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  1. #1
    Lusted's Avatar Look to the stars
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    Default Thoughts for 2.3

    Right as im planning on releasing 2.2 later today so those with the unofficial 1.2 patch can have a version of LTC compatible with it, i've also had several thoughts for 2.3 that i'd like some input on.

    -Generals units(might be in 2.2). They will be made the same size as other cav units and given just 1hp instead of 2, so you have to use your general more carefuly.

    -Campaign length. As i found the vanilla campaign too short, and im beginning to find the 1 year per turn campaign too long, i was thiking of making LTC 2.3 1.5 years per turn. I think this would be a pretty good campaign length in terms of gameplay, and the not so well balanced population growth in 2.1 would be almost perfect for 1.5 years per turn. I'd also only have to reduce build times slighty to make things balanced, maybe increase unit availability a bit more.

    -Effects of weather on units. I've already increased the effect of heat on western units for when they are in desert/jungle climates, especially for more armoured units, in 2.2. Should help put an emphasis on lighter troops for wars in the middle east, and give more of an advantage to muslim factions. Im interested in seeing how well you guys think this works and whether it should be increased more or what.
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  2. #2
    deRougemont's Avatar Yeoman
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    Default Re: Thoughts for 2.3

    All sounds good to me, though I personally like the campaign length of 1 turn per year.






  3. #3
    Lusted's Avatar Look to the stars
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    Default Re: Thoughts for 2.3

    I just find it a bit too long, but the 2 year per turn a bit too short, so i think 1.5 will be perfect for my playing style, and have a campaign that is longer without being too longer, and doesn't take too long to get to the better units.
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  4. #4
    deRougemont's Avatar Yeoman
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    Default Re: Thoughts for 2.3

    Quote Originally Posted by Lusted View Post
    I just find it a bit too long, but the 2 year per turn a bit too short, so i think 1.5 will be perfect for my playing style, and have a campaign that is longer without being too longer, and doesn't take too long to get to the better units.
    I'd like to try 1.5, to see how different it is. I could never return to 2 per turn though... far too short.






  5. #5

    Default Re: Thoughts for 2.3

    hail, I was expecting this, it is good you release it so soon

    generals unit: if you double (in most cases) the size of the unit, won't you make them too powerful? They can be spread more and in deeper lines, so they will get a bonus to shock effect. Considering that is fairly easy to max out the experience of the generals, they will be probably too strong

    campaign length: yes, some speeding would be good, although I can't decide if 1.5 or maybe a little less

  6. #6

  7. #7

    Default Re: Thoughts for 2.3

    I agree with the increased effect of heat on Western units, especially armored ones. Keep up the great work, Lusted.

  8. #8

    Default Re: Thoughts for 2.3

    Quote Originally Posted by Lusted View Post
    -Generals units(might be in 2.2). They will be made the same size as other cav units and given just 1hp instead of 2, so you have to use your general more carefuly.
    Would this not eliminate the chance to get the "scarred" trait?

    I would personally reduce the size of the general's unit to about 15 for the ruler and faction heir and 11 for other named generals.

    This way they maintain their small and elite status, if used correctly can cause heavy damage with a charge yet if left in a melee for too long and surrounded by a high number of enemies is more likely to take hits and die. Maybe altering the morale loss for losing the commander aswell.

    As for campaign length, personally I'm a slow player and have it set on 0.5, the reasons for this are that firstly I like the summer/winter battles settings and secondly I find it hard to believe that it would take 3 years for an army to march from London to Edinburgh

  9. #9
    Lusted's Avatar Look to the stars
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    Default Re: Thoughts for 2.3

    generals unit: if you double (in most cases) the size of the unit, won't you make them too powerful? They can be spread more and in deeper lines, so they will get a bonus to shock effect. Considering that is fairly easy to max out the experience of the generals, they will be probably too strong
    Well halving the hp of the unit will make them about as powerful as most equivalent elite heavy cav units of each nation.
    Would this not eliminate the chance to get the "scarred" trait?
    No generals hving their hp set seperate from their bodyguards, they'd still have about 5hp or something.

    I would personally reduce the size of the general's unit to about 15 for the ruler and faction heir and 11 for other named generals.
    That's too small, making the unit bigger but halving the hp to 1hp makes them more useful but you've got to use them more carefully.
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  10. #10
    Arksa's Avatar Centenarius
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    Default Re: Thoughts for 2.3

    That 1.5 year campaign is a great idea. 2 years is too short, 1 year little too much (it might get boring before new world).

  11. #11

    Default Re: Thoughts for 2.3

    Like the idea of increasing the effect of heat more!

    To be honest, my strong recommendation regarding generals is to simply give them 1 HP and no increase in unit size. General units regenerate, they come "free", and they gain shevrons quickly. Even with 1 HP they're still an extremely tough unit, but at least this way you can't use them to single-handedly win your battles. I've been using this for many months now and it's easily the best option, especially since the AI doesn't tend to use its generals as efficiently as the human in battles.

    One other thing, did you ever consider the "AI general" trait whereby you can give AI generals additional command rating and movement points (and anything else for that matter) compared to the human?

  12. #12
    Lusted's Avatar Look to the stars
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    Default Re: Thoughts for 2.3

    To be honest, my strong recommendation regarding generals is to simply give them 1 HP and no increase in unit size. General units regenerate, they come "free", and they gain shevrons quickly. Even with 1 HP they're still an extremely tough unit, but at least this way you can't use them to single-handedly win your battles. I've been using this for many months now and it's easily the best option, especially since the AI doesn't tend to use its generals as efficiently as the human in battles.
    Well it seems that bodyguard units are limited to 77 in size(on huge), so they wont be as big as other cav units, apart from the 2hp they have almost identical stats to other units, giving them 1hp would make them too weak i felt especially as the ai doesn't always use them well(though this is much better in 1.2), and they ARE generals. There gonna have the best troops.

    One other thing, did you ever consider the "AI general" trait whereby you can give AI generals additional command rating and movement points (and anything else for that matter) compared to the human?
    I did, i decided against it though.
    Creator of:
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  13. #13

    Default Re: Thoughts for 2.3

    Those sound great. I also have found the campaign to be short, and the movement distance aswell.

    Yes, let the men of metal, feel the baking sun and sand!



  14. #14
    Arksa's Avatar Centenarius
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    Default Re: Thoughts for 2.3

    The general's guard unit is mostly fine now.
    1) they are much more vulnerable to arrows
    2) They don't perform so good in melee combat anymore
    3) I think charges are stronge now

  15. #15

    Default Re: Thoughts for 2.3

    Quote Originally Posted by Lusted View Post
    -Campaign length. As i found the vanilla campaign too short, and im beginning to find the 1 year per turn campaign too long, i was thiking of making LTC 2.3 1.5 years per turn. I think this would be a pretty good campaign length in terms of gameplay, and the not so well balanced population growth in 2.1 would be almost perfect for 1.5 years per turn. I'd also only have to reduce build times slighty to make things balanced, maybe increase unit availability a bit more..
    This is a very good enhancement Campaigns take too long with 1 tpy and we can hardly discover the new world before conquering 35 provinces

    Quote Originally Posted by Lusted View Post
    -
    -Effects of weather on units. I've already increased the effect of heat on western units for when they are in desert/jungle climates, especially for more armoured units, in 2.2. Should help put an emphasis on lighter troops for wars in the middle east, and give more of an advantage to muslim factions. Im interested in seeing how well you guys think this works and whether it should be increased more or what.
    Very good feature... we'll have to compose our armies with lighter troops when fighting muslim factions with christian armies... no more armies of just knights in the desert

    SUGGESTIONS:

    - if possible make catapults/trebuchets disappear from unit rosters when a city can produce gun powder units. There is no point creating those units if we can use cannons instead

    - use latest UAI with diplomatic stances modified in descr_strat and latest Darth OS battle mod.
    Under the Patronage of Hadrian

  16. #16
    Lusted's Avatar Look to the stars
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    Default Re: Thoughts for 2.3

    With patch 1.2 DM and UAI are redundant as far as im concerned, the ai in 1.2 is good enough for what i want in LTC.

    And i like producing catapults post-gunpwoder so i won't remove them once it's discovered.
    Creator of:
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    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
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  17. #17

    Default Re: Thoughts for 2.3

    Quote Originally Posted by Lusted View Post
    With patch 1.2 DM and UAI are redundant as far as im concerned, the ai in 1.2 is good enough for what i want in LTC.
    I see... I haven't had the chance to play the leaked patch... still downloading... 8 hrs to go do u have any ideia when the official one will be released
    Under the Patronage of Hadrian

  18. #18
    Lusted's Avatar Look to the stars
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    Default Re: Thoughts for 2.3

    Not sure, depends on when they sort out the passive siege ai issues(still in leaked 1.2 but not very often)
    Creator of:
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    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  19. #19

    Default Re: Thoughts for 2.3

    Yes yes my good man! Make it so and with all possible speed! Heartiest congrats on a job well done so far I might add.



  20. #20

    Default Re: Thoughts for 2.3

    -General units: Vanilla generals are fine with me.
    -I agree with the 1.5 per turn
    -Tweaks to weather conditions is great.

    I'm not planning to get the unofficial patch so which version and I never played Lands to Conquer, so wich version should I download as of now? should I wait some more for 2.3 to be ready?
    Great mountains vanish but mighty warriors not;
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    Offer god your skull;
    Pin your foot into ground;
    Behold opposing flanks but disregard their breadth;
    And know that victory comes from the All Mighty.
    ---Ali bin Abi Taleb (599-661 AD)
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