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Difference between revisions of "The Long Road"

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{{mod|mod=The Long Road War|modscreenshot=The Long Road Signature.jpg|platform=[[:Category:Medieval_2:_Total_War|  Medieval II - Total War]]|era=Medieval - start date 1080|leader=[[Tornnight]] }}
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{{mod|mod=The Long Road|modscreenshot=The Long Road Signature.jpg|platform=[[:Category:Medieval_2:_Total_War|  Medieval II - Total War]]|era=Medieval - start date 1080|leader=[[Tornnight]] }}
 
==Overview==
 
==Overview==
 
The Long Road is a epic 900 turn campaign (6 months per turn) that starts in 1080.  
 
The Long Road is a epic 900 turn campaign (6 months per turn) that starts in 1080.  

Revision as of 12:17, 18 May 2007

Template:Mod

Overview

The Long Road is a epic 900 turn campaign (6 months per turn) that starts in 1080.

Its focus is on the confrontation between the West and the East in Medieval Times.

Realism and Historical accuracy is a strong desire as long as it's not at the expense of playability.

The aim is to ensure an exciting experience no matter what faction you start with.

Releases

Latest releases in this thread

Main Features

  • Large Custom Map that includes 199 regions that spans from the Iberian Peninsula to the Aegean Sea
  • A total of 900 turns (6 months per turn)
  • Era System for units based on Armor and Weapon Technology
  • New Factions (Khwarezmian Empire, Kievan Rus', Syrian Caliphate, Abbassid Caliphate)
  • Roleplaying Traits (Heraldic Battle Rank, Leadership, Campaign Experience, Governance Experiance).
  • Lord, Duke, and Emir Titles with Coats of Arms for all Provinces
  • Many New Character Traits and Ancillaries
  • New Historical Events with graphics
  • Custom Advanced Campaign AI
  • Dozens of new units for Mercenary and Faction use
  • Area of Recruitment (AOR/ZOR) Mercenary Guild

Additional Features

  • More Field battles due to enlarged map and field intercepting AI.
  • More realistic movement rates on the campaign map.
  • Reduced Pirates and Rebel spawn rates
  • Improved Merchants. (Merchants are now far more important and competitive)
  • Diseases for characters
  • Rebellions
  • Family Member Royal Bloodline tracking.
  • Improved Princesses including Islamic Princesses
  • Simulated Faction Councils and Government Positions
  • Improved Technology Tree
  • Unit recruitment within specific buildings
  • Recruitable Early Period and Late Period Generals. Including Dismounted Generals for certain factions.
  • Building Costs and Times increased to balance with the longer campaign. This gives you a challenging game that forces you to manage your economy.
  • Ranked Experience Bonus for Agents (Priest,Spy,Assassin,Merchant,Diplomat) from improved buildings
  • Improved Unit Textures
  • Re-skinned Byzantium Faction
  • Inquisitors toned down
  • Heretics toned down
  • Cavalry charges are powerful, but beware of spearmen.
  • Added all the dismounted versions of Order units
  • Guns now require line of sight. No arching bullets.
  • New AI and Player Formations
  • Improved AI Siege capability. Reduced AI bunching up in front of the gate

Economy

The economy is a central part of the challenge built into TLR. If you aren't able to improve your economic situation, expect to be destroyed promptly.

There are various strategies to deal with this. Most involve focusing on economic buildings early on. Remember the free upkeep on militia units. It can be a life saver. Crusades/Jihads can be very beneficial especially if you raid and sack enemy cities. Merchants, Trade Agreements, and Ports are very important for your economy. Losing a Trade Agreement can hurt.

Campaign Map

The map is a highly customized map with 199 regions that spans from the Iberian Peninsula to the Aegean Sea. It is much larger than the vanilla MTW2 map.

The new map has removed the Aztecs and Americas in favor of extending the map East and preserving map accuracy.

New Factions

TLRsplash.jpg
Splash screen from The Long Road
  • Kievan Rus'
  • Abbassid Caliphate
  • Syrian Caliphate
  • Kwarzemian Empire

Planned Factions:

  • Volga Bulgars
  • Kipchak-Cumans
  • Georgia
  • Aragon
  • Pisa

Eras

The eras are based on armor and weapon technology. The era's change at random times within a specific range of years.

Era 0 - Units with up to leather upgrades
Era 1 - Units with up to light mail upgrades
Era 2 - Units with up to heavy mail upgrades
Era 3 - Units with up to partial plate upgrades
Era 4 - Units with up to full plate upgrades
Era 5 - Units with up to gothic plate upgrades

Intermixed there will also be other notable events that control building and unit construction.

Stone Castles
Concentric Castles
Introduction of Battle Assassins for Eastern factions
Cannons developed
Handgun developed
Matchlock developed (Arquebusiers)
Advanced Matchlock developed (Musketeers)
Pikemen
Pavise Shields
Mounted Crossbows
The various Knight Orders

Events

There are various historically informative events added to help set the stage for what is occuring in the game world.

Many are tied to actual happenings as explained in the Eras section.

Campaign

At game start, most settlements will have stone keep/wooden walls or smaller.

Population/city level doesn't strictly control unit development any-more. A regular city can recruit pretty much any unit if it has the needed building and the corresponding Era has been reached.

Barracks give easier access to more units via an introduction system. For example, a town guard building will give you full access to 'Town Militia' units and limited access to 'Spear Militia' units. Limited access means low replenishment and only 1 max in reserve. Therefore you should see a much bigger diversity in units at the beginning of the game. But they will all be limited to the Era system. For example, at the start of the game you may see Billmen pretty soon because they initially have no armour and therefore fit into Era 0.

Lastly, both cities and castles will be able to recruit all units. Different experience levels and rates will differentiate the settlements. Militia will be differentiated by being cheaper to purchase, have free upkeep in both types of settlements, but be less effective than professional soldiers.

Castles are still differentiated by giving units additional experience which is extremely important in battle. Futhermore, the castle unit build tree is also shorter, providing improved units at a faster rate. Finally Castles provide excellent defense against invaders.

Another feature is the (AOR/ZOR) Area of Recruitment Mercenary Guild. Units within this build tree are more expensive than faction units but can provide the needed help in a pinch. The units are available based on the province you are in.

Campaign AI / Diplomacy

The Long Road features a fully custom built AI tweaked to match a epic campaign game-play experience.

The AI should attempt to guard its borders and attack invaders leading to many more field battles.

Battle AI

  • Improved formations for the Player to utilize
  • Improved formations that make a AI battles and sieges more realistic and difficult
  • Improve the realism of missile weapons.
  • Guns now require line of sight for attacks.
  • Improved pathfinding for units.

Unit Balance / Auto Resolve

Features a very unique animation delay balancing technique that results in more consistent auto-resolve battles.

This helps ensure that units that win on the campaign map auto-resolve also would win in a Player/AI battle.

This is very important because auto-resolve is what AI always uses for its battles versus other AI factions.

Team

Main Team:

Contributors to The Long Road:

External Links

The Long Road hosted forums at TWC