Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Difference between revisions of "Lands to Conquer"

From TWC Wiki
Jump to navigationJump to search
(Category edit)
m (Text replacement - "http://www.twcenter.net" to "https://www.twcenter.net")
 
(19 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 +
{{Mod Information Table
 +
|Platform=[[Medieval II: Total War]]
 +
|Mod Type=Campaign Pack and AI Ungrade
 +
|Era=Medieval
 +
|Mod Leader=[[Lusted]]
 +
|Release Status=Lands to Conquer Gold
 +
|Forum=[https://www.twcenter.net/forums/forumdisplay.php?f=302 Here]
 +
}}
 +
 
==Overview==
 
==Overview==
A mod aimed at improving the game-play and balance of M2TW as well as a longer, slower campaign. Designed by [[Lusted]] but also incorporating other modders work with the aim of achieving the best gaming experience.
+
Lands to Conquer is a modification for [[Medieval II: Total War]] that focuses mainly on improving and balancing gameplay.
  
==3.0 info==
+
The modification utilises features from [[Kingdoms]]: boiling oil, controllable reinforcements and unit balances are all included in Lands to Conquer. The modification also takes advantage of several new possibilities that are able to be modified in the expansion. It also features improved campaign and battle AI.
  
Taken from the download page.
+
Lands to Conquer replaces the tutorial and Grand Campaign and instead provides the player with a choice of six campaigns. There are the Early, High and Late Era campaigns that are based on the Grand Campaign map from the Medieval II: Total War and start in 1080, 1210 and 1320 respectively. There are also three regional campaigns based on the Hundred Years War, Italian City States and Reconquista, each with their own unique maps focusing on different parts of Europe.
  
'''Download Links'''
+
While it uses the [[Kingdoms]] .exe, it does not modify the Kingdoms campaign.
[http://files.filefront.com/Lands+To+Conquer+30exe/;8088869;;/fileinfo.html]
 
[http://www.megaupload.com/?d=Y1VV5YZD]
 
  
'''Mod Overview'''
+
==Features==
 +
===The Campaigns===
 +
In terms of campaigns, the modification features Early, High and Late Era campaigns that are based on the original Grand Campaign map. They each have separate starting dates, starting in 1080, 1210 and 1321 respectively. The starting conditions differ in each campaign according to the historical state of Europe at each point, with different starting territories, alliances and initial military entanglements for each Era. Settlement names also vary from Era to Era.
  
Lands to Conquer is a mod aimed at improving the gameplay and balance of Medieval II Total War. It does this through extensively rebalanced unit stats; changed unit costs; longer, slower paced campaign; more difficult to maintain larger empires; and various other things.
+
The modification also features three regional campaigns:
 +
* Hundred Years War (1337 - 1450) campaign which focuses on England, France and Scotland. The player must, in order to win, hold 20 provinces and is allowed 75 turns to do so. This campaign is designed to be fast-paced and challenging.
 +
* Reconquista (1146 - 1280) campaign focusing on Spain and the warfare involved between Europeans and the Moors. This campaign is designed with a greater emphasis on religion and longer time-frame in mind. It features the factions of Spain, Portugal and the Moors.
 +
* Italian City States (1280 - 1450) campaign focuses on Italy featuring the factions of Venice, Milane, the Holy Roman Empire, Sicily, Hungary and the Papal States. It is designed to be the longest campaign, with the Holy Roman Empire being the clear superpower at the beginning of the campaign.
  
3.0's big feature are 3 new custom campaign maps, each using enlarged sections of the Grand Campaign and they all have different gameplay and add to the overall gaming experience. The Grand Campaign is still playable. The new campaigns are available from a new menu option.
+
===AI===
 +
The artificial intelligence in Lands to Conquer has been greatly improved on both the battle map and campaign map. Units have been rebalanced in order to make battles more challenging. Terrain and weather also plays a greater role in strategy.
  
A large part of the mod is it's extensive rebalancing, for which i've had the unofficial help of Jason Turnbull aka Palamedes, a Creative Assembly Australia developer.
+
The campaign AI has been improved and balanced as well. Alliances are now stronger, more functional and more mutually beneficial and the AI factions have a better sense of survivability in terms of diplomacy and surrender. The faction standings mechanic has been changed so that the player is not reduced to always being seen as 'untrustworthy' by other factions. Alliances between Catholic and Islamic factions are now rarer, with religion having a greater impact on unrest.
  
It also set's up a hosteat version of the mod for those who want to play one of the new campaigns against a friend on the same pc.
+
In terms of strategy, the AI in Lands to Conquer has a better grasp of defending its territory using garrisons and forts. It also handles invasions better than the vanilla AI. AI factions will also be more aggressive against the independent factions, leading to quicker expansion on the part of the AI factions.
'''
 
Installation Instructions'''
 
  
This is a standalone version of the mod, you do not need any previous versions to play it.
+
===Campaign Map===
 +
The campaign map operates on a 1.5 years per turn basis, with all recruitment times, building times and other factors adjusted accordingly. The effects of religion and corruption have been greatly increased, such that they become more important factors in campaign strategy.
  
''You must start a new campaign with 3.0''
+
The difference between cities and castles has been emphasised, with recruitment slots, upkeep and building costs being balanced to achieve this.
  
It installs to its own folder so it does not affect the default game. Just use the Lands to Conquer icon on the desktop to launch this mod, or the M2TW icon to launch M2TW.
+
The campaign map also features more historically accurate province names.
  
To install the mod simply point the installed to your Medieval II Total War installation, which by default is installed to:
+
==External Links==
 
+
[https://www.twcenter.net/forums/forumdisplay.php?f=302 Lands to Conquer Forum at TWC]
C:\Program Files\SEGA\Medieval II Total War
 
 
 
You must have the Official Update 2 patch for Medieval II Total War in order to install LTC 3.0.
 
 
 
I recommend uninstalling previous versions of Lands to Conquer before installing 1.2.
 
 
 
Once installed you should use the new Lands to Conquer desktop shortcut to run the game.
 
  
'''The changes Lands to Conquer 3.0 makes to Medieval II Total War are listed below:'''
+
[https://www.twcenter.net/forums/showthread.php?t=137614 Release Thread for Lands to Conquer Gold]
*'''Custom Campaigns'''
 
*Hundred Years War : map featuring England, France and Scotland on an enlarged map focusing on that area. In this campaign it's all about war, and the gameplay of the campaign will be quite fast paced and a challenge to complete on Very Hard. There is little use for diplomacy in this campaign as all the factions hate each other. Finances are also quite tight. So you should have only a few stacks going around fighting battles and assaulting castles because of your low finances, and they will be assaulting probably because you'll be a bit pushed to meet the victory conditions near the end. The campaign is just 75 turns long to take 20 provinces. But it works well, and you can as always play beyond the end date. This campaign will be especially tough as the English, and easiest as the French.
 
  
*Reconquista : Has Spain, Moors and Portugal on a blown up map of Spain. This campaign will last longer than the HYW campaign, and you'll have to take fewer provinces so will be slower paced. But there will be more emphasis on religion. With the increased effect of religious unrest in LTC, and this campaign focusing on the wars between the Christians and Moors in Iberia, use of priests/imans to convert the populations in provinces could be key to victory, otherwise the religious unrest could seriously hamper you. The 3 factions in it also have very similar fighting styles with good skirmishing light infantry and cavalry and a core of heavy cavalry and infantry. Once again with the factions not getting on very well with one another diplomacy will not be much use.
 
 
*Italian City States : Venice, Milan, HRE, Sicily, Hungary and Papal States(unplayable) fight it out on an enlarged Italy map. The campaign with the most factions and least provinces, it is also the longest. There will be a clear cut superpower at the start, the HRE, but they will be disliked by the Pope so won't have things all their way. The smaller nations(Venice, Milan, Hungary) will be too weak at first to take on the HRE so getting in the Popes good books and using diplomacy well will help them towards victory. In the south Sicily will be large but weak, and will have to pass through Papal lands if it marches up mainland Italy. There will be more emphasis on city troops as those are the Italian factions specialities, and on diplomacy at first and conquest later.
 
 
*There is also a new hotseat shortcut for LTC in 3.0 that will launch the mod with hotseat set up. This allows for multiple factions to be played in a camapign on one computer, so if you have friends you can play against each other in one of the camapigns on the same pc.
 
 
*'''Battlemap'''
 
*Drastically improved balance of units done by me and Palamedes. Battles feel much more like battles in the original Medieval: Total War now.
 
*Tweaked and improved ai and ai formations.
 
*Improved balance of missile units through their accuracy.
 
*Cavalry units made smaller and so are now more manouverable.
 
*Cavalry less effective in woods.
 
*Increased effect of heat on western units.
 
*Battles are slightly slower paced.
 
*13 new custom battle maps. [http://www.twcenter.net/forums/showthread.php?t=76887]
 
 
*'''Campaign map'''
 
*Hosteat shortcut on desktop for hotseat campaigns.
 
*1.5 Year per turn, and dates shown on campaign map again
 
*Building construction times and cost increased so as to fit in best with 1.5 year per turn campaign.
 
*Unit recruitment changed. Units now replenish slower and elite units have smaller recruitment pools. Also units no longer recruited from walls or from castle upgrade buildings.
 
*Character Names Project included that adds accurate character names to many factions.
 
*Tweaks to Guilds which result in more varied Guilds in the campaign. There will no longer be the Thieves Guild spam the ai does in vanilla.
 
*English Armoured Sergeants, Dismounted Broken Lances, Dismounted Gothic Knights and Dismounted Mongol cavalry units added into the campaign
 
*Ai recruits better armies. They are more balanced and have more higher tier units in them.
 
*More variance in the date at which the Mongols and Timurids appear
 
*Merchants make more money.
 
*Inquisitors made less powerful.
 
*Increased movement distance for armies and agents.
 
*More recruitment slots in castles.
 
*More free upkeep slots in cities.
 
*Recruitable generals(including dismounted generals for some western factions).
 
*Some unused dismounted merc units added into the campaigns
 
*Pirate and Rebel spawn rates reduced.
 
*New population levels required for each level of settlement.
 
*Distance to captial penalty increased.
 
*Religious Unrest increased.
 
*Corruption increased.
 
*Income from trade increased, and population growth from trade decreased.
 
*Population growth from farms increased.
 
 
*'''Graphical'''
 
*25 new loading screens, a new splash screen and menu background.
 
*Menu text brightened a bit to make it stand out more on the new background.
 
 
'''Credits'''
 
 
A big thanks to the following modders who's work i have used in this mod with their permission.
 
 
Wilddog - for making all the maps for me, a truly amazing mapper.
 
Jason Turnbull aka Palamedes - for his great help with unit rebalancing.
 
Unspoken Crusader - for use of parts of his Custom Campaigns mod
 
DeRougemonnt & finney13 - for the use of the CNP.
 
lawngnome - for helping with the edits to unit recruitmnt and settlement mechanics.
 
 
Also thanks to Wikipedia for some of the historical info.
 
 
And of course due credit to The Creative Assembly for making the Total War series.
 
 
==See Also==
 
[[Lands to Conquer (form)|Lands to Conquer - Mod Registration Form]]
 
 
==External Links==
 
Lands to Conquer [http://www.twcenter.net/forums/forumdisplay.php?f=302 hosted forums] at TWC
 
  
[[Category: M2TW Mods]]
+
[[Category:M2TW Mods (Released)]]

Latest revision as of 06:55, 15 February 2020

Lands to Conquer
Platform Medieval II: Total War
Mod Type Campaign Pack and AI Ungrade
EraMedieval
Mod Leader Lusted
Release Status Lands to Conquer Gold
Forum / Thread Here


Overview

Lands to Conquer is a modification for Medieval II: Total War that focuses mainly on improving and balancing gameplay.

The modification utilises features from Kingdoms: boiling oil, controllable reinforcements and unit balances are all included in Lands to Conquer. The modification also takes advantage of several new possibilities that are able to be modified in the expansion. It also features improved campaign and battle AI.

Lands to Conquer replaces the tutorial and Grand Campaign and instead provides the player with a choice of six campaigns. There are the Early, High and Late Era campaigns that are based on the Grand Campaign map from the Medieval II: Total War and start in 1080, 1210 and 1320 respectively. There are also three regional campaigns based on the Hundred Years War, Italian City States and Reconquista, each with their own unique maps focusing on different parts of Europe.

While it uses the Kingdoms .exe, it does not modify the Kingdoms campaign.

Features

The Campaigns

In terms of campaigns, the modification features Early, High and Late Era campaigns that are based on the original Grand Campaign map. They each have separate starting dates, starting in 1080, 1210 and 1321 respectively. The starting conditions differ in each campaign according to the historical state of Europe at each point, with different starting territories, alliances and initial military entanglements for each Era. Settlement names also vary from Era to Era.

The modification also features three regional campaigns:

  • Hundred Years War (1337 - 1450) campaign which focuses on England, France and Scotland. The player must, in order to win, hold 20 provinces and is allowed 75 turns to do so. This campaign is designed to be fast-paced and challenging.
  • Reconquista (1146 - 1280) campaign focusing on Spain and the warfare involved between Europeans and the Moors. This campaign is designed with a greater emphasis on religion and longer time-frame in mind. It features the factions of Spain, Portugal and the Moors.
  • Italian City States (1280 - 1450) campaign focuses on Italy featuring the factions of Venice, Milane, the Holy Roman Empire, Sicily, Hungary and the Papal States. It is designed to be the longest campaign, with the Holy Roman Empire being the clear superpower at the beginning of the campaign.

AI

The artificial intelligence in Lands to Conquer has been greatly improved on both the battle map and campaign map. Units have been rebalanced in order to make battles more challenging. Terrain and weather also plays a greater role in strategy.

The campaign AI has been improved and balanced as well. Alliances are now stronger, more functional and more mutually beneficial and the AI factions have a better sense of survivability in terms of diplomacy and surrender. The faction standings mechanic has been changed so that the player is not reduced to always being seen as 'untrustworthy' by other factions. Alliances between Catholic and Islamic factions are now rarer, with religion having a greater impact on unrest.

In terms of strategy, the AI in Lands to Conquer has a better grasp of defending its territory using garrisons and forts. It also handles invasions better than the vanilla AI. AI factions will also be more aggressive against the independent factions, leading to quicker expansion on the part of the AI factions.

Campaign Map

The campaign map operates on a 1.5 years per turn basis, with all recruitment times, building times and other factors adjusted accordingly. The effects of religion and corruption have been greatly increased, such that they become more important factors in campaign strategy.

The difference between cities and castles has been emphasised, with recruitment slots, upkeep and building costs being balanced to achieve this.

The campaign map also features more historically accurate province names.

External Links

Lands to Conquer Forum at TWC

Release Thread for Lands to Conquer Gold