Lands to Conquer: Difference between revisions
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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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'''2.1''' | '''2.1''' | ||
Battlemap | 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 | Campaign map | ||
*Reduced money boost given by money script | |||
*Reduced distance to capital and religious unrest effects. | |||
*Ultimate AI mod v1.1 included. | |||
'''2.0''' | '''2.0''' | ||
Battlemap | Battlemap | ||
*General all round better balance of units. | |||
*13 new custom battle maps. http://www.twcenter.net/forums/showthread.php?t=76887 | |||
*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 | Campaign map | ||
*1 Year per turn, and dates shown on campaign map again | |||
*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. | |||
*Recruitable 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. | |||
*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 | Graphical | ||
*New loading screens and splash screens. | |||
=== Future of Mod === | === Future of Mod === | ||
Revision as of 10:49, 30 March 2007
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 Best M2TW Mod at TWC.
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.
Features List
2.1 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
- Reduced money boost given by money script
- Reduced distance to capital and religious unrest effects.
- Ultimate AI mod v1.1 included.
2.0 Battlemap
- General all round better balance of units.
- 13 new custom battle maps. http://www.twcenter.net/forums/showthread.php?t=76887
- 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
- 1 Year per turn, and dates shown on campaign map again
- 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.
- Recruitable 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.
- 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
- New loading screens and splash screens.
Future of Mod
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.
External Links
Lands to Conquer v2.1 [hhttp://www.twcenter.net/forums/forumdisplay.php?f=302 Lands to Conquer Forum]
