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  1. #1
    tornnight's Avatar Forum Bot
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    Default TLR v1.9 Beta 1 Archive

    TLR version 1.9 Beta available

    Updated Feb 01, 11:30 EST

    Download Here


    Your splash screen should look like this.



    There is no installer. This is just a simple zip file with the files in it.

    Just unzip it to C:\Program Files\SEGA\Medieval II Total War

    It won't overwrite your current game.

    Execute it by running
    C:\Program Files\SEGA\Medieval II Total War\The_Long_Road_Beta.bat

    What's new
    - Armor based Era System
    - Era System for bigger walls
    - Era System for gunpowder
    - New Building Scheme for barracks (Option 3 from the poll)
    - Portugal Map Fixes
    - Improved Battle AI
    - Fixed Cardinals
    - Population growth lowered
    - Biggest Castle at start is a Wooden Castle (Keep style)
    - Biggest City is a regular stone wall city.

    Remember, I can't guarantee that the saves for this will be compatible with the final. Please give me plenty of feedback on playability, enjoyability.

    Let me know if (Specifics please)
    -the difficulty is more/less difficult than 1.8.
    -the era system needs balancing
    -the units need balancing
    -recruitment needs balancing
    -build tree is broken
    Last edited by tornnight; February 06, 2007 at 10:13 PM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  2. #2
    Sol Invictus's Avatar Domesticus
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Excellent! I will dive in tonight.

    What about a download link? I can't find it.

    Great, thanks.
    Last edited by Sol Invictus; February 01, 2007 at 11:51 AM.

  3. #3

    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    I can't get it to run unfortunately - I'll have a dabble and see if I can work out why :hmmm:

    Okay there's a typo in the text file which prevents it from running - also, is the privy modification missing from this?
    Last edited by Phil Stanbridge; February 01, 2007 at 01:44 PM.

  4. #4
    Condottiere SOG's Avatar Domesticus
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Won't start

    Where is the typo?
    Com'on, man, don't leave us hangin'
    Last edited by Condottiere SOG; February 01, 2007 at 02:01 PM.

  5. #5
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Sorry about that.

    New version uploaded
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  6. #6
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Quote Originally Posted by Phil Stanbridge View Post
    I can't get it to run unfortunately - I'll have a dabble and see if I can work out why :hmmm:

    Okay there's a typo in the text file which prevents it from running - also, is the privy modification missing from this?
    Dearmad's mod should be included.

    After 4:30pm, I won't be back until 11:00pm EST
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  7. #7

    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Okay, playing as England, currently at 1100. Thoughts so far - it's superb. It's much more balanced, and the AI has had a kick up the backside! Rebel settlements are much tougher and present a challenge early on. It draws the campaign out.

    One strange thing, Denmark has been wiped out already (not by me!), at 1100! I moved a diplomat into the area and there settlements are rebel. So maybe the generals all died? Just bad luck I guess but a tad unusual. Never seen that before.

    I love Dearmads' mod - adds so much more.

    I'm liking it!

  8. #8
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Well thats odd. Nobody died in any of my AI only simulations that quickly.
    Of course all my simulations used my own AI.

    The next version of the beta is going to feature an all new campaign AI built from scratch.

    I've been researching and tweaking my own AI for a very long time and it's finally getting to a point where I think it's competative with the other AIs out there. Of course, I'll let you guys be the judge.

    It will feature
    - Allies attacking enemies of other allies.
    - Working attack other faction diplomacy.
    - Less chaos and more deliberate wars. E.g. Not 5 on 5 on 5 chaos.
    - etc.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  9. #9
    Socal_infidel's Avatar PDER Piper
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    @Phil

    could you let the rest of us know what exactly the problem was and how you ended up fixing it? Thanks!

  10. #10

    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Wouldn't it make sense if Constantinople was a bit bigger then the other big cities however?

  11. #11

    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Oops! I was commenting on a flawed version of the mod. Now I'm jumping into the latest beta. =)
    Last edited by Giaddon; February 02, 2007 at 02:41 AM.

  12. #12

    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    I believe the cfg and hdr files are wrong. They should say mod = The_Long_Road_Beta. Currently, they just say mod = The_Long_Road, so it runs TLR 1.8 instead of TLR 1.9b

  13. #13
    Beagler's Avatar Foederatus
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Quote Originally Posted by Slain Townsman View Post
    I believe the cfg and hdr files are wrong. They should say mod = The_Long_Road_Beta. Currently, they just say mod = The_Long_Road, so it runs TLR 1.8 instead of TLR 1.9b
    I can confirm that the files are wrong. I downloaded the new version and fired it up and I thought, "Wait a minute, nothing has changed". Where are the smaller starting castles and what's up with the build tree. Then I came back online, saw the post above, and sure enough the pointers in those files are incorrect.

    I then edited them to point to The_Long_Road_Beta and now everything is working as advertised. I have only played a few turns as Denmark so I cannot comment on the new mechanics yet, but it looks interesting.
    Last edited by Beagler; February 02, 2007 at 04:21 AM.

  14. #14
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    DOH! fixed.
    Last edited by tornnight; February 01, 2007 at 10:33 PM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  15. #15
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Quote Originally Posted by Roman-Byzantium View Post
    Wouldn't it make sense if Constantinople was a bit bigger then the other big cities however?
    Very true. Population starting levels haven't been balanced.
    If you mean Constantinople's big walls. It had big, three deep walls that are only replicated by the castle type settlements. I suppose it should be the first and only large stone walled, city.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  16. #16

    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    I'm rather curious about the new way you're working free upkeep. I'm playing as Byzantium and I notice that I can get free upkeep with every unit in castles (at a number that the castle level allows), and every unit but Trebizond Archers in cities (at a number that the city level allows). I'm assuming that the archers not being a part of the free upkeep in cities is a bug, but is the change to allow any unit to be free (given the right settlement) a good idea? ie. Wouldn't everyone just naturally garrison their most expensive units for a free, kickass army? Or is the rationale that the settlement deserves to get free upkeep for units that they can actually train?

    I think I just answered my questions with that last question, but I'd like to confirm it anyway

  17. #17

    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    For some reason, I can't access sovanto.com, my browser keeps timing out :-(

    Any ideas???

  18. #18
    Numenor's Avatar Campidoctor
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    one question. does this mode have shield and two handed animation fixes? because i keep seeing peasents kicking spear man ass everytime. |: i love this mod, but if it has not this fixes, it makes the mod a bit... i dont know, unbalanced.
    [IMG]

  19. #19

    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Quote Originally Posted by Numenor View Post
    one question. does this mode have shield and two handed animation fixes? because i keep seeing peasents kicking spear man ass everytime. |: i love this mod, but if it has not this fixes, it makes the mod a bit... i dont know, unbalanced.
    I believe he is using various workarounds but it has been addressed.

  20. #20
    Elric von Rabenfels's Avatar The Devil Inside
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    Default Re: TLR v1.9 Beta and Beta Bug Reports and Suggestions

    Would you be mad if I finish my TLR 1.8 Campaign before testing your beta?
    Cause I´m writing an AAR for it, and having lots of fun because your Mod is simply the best.

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