    1. Why does Portugal ALWAYS declare war upon the Moors and banishes them of the penisula so easily? Ive played 3 games already and its always the same! Portugal attacks and pwns the poor Moors. Are you planning to fix it?

    2. Whats up with Spain? It now ignores the Iberian penisulad and attacks
    everything else in Europe but it . I know its not ur mod's fault, but can you please fix this?

    3. Is there a way to fix the problem with Scotland, England and Russia being too passive? Yes, I admit, they attack and become aggresive eventually, but it seems to take them 80 turns to start doing that.

    4. This is a problem(for me at least) from the first version of the game. why does Poland expands so much? I fixed it myself by reducing their armies at the start, but I cant help but wondering, do you feel that it's a problem as well? They just go crazy...

    5. I know it has been reported already, but what is going on with those factions that keeps declaring war upon each other each turn after ceasfire...?

    Thank you. Keep up the good work

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