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Difference between revisions of "Lands to Conquer"

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(New page: === Overview === Lands to Conquer, a mod made by Lusted, is a mod for Medieval 2: Total War that has had over 50,000 downloads for all versions so far, and was recently voted [http://...)
 
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=== Overview ===
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{{Mod Information Table
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|Platform=[[Medieval II: Total War]]
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|Mod Type=Campaign Pack and AI Ungrade
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|Era=Medieval
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|Mod Leader=[[Lusted]]
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|Release Status=Lands to Conquer Gold
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|Forum=[https://www.twcenter.net/forums/forumdisplay.php?f=302 Here]
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}}
  
Lands to Conquer, a mod made by [[Lusted]], is a mod for Medieval 2: Total War that has had over 50,000 downloads for all versions so far, and was recently voted [http://www.twcenter.net/forums/showthread.php?t=89834 Best M2TW Mod] at TWC.
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==Overview==
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Lands to Conquer is a modification for [[Medieval II: Total War]] that focuses mainly on improving and balancing gameplay.
  
It 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; improved campaign ai thanks to the Ultimate AI mod; and various other things. It also features an easy to use installer that does everything for you.
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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.
  
=== Features List ===
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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.
  
'''2.1'''
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While it uses the [[Kingdoms]] .exe, it does not modify the Kingdoms campaign.
Battlemap
 
-Shield bug workaround courtesy of the_foz_4.
 
-Improved balance of units.
 
-Latest version of Darths formations mod and config_ai_battle.xml, battle_config.xml and descr_pathfinding.txt included.
 
-Fixed bug with Gallogiach and custom battles.
 
-Reduced wall and gate strengths from 2.0 as they were far too high.
 
  
Campaign map
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==Features==
-Reduced money boost given by money script
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===The Campaigns===
-Reduced distance to capital and religious unrest effects.
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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.
-Ultimate AI mod v1.1 included.
 
  
'''2.0'''
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The modification also features three regional campaigns:
Battlemap
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* 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.
-General all round better balance of units.
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* 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.
-13 new custom battle maps. http://www.twcenter.net/forums/showthread.php?t=76887
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* 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.
-Longer lasting, slower battles.
 
-Spearmen rebalanced so they are now more effective against cavalry
 
-Cavalry charge is less devestating than in normal M2TW, but has more impact and heavy cavalry can still wipe out sword infantry pretty easily.
 
-Longbowmen given longer range, slightly better attack and faster rate of fire
 
-2 handed axe unit bug workaround. They now use a different animation and rebalanced attack stats as a result.
 
-HorseArchers charge fix. Now all units will charge properly, and light cav is the best against routers. Also all round better charging as a result.
 
-Slowed movement speed on the battlemap
 
-Incorporated Darths Formations v1.0 for M2TW
 
-Musketeer/Hand Gunner units attack reduced
 
-Byzantine Infantry, Varangian Guard and Kataphraktoi made more powerful
 
-Range of low level artiller increased
 
-More variation in stats between units that previously had the same stats(Order Knights, Dismounted Druzhina and Dismounted Boyars Sons)
 
-Venetian Heavy Infantry and Archer armour upgrade bug fixed.
 
-More difference between arrow and crossbow projectiles.
 
  
Campaign map
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===AI===
-1 Year per turn, and dates shown on campaign map again
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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.
-Building construction times and cost increased so as to fit in best with 1 year per turn campaign.
 
-Ultimate AI Mod 0.9 by GrandViz incorporated, makes camapign ai better, diplomacy is more logical and alliances are much better. But still a nice element of backstabbing in the game.
 
-Traits and Ancilliaries mod v1.1a by Orientis which fixes all the bugs related to traits.
 
-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.
 
-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.
 
-Receruitable Generals.
 
-More variance in the date at which the Mongols and Timurids appear
 
-Merchants make more money.
 
-Inquisitors made less powerful.
 
-Unit costs tweaked so ai builds more balanced armies.
 
-Money script for ai factions so it gets a cash boost when it gets low on cash so the campaign is tougher.
 
-Increased movement distance for armies and agents.
 
-More recruitment slots in castles.
 
-More free upkeep slots in cities.
 
-Recruitable generals.
 
-Assassins made more powerful.
 
-Pirate and Rebel spawn rates reduced.
 
-New population levels required for each level of settlement, but lowered slightly from 1.21.
 
-Distance to captial penalty increased, but not as severe as in 1.21.
 
-Religious Unrest increased.
 
-Corruption increased.
 
-Income from trade increased, and population growth from trade decreased.
 
-Population growth from farms increased.
 
-Cannon/Ballista tower bug fix included.
 
-Assassin and spy movies back in the game, thanks to a .bat file i've made that copies them over during the install.
 
  
Graphical
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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.
-New loading screens and splash screens.
 
  
=== Future of Mod ===
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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.
  
Lusted is working on v3.0 of the mod that will include more factions, a changed map and new units and some new textures, though he has been vague on exact details so far.
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===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.
  
=== External Links ===
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The difference between cities and castles has been emphasised, with recruitment slots, upkeep and building costs being balanced to achieve this.
  
[http://www.twcenter.net/forums/showthread.php?t=80586 Lands to Conquer v2.1]
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The campaign map also features more historically accurate province names.
[hhttp://www.twcenter.net/forums/forumdisplay.php?f=302 Lands to Conquer Forum]
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==External Links==
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[https://www.twcenter.net/forums/forumdisplay.php?f=302 Lands to Conquer Forum at TWC]
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[https://www.twcenter.net/forums/showthread.php?t=137614 Release Thread for Lands to Conquer Gold]
 +
 
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[[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