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Thread: ●● TLR v1.9 Beta 8 ● Download & Discussion ●●

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  1. #1
    tornnight's Avatar Forum Bot
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    Icon2 ●● TLR v1.9 Beta 8 ● Download & Discussion ●●

    TLR version 1.9.8 available

    Updated April 15, 5:15 PM EST

    Primary Download Here
    Secondary Download Here


    Your splash screen should look like this.


    There is no installer for this release. An installer will be included in the final release.

    This is just a simple zip file with the files in it.

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

    Execute it by running (Double Clicking):
    C:\Program Files\SEGA\Medieval II Total War\The_Long_Road.bat

    What's new in Beta 1
    Spoiler Alert, click show to read: 

    - 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
    Spoiler Alert, click show to read: 

    - 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
    Spoiler Alert, click show to read: 

    - 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
    Spoiler Alert, click show to read: 

    - 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
    Spoiler Alert, click show to read: 

    - 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
    Spoiler Alert, click show to read: 

    - 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 new in Beta 7
    Spoiler Alert, click show to read: 

    - Campaign AI Upgrade (More aggressive and Intelligent)
    - Rebalanced (Harder) Economy
    - More unique Settlement Title graphics (Thanks acegogo)
    - Unit Card graphics for some Independents
    - Rebalanced Guild Acquisition
    - Resource Additions and Fixes
    - Crash Fix due to missing names
    - Map Fixes
    - Fix for Dead Ancestors Graphics

    Whats new in Beta 8
    - Campaign AI Tweaks
    - Rebalanced Economy
    - Building Tree fixes (Thanks Callawyn)
    - Harder Unrest
    - Improved AI handling of religion
    - Various Map Fixes
    - Reduced/Removed Flood Disasters
    - Final Title Graphics included (Thanks Acegogo)
    - Designed for MTW2 v1.1

    Whats not in yet
    - A version for MTW2 v1.2
    - New Mercenary Units (Coming Soon)
    - Military Rank System
    - Peerage
    - Leadership
    - New Factions
    - Repositioning of Custom Battle Maps

    Remember, I can't guarantee that the saves for this will be compatible the next version. 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
    • Mod Founder: Tornnight
    • General Artwork, City Title Artwork, Event Graphics: Acegogo
    • Mercenary Units: Admiral-Krause
    Contributors to The Long Road
    • Original 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
    • Realistic Family Names and Faction Starting Situations: Lopus
    • Resource Adjustments: Averroës
    • Historical Events: Hissing Fauna
    • Everyone else in the forums who gave us feedback.
    Last edited by tornnight; May 15, 2007 at 02:21 PM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  2. #2
    k_161's Avatar Miles
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    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    Wow talk about perfect timing .Downloading now.....as always thanks for all the hard work ^___^.


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

  3. #3

    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    Is this for the leaked 1.2patch or is it for 1.1?

  4. #4

    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    I think its for 1.1.

    Hey Tornight: If I wanted to play this with the updated 1.2 AI, what files should I delete?

  5. #5
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    Well these to start. I haven't tested it though.

    descr_formations.txt
    descr_formations_ai.txt
    descr_diplomacy.xml
    config_ai_battle.xml
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  6. #6

    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    Quote Originally Posted by tornnight View Post
    TLR version 1.9.8 available


    - Designed for MTW2 v1.1

  7. #7

    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    To: knoob

    Right... must have missed it. But now we all know its for 1.1

    Haven't tried it yet as im waiting for the real 1.2 patch, and I wouldn't have time anyway now with all the school work. But from what I've read it sounds good. Keep up the good work Tornnight!

  8. #8

    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    The Turks kinda start in a funny position, I know they sacked Baghdad, but they should be hanging onto at least one Anatolian province and not Basra. When you add the new factions there will hopefully be a Persian one to fight the Turks, otherwise they become far too powerful. And one other thing I noticed was the inclusion of Madrid, this city was not important until much later in history and should be removed.

  9. #9

    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    Hey Torn!

    Solid Release of 1.9.8. I've played a bit with the Hungarians, and I really like the economic and unit balances. I think it's -very- solid. Not so easy that you can just go on a spending spree and not worry about the consequences. This version rewards a player that thinks well in advance, and strives for balance and foresight. Not so hard that an extra heir or two will break your bank completly. I also like the idea that the player, and the AI, can field a decent army, or two, without things getting out of control or unrealistic.

    Also, I like the +100 each Trade building upgrade gets. Seriously dude, don't change too much next release, or I will cry! (Well, not really. But I'll be a tad dissapointed!)

  10. #10
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    The turks were moved there for now because of the Eastern expansion. I will be adding new factions that will fix the position better.

    To start:
    turks -> Sultanate of Rum in Anatollia
    Abbassid Caliphate in Baghdad and Basra
    Syrian Caliphate in Edessa/Jerusalem/Amman
    Kwarzemian Empire(Persians) in Khiva/Urganj
    Kievian Rus' in Kiev.
    Last edited by tornnight; April 16, 2007 at 02:54 PM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  11. #11

    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    I also played the beta 7 with the leaked patch and it works fine. Donīt know how it affects the AI (Which is always passive sometimes). Try it also with Beta 8. We will see.

  12. #12
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    Quote Originally Posted by knoob View Post
    I also played the beta 7 with the leaked patch and it works fine. Donīt know how it affects the AI (Which is always passive sometimes). Try it also with Beta 8. We will see.
    It will likely be the same.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  13. #13
    The Sweeper's Avatar Miles
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    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    Cheers Torn, getting in game to play this right now...

  14. #14

    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    are the character names in the mod historically accurate? because i noticed a little mod in the download section on this site that specifically addresses that. great work btw!

  15. #15
    tornnight's Avatar Forum Bot
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    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    Quote Originally Posted by Rumpletumpskin View Post
    are the character names in the mod historically accurate? because i noticed a little mod in the download section on this site that specifically addresses that. great work btw!
    They sure try to be. If you note the names in that mod, they should be close to what you see here.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  16. #16

    Default Re: TLR v1.9 Beta 8 - Download & Discussion

    Quote Originally Posted by tornnight View Post
    They sure try to be. If you note the names in that mod, they should be close to what you see here.
    Actually, I donīt know about other factions but the spanish names are mostly inaccurate, if I have time I will send a list of names and surnames for male and female characters. or maybe we could incorporate that little mod, with permision obviously, I havenīt tried out so I donīt know how accurate it is.

    Saludos
    y
    Respeto
    -:-
    Greetings
    &
    Respect




    Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
    TLRaced GFX add on for TLR2.0
    www.andresgogo.com

  17. #17

    Default Re: ★ TLR v1.9 Beta 8 - Download & Discussion ★

    Whoa, I notice the population in every city seem VERY small at the moment. Is it suppose to be that way. I notice it when playing Spain and I was about to execute the population when I only kill "1" person.

  18. #18

    Default Re: ★ TLR v1.9 Beta 8 - Download & Discussion ★

    I must say this is the best mod so far. And the new factions you plan to add will make the Muslim nations more interesting. The expanse of the steppe in Vanilla really makes things boring w/o people to fight. In history, all the major conquerors originated from the steppes and ravaged Europe and the Mid East, this is why your map is awesome, no more crap Americas. The real action is in the East. Just think Crusades, Mongols, Timurids, Turkish expansion, and Russian wars against Tatars and Poles.

    BTW: As far as titles go is there anyway to have the owner of mecca be crowned as the caliph? Another cool thing would be to have Shia Islam as a religion, the Mameluk's would have it as would the Persian provinces. At the same rate it would be cool if protestant could also be a historical event as well.
    Last edited by bpurkapi; April 16, 2007 at 06:15 PM.

  19. #19
    tornnight's Avatar Forum Bot
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    Default Re: ★ TLR v1.9 Beta 8 - Download & Discussion ★

    Quote Originally Posted by bpurkapi View Post
    The Turks kinda start in a funny position, I know they sacked Baghdad, but they should be hanging onto at least one Anatolian province and not Basra. When you add the new factions there will hopefully be a Persian one to fight the Turks, otherwise they become far too powerful. And one other thing I noticed was the inclusion of Madrid, this city was not important until much later in history and should be removed.
    Madrid wasn't very important true, but I don't have a better one for that area.

    Lugo is another that should be renamed. Someone gave a suggestion for it in the Map thread.

    Quote Originally Posted by aion2006 View Post
    Whoa, I notice the population in every city seem VERY small at the moment. Is it suppose to be that way. I notice it when playing Spain and I was about to execute the population when I only kill "1" person.
    Yep it's supposed to be at minimum in the start and slower to grow. This was done to combat the huge increase in trade income that follows population.

    The reason only 1 was killed is because the settlement was at it's minimum number of people already.

    Quote Originally Posted by bpurkapi View Post
    I must say this is the best mod so far. And the new factions you plan to add will make the Muslim nations more interesting. The expanse of the steppe in Vanilla really makes things boring w/o people to fight. In history, all the major conquerors originated from the steppes and ravaged Europe and the Mid East, this is why your map is awesome, no more crap Americas. The real action is in the East. Just think Crusades, Mongols, Timurids, Turkish expansion, and Russian wars against Tatars and Poles.

    BTW: As far as titles go is there anyway to have the owner of mecca be crowned as the caliph? Another cool thing would be to have Shia Islam as a religion, the Mameluk's would have it as would the Persian provinces. At the same rate it would be cool if protestant could also be a historical event as well.
    I agree. I want much more attention to the east to balance it out well.

    Those kinds of things are possible, but I probably won't focus on it for quite a while. I have too many other things higher in priority.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  20. #20

    Default Re: ★ TLR v1.9 Beta 8 - Download & Discussion ★

    Quote Originally Posted by tornnight View Post
    Madrid wasn't very important true, but I don't have a better one for that area.

    Lugo is another that should be renamed. Someone gave a suggestion for it in the Map thread.

    What about this map??

    http://faculty.washington.edu/peters...o/13thcent.jpg

    rename Lugo for Santiago

    and remove madrid (snif, although truely innacurate) have Valladolid.

    Iīm spanish by the way and Living in MADRID!!!!

    Saludos
    y
    Respeto
    -:-
    Greetings
    &
    Respect




    Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
    TLRaced GFX add on for TLR2.0
    www.andresgogo.com

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