To update the hosting site is now back up.
The list of "fixes" in Lands to Conquer 1.1 are as follows:
-Inquisitor power and numbers reduced
-cannon elephants removed from the campaign
-date of Mongol and Timurid invasions now varies more, there is a larger period of time over which both could happen
-Dismounted Broken Lances, Mongol Dismounted Archers, Mongol and Timurid Dismounted Heavy Archers, Mongol Dismounted Light Lancers, Mongol and Timurid Heavy Lancers now available in the campaign
-new loading screens and splash screen
-cavalry charges fixed by increasing the charge distance
-increased cost of musketeers
1.0
-all factions playable in campaign
-new victory conditions for all factions
-improved campaign ai courtesy of Shaba Wangy
-Merchants now make more money
-Assassins are now more powerful
-1 year per turn in campaign, with year shown and building construction times changed to reflect this
-starting money tweaked for all factions, and kings purse increased for all factions
-agent and fleet movement increased
-English Armoured Sergeants, HRE Dismounted Gothic Knights, and Venetian Dismounted Broken Lances now available in the campaign
-ai unit recruitment priorities tweaked for some factions
-increased cost of all cavalry units by 200 florins to balance things out, and increased upkeep for elite cavalry units.
-increased cost of artillery in campaign a lot to stop ai from building lots of it
-fix for units with 2 handed bug, they now fight in melee and against cavalry
-rebalancing of stats in line with this
-Byzantine Infantry, Varangian Guard and Kataphraktoi made more powerful to make the Byzantines better
-Crusader units available in custom battle for catholic factions
-billmen made more powerful
-artillery have longer range
-units armed with longbow have longer range and slightly increased damage
-Venetian Archer And Venetian Heavy Infantry armour upgrade fix(in vanilla M2Tw the armour upgrades are the wrong way round, i've fixed it)
Download is available here :-
http://www.megaupload.com/?d=FY0KSWAP
The fixes in the Diplomacy mod are as follows:
SHABA WANGY
Fixes
1.3
-If you have a cease hostilities mission, the AI will be more likely to accept a ceasefire.
-Mongols and Timurids are now more likely (but not always) going to keep their alliances.
-Timurids and Venice Renamed to proper names.
-A.I. agreements between Catholic and non-Catholic factions stronger now.
-Byzantines have special bonus in diplomacy, diplomats come with +1,+2,+3, and +4 experience in cities (must use export_descr_buildings.txt for this).
1.2
-AI will not attack you if it likes you.
-Bug where the AI would attack you if you took a province they wanted gone.
-Alliances and ceasefires hold now for 30+ turns.
-rebels last less.
-Spain beefed up so it goes on the Reconquista instead of just laying there.
-When attacked, your allies will choose sides. (but when 2 allies fight, you don't have to)
-New names for factions fixed.
-Large and now more intricate and historical power blocks. Tangled alliance webs so PLAY SMART!
-If you are weak, you will be destroyed. I made sure fo that .
1.1
-Rebalanced Assassins
-no More lousy AI blockades
-no more half stack spam armies sieging fully garrisoned castles
-AI now considers how powerful you are in military terms and your potential to become quickly so before attacking
-power blocks of alliances form
-rebels destroyed rapidly, as before
-AI now reluctant to enter a two front war
-AI will not go head long at you if you are the strongest faction,
it will try to conquer smaller weaker states and then come at you
-New Names for all factions, historically correct within the bounds possible (I don't speak ancient Mongol),
and in the vernacular of the people in the time (no Latin kingdom names, but old Gaelic, Milanese, venetian, etc)
-Inquisitors stayed nerfed.
-Highly recommended, but not necessary, that you install the export_descr_buildings.txt. The diplomacy however, is only in the xml files.
1.0
- Alliances hold for 20 turns min, 200 max. No more backstabbing, guaranteed for at least that time.
- Ceasefires hold for 10 turns min.
- If you are 2x better of than the AI, it will accept (often offer) ceasefire.
- If you are 5x better of than AI it will accept and offer a ceasefire, and may accept protectorate.
- AI wont give you provinces for pare change anymore. Its smarter than that.
- VERY Little to NO stupid blockades.
- Alliances easier to get if NOT neighboring, - think ahead, get them early.
- Game rushes to take rebels. They disappear quickly.
- Merchant now make 3 x more money.
- Assassins now actually kill people often, are are invaluable.
-INQUISITORS NERFED A LOT! Also, you'll see less of them.
-Recruit more units per turns in higher level castles and cities.
-More free upkeep in higher level cities.
This mod is available from here :-
http://www.twcenter.net/forums/downl...do=file&id=920
Both mods seem to work well together in my eyes! Be sure to read the instructions for correct installation method!