Difference between revisions of "Lands to Conquer"
(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://...) |
|||
Line 9: | Line 9: | ||
'''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 09:49, 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]