Page 1 of 3 123 LastLast
Results 1 to 20 of 56

Thread: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    TLR version 1.9 Beta 6 available

    Updated March 26, 10:35 EST

    Primary Download Here
    Secondary Download Here

    v1.9 Beta 5 Archive


    Your splash screen should look like this.


    There is no installer. Installer will be included in the final
    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 in Beta 1
    - 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.

    Whats new in Beta 2
    - Fixed Building Tree
    - All new Campaign AI and Diplomacy
    - Only Militia has free upkeep
    - Crossbowmen can fire better from walls
    - Improved AI Siege Formations
    - Fixes to Cavalry getting stuck on rocks
    - Additional minor fixes.

    Whats new in Beta 3
    - Various new provinces and faction starting situations
    - More difficult independent provinces
    - Balanced Units!!!
    - Tweaked Battle and Siege AI
    - Blood, Broads, and Bastards v1.9
    - Reduced number of Inquisitors
    - Other minor fixes

    Whats new in Beta 4
    - Adjusted Moorish/Spanish/Egyptian faction starting situation
    - Balanced 2 handed axe Units
    - Balanced gunpowder Units
    - Balanced Byzantium infantry units
    - Tweaked/Balanced Pikemen
    - Some corrections to the recruitment tree.

    Whats new in Beta 5
    - Improved Campaign AI. More field battles.
    - Campaign AI Fixes. AI no longer attacks just because it has an alliance and slightly dislikes you.
    - Global Reputation will normalize a bit quicker.
    - Fixes to Map for accessing West Africa Coast with early ships
    - Unit cost/upkeep increased
    - Adjusted starting situations for Sicily, Byzantium, Venice, Spain
    - Diplomats now always recruitable. Town Hall type buildings give diplomat experience.
    - Pikemen have weaker secondary attacks
    - Elephant crew attacks corrected and cost/upkeep adjusted
    - 5 new provinces
    -- 2 in Iberia
    -- 1 in the British Isles
    -- 1 in Italy
    -- 1 in Eastern Africa
    - Other minor fixes

    Whats new in Beta 6
    - Burrek's Knights & Knaves.
    - Burrek's Early and Late Era Reskins
    - Dismounted Order Knights.
    - WhiteWolf's Byzantium Reskin
    - New Extended East Map
    - Leader Names and Faction Start Fixes
    - Resource Adjustments
    - A plethora of new events
    - City Title Ancillaries for all regions
    - Maximum number of regions
    - Many fixes

    Whats not in yet
    - New Mercenary Units
    - Military Rank System
    - Peerage
    - Leadership
    - New Factions

    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 era system needs balancing
    -diplomacy needs balancing
    -recruitment needs balancing
    -build tree is broken
    -battle issues
    -unit balance issues
    -map issues

    TLR Team
    • Unit Balance, Building Balance, Economy Balance, AI Development, Map creation: tornnight
    • City Title Artwork, Event Graphics: acegogo
    • City Titles: Averroës & Lopus
    • Resource Adjustments: Averroës
    • Historical Events: Hissing Fauna
    • Mercenary Upgrades : Admiral-Krause
    • Realistic Family Names : Lopus
    • Faction Starting Situations: Lopus

    Contributors to The Long Road
    • Big Map: Spurious
    • Splash Screens, Blood Mod, Textures, Units: Burrek
    • Battle AI Improvements: DarthVader
    • Blood, Broads, & Bastards: Dearmad & Pnutmaster
    • Byzantium Reskin: WhiteWolf
    • City Title Graphics: Tokus*Maximus
    • Everyone else in the forums who gave us feedback.
    Last edited by tornnight; March 31, 2007 at 10:40 PM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  2. #2
    Irishmafia2020's Avatar Senator
    Join Date
    Dec 2006
    Location
    Navajo Nation, Arizona USA
    Posts
    1,196

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Downloading now... but I'll probably finish 9.5 campaign before I wade into this... or maybe not ...
    Thanks for all of your hard work, Torrnight and team!

  3. #3
    Oldgamer's Avatar My President ...
    Join Date
    Oct 2004
    Location
    Illinois, and I DID obtain my concealed carry permit! I'm packin'!
    Posts
    7,520

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    tornnight,

    You and the team have put together a marvelous mod. You are to be commended for your hard work. This can only get better with the 1.2 Patch, although it's hard to fathom, at this point (if only CA gets rid of that damned "Cavalry Safe Escort Syndrome" ... I want to slaughter routing troops!).

    I'll let you know how it goes.

  4. #4

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Testing it out right now, thanks for the updates!

  5. #5
    Condottiere SOG's Avatar Domesticus
    Join Date
    Dec 2006
    Location
    Oregon, USA
    Posts
    2,274

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    testing now!

  6. #6

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Im getting a CTD as soon as I start a campaign as any faction.

  7. #7

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Is it possible to incorporate Knights Templar 2nd armor upgrade fix, into future versions? Stand alone mod can be found here: http://www.twcenter.net/forums/showthread.php?t=80328 .

    In vanilla, all orders have 2 armor upgrades, except Templars. Reasoning behind that decision was, AFAIK, that order was dissolved in 1312., before they could upgrade to full plates. If the in-game event, that "unlocks" other full plated units comes before that, I think you should enable Templars also to upgrade.

    More technically, this mod uses it's own modified battle_models.modeldb, so it's not compatible with other mods changing it.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  8. #8
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Quote Originally Posted by TheWhaaaaat! View Post
    Im getting a CTD as soon as I start a campaign as any faction.
    This latest version has many new features that may not be compatible with other mods you have installed in the base data directory. Only thing I can suggest is that maybe you need to make your data directory like vanilla or reinstall unfortunately.

    Quote Originally Posted by Lord_Calidor View Post
    Is it possible to incorporate Knights Templar 2nd armor upgrade fix, into future versions? Stand alone mod can be found here: http://www.twcenter.net/forums/showthread.php?t=80328 .

    In vanilla, all orders have 2 armor upgrades, except Templars. Reasoning behind that decision was, AFAIK, that order was dissolved in 1312., before they could upgrade to full plates. If the in-game event, that "unlocks" other full plated units comes before that, I think you should enable Templars also to upgrade.

    More technically, this mod uses it's own modified battle_models.modeldb, so it's not compatible with other mods changing it.
    The templars get disabled after the templar disband event now so there isn't much need to give them the 2nd upgrade. I'll look into it though.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  9. #9

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Ive been taking a break waiting for m2tw for a bit waiting for 1.2 i might start again just for this.

    Do you think the disband templar knights event is really necessary? - wont it ruin the development of some peoples games if they rely on the Templars. I know the historical accuracy argument but whats the point of a game if not to take control of the period. You might aswell start ending the Byzantine empire automatically at a set period. I havn't played to this point so do the players get anything out of it?

    Also there was talk of a possible garrison script - perhaps an easier method would be to make town militia weaker and dirt cheap but spawn on the same turn as they are bought.

    Great work - good luck in the awards!

  10. #10
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Thats a good point. I think I'll have to rethink that idea.

    I doubt I will do a Garrison script unless something changes. There are too many issues with the current implementations. Perhaps 1.2 will add some new script fuctionality? That would be nice.

    1. Excessive Slow-downs / Instability because of a seperate script needed for EVERY individual settlement.
    2. The AI doesn't know about it and won't/can't prepare for it and I don't like allowing the AI to cheat if I can help it.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  11. #11

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    I tried with a clean install and same CTD, vanilla is working fine though and 1.9 beta 5 worked fine too aswell. I checked the system.log file it looks like an unkown error unfortunatly.

    04:52:07.042 [system.io] [trace] file open,,The_Long_Road_Beta/data/world/maps/base/map.rwm,13639008
    04:52:07.042 [system.io] [info] open: found The_Long_Road_Beta/data/world/maps/base/map.rwm (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    04:52:07.073 [bink] [debug] [data/fmv/menu/DUMP0000.BIK]Pause on
    04:52:07.457 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  12. #12
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Hmm. When I get home, I'll make you a list of things to try. I'm at work right now and don't have access to my files.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  13. #13

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Cool, thanks man

  14. #14

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    OMG a new release! Thanks tornnight for this wonderful mod!

  15. #15

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    I agree with your stance on the garrison script - its just not worth it right now, thats why i suggested having instant build levies.

    I think some of the other projects you've got going sound more original and interesting than the garrison script anyway.

    Off to custom battle it!

  16. #16
    k_161's Avatar Miles
    Join Date
    Nov 2006
    Location
    Doha,Qatar
    Posts
    393

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Testing now .keep up the good work


    "No beast so fierce but knows some touch of pity. But I know none, and therefore I am no beast"

  17. #17

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    OK Torn I got it to work, had to uninstall again and did another clean install to a completly different directory on my D: partition. It now works perfect.

  18. #18

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Lookin good posted initial thoughts in edu section

    Ive just seen the native troops/mercenary project beta - is it compatable with this release and is it stable/worth trying yet.

  19. #19

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    Nice map on the loading screens - looks familiar somehow!

  20. #20
    Oldgamer's Avatar My President ...
    Join Date
    Oct 2004
    Location
    Illinois, and I DID obtain my concealed carry permit! I'm packin'!
    Posts
    7,520

    Default Re: ★ TLR v1.9 Beta 6 - Beta Download & Discussion ★

    I'm playing as Byzantium (love the new colors and armor scheme). I'm up to 58000 population in Constantinople, and was wondering when I would be allowed to upgrade? Is this a bug, or is something missing from a text?

    By the way, I destroyed a Sicilian army near Durazzo and killed the Sicilian king on the first turn of the campaign! 1-1 odds. I did have to hire some mercs, though. Even so, I still only had two infantry units.

Page 1 of 3 123 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
  •