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По умолчанию [Глобальный мод] Shogun 2 - The Rights Of Man 3 - Road to Kyoto

Модификация для Shogun 2 - The Rights Of Man 3 (TROM3) - Road to Kyoto



Всеобъемлющий мод для Total War: Shogun 2 в традициях TROM для Empire: Total War и TROM2 для Napoleon: Total War.
Основная идея мода - сделать игру более интересной без кардинального изменения игры.

TROM3 VERSION v1.51

Highlights of this Version

New ZEN building and technology chain.
Randomized starting help for major factions. No two games are the same now!
Rebalanced unit costs for bigger armies.
5 playable minor factions complete with victory conditions and faction specific bonuses.
5 new units (including a spear and bow hybrid unit).


TROM3 Battle Changes

Gameplay Changes
  • Lowered incendiary chance of naval projectiles by 50%.
  • Lowered the timeout for a number of abilities from 5 to 4 minutes.
  • Active hiding runs for 90 sec now (was 60). This should make ninja s more usefull especially in sieges.
  • The basic movement speed reduction submod for TROM3 (-30 % speed reduction) is now integrated into the campaign and battle mod pack. If you want to play the mod with any other speed reduction install the appropriate submod.
  • Experience has an higher impact on the shooting skills of ship crews.
Unit Stats
  • Tachi cavalry is equipped with additional bows and 6 arrows.
  • Changed armor and defence stats of the bulletproof samurai since the bulletproof ability was fixed by CA in the latest patches.
  • Unit strength of nagae-yari and pike & shot ashigaru was reduced from 240 men to 200 men.
  • Reduced defense of all units with spearwall ability by 1 (spearwall is extremly powerfull).

TROM3 Campaign Changes

Playable Minors

NOTE: Read the readme for the playable minors submods for instructions how to start a campaign properly!

Otomo

The Otomo are bound to christianity as their faction religion. They start with two provinces, a Nanban trading port, a missionar, a small army with two units of imported matchlocks, and a small fleet ready for action.

Faction Bonuses: Masters of Faith - Cheap imported matchlocks, higher religious conversion rate, high army moral
Special Unit: Samurai Heavy Gunners (from Sengoku Jidai DLC)
Gameplay Tips: You start with two enemies right at your doorsteps. Crush the Shoni while blocking the strait to the mainland with ships. A quick move is adviced before the Shimazu can knock at your southern doors. The imported matchlock units you start with can be very handy in battle.

Imagawa

Those who live by the sword die by the sword. The Imagawa family has turned Suruga province into one of the largest trade centers outside of Kyoto. Although not descendants of the highest nobility, the Imagawa have acquired great honour from a line of the ablest administrators in the land. Today their power is more modern, rooted in the coin, the trained peasant, and the careful word.

Faction Bonuses: Masters of Trade - higher tax and trade income, greater economic growth
Special Unit: Mounted Gunners (from Sengoku Jidai DLC)
Gameplay Tips: You start with a comfortable strength and Tokugawa as your vassal. Oda is your natural opponent at first, but you also have to keep an eye on your neighbours Takeda and Hojo.

Honma

The Honma were included as playable minors because of their interesting starting position on an island north of mainland Japan. They are traders and seamen.

Faction Bonuses: Masters of Sea - cheaper and experienced ships, greater range for ships, higher trade income
Special Unit: none
Gameplay Tip: Build up a fleet that protects you from invasions and allows you to strike anywhere you want along the coast.

Mogami

The Mogami are natural opponents of the Date clan in the north of Japan. They became very powerfull during the Sengoku Jidai period and were famous for their cunning strategies at war.

Faction Bonuses: Masters of Strategy - land units have increased campaign movement range, replenishment bonus, lesser administration costs
Special Unit: Mogami Bushi Militia - A mixed unit with spears and some bowmen in the front line. Better trained then starting ashigaru (cap of 5).
Gameplay Tips: Beat Date to control the north of Japan undisputed. You next opponent will probably arise out of the struggle between Uesugi, Takeda, Hojo, Tokugawa and Oda.

Asai

The Asai are reputed for the beauty of their daughters, with frequent suitors knocking at the gates of Odani, diplomacy forgotten, eager to negotiate terms of marriage. A refined and traditional family, Sukemasa himself is famous from East to West for his poetry and flower arrangement, as is clear from the respect which his fellow lords accord him. As he is artistic, he is innovative in war, the new model army which he created is an emblem of discipline and trained tenacity, but other daymio have understood the value of trained ashigaru and are preparing to repave an even ground.

Faction Bonuses: Masters of Beauty - diplomacy bonus, research bonus for civil techs, experienced ashigaru
Special Unit: none
Gameplay Tips: Surrounded by 3 major factions forming alliances and building up strength before striking at any weakness may be wise.


ZEN Temples

Unlike some other buddhist sects, the Zen buddhist temples were not much involved in the political struggle during the Sengoku Period. However, many samurai were influenced by the Zen philosophy and practice and became followers of Zen. Zen also played a big role in the cultural development of Japan before and after the Sengoku Jidai period. In TROM3 Zen temples don't recruit warrior monks and their conversion rate is lower then that of standard buddhist temples. Instead they stimulate research in both the civil and military field and increase the experience level of all samurai units recruited locally.
  • The basic buddhist religious building is the buddhist shrine that can be developed into a normal buddhist temple or a Zen temple.
  • New Zen building line with 4 new buildings: Zen Buddhist Tempel, Zen Monastery, Zen Temple Complex and Famous Zen Temple
  • All Zen temples increase the experience of Samurai units recruited locally.
  • All Zen temples increase the research rate both in the civil and military area (the research rate of standard buddhist buildings was reduced somewhat).
  • Zen temples can recruit monk agents but have a lower conversion rate and can't recruit warrior monks.
  • If you have a zen monastery or higher building you have a chance to recruit a wandering yari, bow or katana hero.


Hattori Revamp

NOTE: I suggest to use the ambush deployment mod by Akp with TROM3. It's already bundled with the TROM3 installation files, so just copy it into your /data directory.
  • Hattori infantry ashigaru and samurai units are no longer able to setup anywhere on the battlefield. They can hide easier on the campaign map instead (with the "paths seldom trod" ability). This makes kisho ninjas and bandits (nobushi from the DLC) more valuable.
  • Hattori kisho ninja are available earlier, have a higher unit cap (5 instead 3) and don't need silk as a requirement.
  • Kisho ninja masters (new hero unit) are available eralier and have better stats.
  • Action costs for Hattori ninja agents are reduced by 5%.
  • All Hattori generals get the new Ninja Strategies trait (+1 command when ambushing).


Building Changes
  • Rearranged garrison units slightly to achive a more logical progression.
  • Replaced yari ashigaru with tae-yari ashigaru as garrisons for lvl 3-5 buildings.
  • Fixed missing garrison building.
  • Removed building restructions for lvl 3-4 markets and stealth buildings (they didn't work as intended). Normal markets and sake dens still have a building limit of one, but as soon as you upgrade them you can build another one.
  • Removed building restrictions for large resource farms to allow for more food production.

Recruitment Changes
  • Increased campaign recruitment costs of all units by a flat amount of 200 koku. This change makes higher level units more cost effective (previously costs roughly resembled combat power, which is ok for custom battles, but does not take into account research effort and longer build times for higher level units in the campaign).
  • While recruitment costs are increased, upkeep is reduced from 20% of recruitment costs to 10%. The net effect of this is that both player and AI can field more troops, but building up an army or replacing losses is more expensive and takes more time if you don't have the money at hand. Recruitment cost bonuses are now more worthwhile to get.
  • Unit cap for kisho ninjas was lowered from 4 to 3, but raised for Hattori kisho ninjas (from 4 to 5).
  • The Ikko Ikki can now recruit naginata sohei cavalry in the campaign.
  • Raised unit caps of basic ashigaru from 10 to 15 (ikko ikki 20) to allow for more troops until you research advanced ashigaru units.
  • The basic monk units (hoshi musha) can be recruited without a weapon dojo as requirement. This makes it easier for the AI to get them.
  • Oda Ashigaru now cost the same as standard ashigaru (their higher stats are enough of a bonus).
Technology Changes
  • NEW TECH BRANCH: Three brand new technologies that form their own branch in the civil technology tree: Way of Zen, Inner Wisdom amd Enlighted Actions
  • Rebalanced costs of military techs.
  • Removed experience bonuses for newly recruited units from the spear, sword, bow, ashigaru, and musket/siege tech branches and replaced them with stat bonuses for existing and new units.
  • Many top level military and civil technologies will provide stronger bonuses now. Therefore, researching them makes more of a difference.
  • Changed some bonuses of the ashigaru tech chain: Instead of reducing farm income the lack of workforce is now represented by a higher upkeep for ashigaru units.
  • Moved the chinese and korean trading ports further down the tech tree.
New Units
  • NEW UNIT: Tae-yari Ashigaru: The Tae-yari Ashigaru ("short spear ashigaru") are a improved version of the early yari ashigaru. They are available with the ashigaru sergeants tech, are recruited in castle buildings and have a unit cap of 10 (ikko Ikki 15). They are lighty armored and much quicker then nagae-yari ashigaru, but have lower defense stats and are therefore less able to pin down an enemy. They should be used as highly mobile force to protect the flanks of your own battle line or attack an enemy from the sides or rear. Tae-yari ashigaru replace early yari ashigaru as garrison of higher level buildings.
  • NEW UNIT: Mogami Bushi Militia: These hardened farm men from the north of japan are proficient with the spear and the front line can also shoot with bows. They are available for the Mogami clan (cap of 5) and as AOR units for all other clans (cap of 2).
  • NEW UNIT: Kisho Ninja Masters: A new hero unit that is available with the highest stealth building (cap of 1). The Hattori version of this unit is stronger and available earlier.
  • NEW UNIT: Yabusame Household Cavalry (with a improved Chosokabe version)
Events and Dilemmas
  • NEW TRAIT: Ninja Strategies - Generals staying in a province with a ninja region speciality building have a small chance to aquire the Ninja Strategies trait (+1 command when ambushing). All Hattori generals get this trait automatically.


Other Changes
  • Starting help randomizer: The starting help for major AI factions is randomized now. There is a 25% chance that they get no help at all, a 50% chance that they get some extra units and/or cash, and a 25% chance that their starting help is doubled. This should make the development of games more varied (Tokugawa has a chance to eliminate Oda for example).
  • Reduced trading and trade node income for the player slightly (-5%) and made buildings 25% more expensive (new campaigns only).
  • Starting the game as Chosokabe, Date, Hojo or Shimazu is more difficult now.
  • Increased movement bonus of roads by 10%.
  • Increased campaign movement rate of all units by 5%.
  • Siege units are now only slightly slower then infantry on the campaign map.
  • Increased base income of minor factions from 800 to 1000 koku (majors have 1300 koku).
Additional Submods

NOTE: To install the submods just drop them into the data directory.
  • TROM3_x_Mercenary_Mangonels_Submod: Adds mercenary mangonels to markets.
  • TROM3_x_Takeda_Fire_Cavalry_Submod: Enables the TROM3 Takeda fire cavalry for those without the Sengoku Jidai Unit Pack. It's a custom TROM3 unit we did before the DLC was released. Don't use it together with the DLC.
История версий TROM3

VERSION v1.0


TROM3 Battle Changes

Weapon Changes
  • Inceased the range of early yumi ashigaru to 135 and reduced the range of standard matchlock to 135. This was mainly done to prevent the AI from shooting into the back of its own archers.
  • Arrows are more effective at close range.
  • Increased reload time for mangonels.
  • Lowered the effct of the stand & fight ability (was way too powerfull for an unlimited multi unit bonus).
  • Lowered the reload bonus of fire by rank and the rapid volley ability to prevent elite matchlock units from fireing too quick.
Unit Stats
  • All Samurai got +2 in moral. All monks/samurai got +1 armor.
  • Reduced defense of all ranged units by 1.
  • Reduced ammunition of standard bow units from 20 to 16.
  • Advanced Ashigaru (Matchlock, Nagae-yari, Kazuyumi, Cavalry Scouts) have better base stats then early ashigaru.
  • Pike units got +2 defense but -1 to anti-cavalry and -2 charge.
  • Daisho (katana) samurai redone: They are now the basic samurai traditionally equipped with bow and katana with a cap of 7. They have only 8 ammo and can't shot fire arrows.
  • Daikyu (long bow) samurai redone: They are now an elite archer/katana unit (daikyo household samurai) with a cap of 3.
  • Tachi (katana) samurai redone: Made them a elite cavalry unit (tachi household cavalry) with a cap of 2.
  • Light cavalry (cavalry scouts) got stronger overall, but are more expensive and only available with the "form" technology.
  • Yabusame cavalry replaces light cavalry as early cavalry unit and is available in both the archery and the sword dojos. Unit characteristics were changed: Slightly higher speed, less ammunition (12 instead of 20), higher rate of fire, lower range (135 instead of 150), lower costs.
    They are recruitable in two building lines: the archery and the sword dojo. They get additonal xp from the archery technology branch.
  • Lowered anti cavalry bonus of early yari ashigaru to 6 (was 10).
  • Faction specific units (like chosokabe bow samurai) now have +5 to accuracy and reload rate (was +10) and +1 to melee, charge and defense (was +2) over standard units.
  • Integrated the Sengoku Jidai Unit Pack DLC into the mod.
  • Some other stat changes and price adjustments.

Autocombat
  • Autocombat is more bloody for the winner now, and the loosing side has a higher chance to retreat with some units left.
  • Castles are factored into autocombat with a trick: By giving samurai retainers and onna bushi very high moral values the castle garrison has a higher autocombat rating (only works if there is room for the garrison to show up).


TROM3 Campaign Changes

Area of Recruitment Units

NOTE: AOR units represent contributions of conquered minor and major clans to your army. AOR units of a certain faction are only availabe when this faction is destroyed (has no provinces left) and you own one of the provinces the faction had at game start. AOR units are 20% cheaper in recruitment and upkeep. All AOR units have a cap of one if not mentioned otherwise. The Ikko Ikki can't recruit any AOR samurai unit.

Available faction specific AOR units
  • 13 Daisho Samurai
  • 13 Yari Samurai
  • 5 Bow Cavalry
  • 7 Yari Cavalry (including two elite units for Takeda and Tokugawa)
  • 3 Naginata Household Samurai
  • 2 No-dachi Household Samurai

Non-faction AOR units
  • Zenkô-ji Naginata Temple Guard (North Shinano)
  • Momochi Kisho Ninja (Iga)
  • Negoro-gumi Teppo Sohei (Kii)




Building Changes

NOTE: After you build the first lvl 2 road it may seem that there are no additional road building options. This is, because the lvl 3 and lvl 4 roads get enabled by a script after you researched the neccessary technologies and are not shown in the building browser before that.
  • NEW FARM BUILDINGS: Silk, Cotton and Horse Farms (provide resources; have 2 levels)
  • NEW MARKET BUILDINGS: Wood, Stone, and Crafts Markets (provide resources; have 2 levels)
  • NEW PORT BUILDING: Chinese (Incense) and Korean (Iron) Trade Ports (provide resources; have 2 levels)
  • NEW ENCAMPMENT BUILDING: Garrison Quarters (encampment building upgrade; adds 2 ashigaru garrison units, +2 repression plus the normal encampment bonuses; needs ashigaru sergeants tech).
  • The number of recruitment slots for castles is now: 2 - 2 - 3 - 3 - 4 (from fort to citadel).
  • Changed the higher level castles bonuses for ashigaru: lvl 3 provides +1 armor and lvl 4-5 +1 melee and +2 armor.
  • Added monasteries as starting buildings to provinces with holy sites (helps CAI development)
  • Lowered repression of castles by -1.
  • Each faction can only build one military port and one drydock (prevents AI from neglecting trade ports and the player does not need more then one of them).
  • All ports of lvl 3 and higher have tech requirements.
  • Lvl 4&5 castles and the lvl 3&4 archery dojos have kazuyumi ashigaru instead of the normal yumi ashigaru as garrison.
  • All lvl 2 buff buildings (except the garrison) are now unique (you can only build one of them, but conquer more; choose wisely where to build them).
  • A new building called 'merchant district' is now the the starting building for both the stealth (sake den) and the economy (market) building lines (so you can not have both in one province). In addition, all economy buildings are restricted to one. For example you can only build one sake den, one gambling hall, one criminal syndicate and one mizu shobei. However, by capturing provinces you can have more of each type of building.
  • Increased economic bonuses of stealth buildings.






Recruitment Changes
  • Unit caps of all samurai units were lowered to adjust for the additional samurai units from the AOR system.
  • All advanced ashigaru units need a tech from the ashigaru tech tree (with the exception of the matchlock ashigaru).
  • Early ashigaru units (yari and yumi ashigaru) got a unit cap of 8 (ikko ikki units have a cap of 15).
  • Lowered unit cap of imported teppo ashigaru to 4.
  • Raised unit cap of ikko ikki warrior monk units.
  • Adjusted costs of ships (most of them are more expensive now).
  • Upkeep costs are now 20% of recruitment costs.
  • Added xp bonuses for ships build in lvl 3-4 ports.
  • The CAI will build more matchlock units instead of archers in the late game.

Technology Changes
  • NEW TECHNOLOGY: Collective Farming (-15% upkeep for all ashigaru: -10% farming income)
  • Estate mobility: Added +1 moral and -5 upkeep for all ashigaru.
  • Yoroi doshi: reduced farming income by -5%.
  • Essence_of the spirit: Added -5% lower upkeep for monk units.
  • Scholarship:Added 5% resarch bonus and -5% lower upkeep for monk units.
  • Neo confuzianism: Added -10% lower upkeep for monk units.
  • Noh theater: Added +3 town wealth growth.
  • Tea ceremony: Raised diplomacy bonus to 15%.
  • Calligraphy: Lowerd diplomacy bonus to 15% but added +2 town wealth growth.
  • Ninjutsu_mastery: Added -10% lower upkeep for kisho ninja units.
  • Secret police: Added a 2% tax bonus.
  • Sword hunt: Lowered repression bonus to 1 but added a 3% tax bonus.
  • Kinza mint: Lowered town wealth growth to 4.
  • Epic architecture: Lowered town wealth growth to 6.
  • Removed 1 xp bonus from the class specific tech branches (spear, siege, archery, sword) and replaced it with another bonus. NOTE: For technical reasons (vanilla entries can't be removed) some tech effects now show a zero.
  • Added xp bonuses for the naval tech branch and rearranged some other bonuses.







New Units
  • NEW UNIT: Ashigaru Cavalry Scouts
  • NEW UNIT: Kazuyumi Ashigaru (Ashigaru with improved bows)
  • NEW UNITS: 42 faction specific AOR units plus 3 special AOR units (see above)
Events and Dilemmas[/B]
  • NEW DILEMMA: A new dilemma that allows the recruitment of bow ronin.
  • NEW EVENTS: 4 new events related to encampment buildings.
  • Disasters have a stronger impact on local happiness amd destroy town wealth.

Other Changes
  • Lowered campaign difficulty on higher difficulty levels.
  • Reduced movement points of armies by 10% to slow down the game a bit more.
  • Replaced one yari ashigaru unit with a daisho samurai unit in the starting army of major factions.
  • Both the pirate lair and the pirate fortress have a wako garrison now.
  • Both the ninja school and the ninja fortress have a kisho ninja garrison now.
  • Removed mercenary mangonels (you can reenable them with the TROM3_a_Mercenary_Mangonels_Submod.pack)
  • Changed unit variant files of ikko ikki peasants to make them look more like rabble. They wear a mix of cloth and armor now.
  • Taxes have much less negative impact on town growth and lowering taxes boost the economy more. This also helps the CAI that tends to overtax its provinces and destroys its town wealth that way.
  • Increased building costs of all buildings by 20%.
  • Being the first in contruction a legendary civil building not only gets you a agent succes bonus but a permanent -10% decrease in agent action costs.
  • All characters get 3 skillpoints per level. Generals get an additional skillpoint at level 5 & 6.
  • Changed one of the incense trade nodes into a wood trade node.
  • Adjusted Oda and Shimazu to prevent them from becoming too powerfull too quickly.
  • Adjusted Mori and Ikko Ikki to help them develop.
  • Adjusted autocombat.


Ikko Ikki DLC Special Update v0.75

Various Fixes
  • Fixed attack by fire having a longer research time then japanese matchlocks.
  • Fixed tech tree for Ikko Ikki DLC.
  • The mountain hermitage has the correct experience bonuses now.

Changes to Warrior Monks
  • Monk warriors are now seperated into two classes: Sohei (120 men elite units) and Yamabushi (160 men standard units). Sohei have cap of 2 (Mori & Ikko Ikki 3). Yamabushi have a cap of 3 (Mori & Ikko Ikki 4).
  • All monk warriors have increased moral and have a cheaper upkeep then similar samurai units.

Other Changes
  • Adjusted Ikko Ikki unit stats.
  • Reduced the extra upkeep for Hattori samurai units to 25 koku (was 50).
  • Added unit caps for ronin samurai.
  • Removed the success penality for player agents (was -5%). Since the last patch the CAI is good enough with it's own agenst to be a serious threat.
  • The normal tax level adds one more point to unhappiness.
  • Reworked bonuses of some of the ancillaries to make them more usefull.



Fixed v0.72

Savegame compatible - Just install over old version!

Changes
  • Fixed the not properly working new events.
  • Added missing new faction bonuses.
  • Improved kill rate of archers/matchlocks.
  • Overall the CAI should recruit less archers now.
  • Experimental change: Removed some CAI cheats that are connected to recruitment and army composition. Not shure if my changes work though.


Fixed v0.71

Changes
  • Fixed a bug with the samurai retainers.


Battle Changes

Unit Stats
  • Reworked all unit stats to blunt the extreme rock-paper-scissor relationships somewhat while keeping the distinct features of each unit category. This is work in progress.
  • All cavalry traded 1 defense for +1 armor. This helps against projectiles and attacks in the back when disengaging.
  • Ashigaru got slightly higher combat stats but their moral is still low.
  • Light cavalry can now deploy freely on the battlemap (they count as scouts).
  • Naginata samurai and no-dachi samurai are now conceptualized as small elite units (household samurai).
  • Reduced crew size of caravels and the black ship.

Other Battle Related Changes
  • Close range volleys cause more casualities.
  • Increased reload rate and accuracy through experience slightly.
  • Reverted base moral back to 0 (from 1 before). This means that at the beginning of the game low moral units are more prone to rout.
  • Watchtowers shoot a bit slower.
  • Adjusted a number of unit abilities.
  • Reduced damage, accuracy and reload rate of naval canons.
  • Naval fire arrows are now automatically enabled for all factions (makes sea battles more interesting and challenging from the start).
  • FIX: Yari Ashigaru no longer use pikes and katanas but the short yari only.

Campaign Changes

New Textures
  • Added Smirk's Waco & Ninja textures. Many thanks to him!

New Dilemmas & Events
  • Three new dilemmas: Recruit wandering sword, bow and yari saints who will aid your cause.
  • Four new events related to the encampment building line. Build barracks, hunting lodges and jiujutsu dojos and reap global bonuses for your army.

Historical Faction Bonuses
  • Most major factions overhauled to give them more historical starting bonuses.
  • Shimazu: +1 starting xp for all samurai (new), superior sword armed samurai and more loyal generals.
  • Chosokabe: Better archers (both foot and cavalry), happier buddhist population (+1 happiness; new) and higher farm output (+10% gdp)
  • Mori: Better and cheaper ships with higher campaign range (+5%); +1 starting xp for all Samurai (new); cheaper monk units with higher unit cap (new)
  • Hattori (unchanged): Better kisho ninjas, free deployment on the battlefield and higher ninja agent success chance (+4%)
  • Hojo: Lower castle building costs (-10%), lower administration cost (-10%; new), better siege units and +1 starting xp for yari units (new)
  • Oda: Better and cheaper Ashigaru units, +1 moral for all Ashigaru and +10 military research rate (new).
  • Tokugawa: Diplomacy bonus (+10%), greater influence radius of generals (+10%; new), higher global research rate (+5%; new) and better kisho ninjas.
  • Takeda: Better and cheaper cavalry with a moral bonus of +1; increased run speed (5%; new) and +1 charge bonus for all units
  • Uesugi: Better and cheaper monk warriors, +1 starting xp for all yari units (new), improved success chance for monk agents (+4%) and a bonus to trade income (+5%)
  • Date: +1 starting xp for all Samurai (new), superior no-dachi, +2 charge bonus for all units and +1 moral bonus for cavalry (new)

New Faction Specific Historical Units
  • NEW UNIT FOR CHOSOKABE: Chosokabe Bow Cavalry (replaces standard bow cavalry; better stats)
  • NEW MONK UNITS FOR MORI: Mori Naginata Warrior Monk Cavalry; Mori Naginata Warrior Monks; Mori Bow Warrior Monks; Matchlock Warrior Monks (replaces standard monk units; cheaper and higher unit cap)
  • NEW UNIT FOR HOJO: Hojo Ashigaru Sharpshooters (replaces Ashigaru Sharpshooters; better stats)
  • NEW ELITE UNIT FOR TOKUGAWA: Red Devils (Katana Samurai)
  • NEW ELITE UNIT FOR TAKEDA: Takeda Fire Cavalry
  • NEW UNIT FOR ODA: Oda Light Cavalry (better stats)

Building and Recruitment Changes
  • New unit caps for samurai and monks to achive more historical relations between samurai/monks (elite units) and ashigaru (bulk of troops): basic cap is 6 for all regular samurai and 4 for monk units with the following adjustments: +2 for if yari and bow equiped; -2 if naginata/sword/matchlock; +2 to monks if ikko-ikki; -2 if cavalry (samurai only); guard units are capped to one unit
  • Added one turn to the recruitment time of all ships.
  • All advanced ashigaru units need Ashigaru Sergeants as additional tech requirement.
  • Removed iron and wood as requirements for Nagae Ashigaru and Teppo Ashigaru (but pike & shot ashigaru and sharpshooters still need iron).
  • Added one more buildings slot to all a castles with the exception of citadels (since 5 slots is the hardcoded maximum limit). As a side effect all castles on the battlemap are now one tier higher (the lvl 4 castle and the lvl 5 citadel share the same map). This makes for more interesting siege battles early on.
  • Removed all cavalry buildings. Cavalry units are now recruited in the sword, yari and archery dojos. This frees one slot for other buildings.
  • Rearranged building requirements of several units: nagae-yari ashigaru and pike & shot ashigaru (yari dojo line); teppo ashigaru and ashigaru sharpshooters (gunpowder building line); matchlock kobaya and rocket kobaya (gunpowder building line)
  • Reduced repression bonus of castles and citadels and increased their build times somewhat.
  • Reworked a number of technology effects for units for a more consistent unit progression.
  • Adjusted castle garrisons: Lower levels have one unit more, higher level castles some less (since the recruitment buildings all come with their own garrisons).
  • Libraries, holy shrines and ninja special buildings can now recruit their respective agent type and add one to the agent cap.
  • Reduced and standardized the experience gained by buildings: lvl 3 gives +1xp and lvl 4 +2xp.
  • Weaponsmiths and Armorsmiths give the same bonuses to Samurai, Monks and Ashigaru. Also they generate money now but their bonuses were decreased.
  • Reduced bonuses of the barracks building line. Also, armories need iron now.
  • Reduced accuracy bonuses of the artisian building line.
  • High level castles give an additional armor bonus to Ashigaru only (lvl 3: +1; lvl 4/5: +2). This is representing their better equipment in the later part of the war.


Changes to Technologies
  • Tech ammunition bonuses now apply to all ranged units (including artillery).
  • Spear wall is now only enabled with spear expertise.
  • Changed a number of tech descriptions to show the value of bonuses.
  • Rearranged the tech tree: attack by fire and japanese matchlocks changed place to make masses of matchlock units available only later in the game.

Other Changes
  • EXPERIMENTAL DIPLOMACY CHANGE: War will get you a diplomacy hit that is lowered over time until a minimum negative bonus is reached. That way chances for negotiating peace after some time of warfare are higher.
  • Reduced conversion rate of all religious buildings and the nanban ports.
  • Gave the lvl 1 port trading capabilities and increased the number of trade routes from all ports by 1. This will help Chosokabe especially because they can't have any land trade beyond their starting island.
  • Major clans get +100 additional extra income.
  • Reduced income from trade nodes and tariffs.
  • Some buildings are more expensive.
  • Agents are more expensive.
  • CAI got +2 repression and the player -2 on h/vh/legendary
  • Adjusted the CAI to randomize buildings more.
  • Adjusted autocalc: Chance of loosing units in battle is higher now.
  • FIXED CA OVERSIGHT: Mori ships have now a 5% higher campaign range.
  • NEW MERCENARY UNITS: Added a tightly capped number of rather expensive mercenary units to the market building line: Mercenary Teppo Ashigaru (max. 2), Mercenary Fire Bomb Throwers (max. 1), Mercenary Fire Rockets (max.1) and Mercenary Fire Projecting Mangonels (max. 1).
  • NEW GARRISON UNIT: Naginata Warrior Monks Garrison (buddhist monasteries)



UPDATED to v0.62


Fixed v0.62

Changes
  • Fixed the crash problem with the latest patch.

Fixed v0.61

Changes
  • Fixed a bug with the naginata cavalry animations.

Battle Mod

Land
  • Increased the reload time of matchlocks from 25 to 30 sec.
  • FIX: Fixed a problem with the Pike & Shot Ashigaru showing both weapons at the same time.

Major Naval Update
  • Reworked speed and turning rate of all ships to make battles more realistic.
  • Reworked all naval projectiles and effects: more realistic ranges, cannons no longer overpowered, damage of matchlocks and fire arrows tuned down.
  • Adjusted crew sizes.
  • Adjusted all naval abilities.
  • All ships with bows can now use fire arrows.
  • Bow kobayas are more accurate (this compensates for the change that fire arrows are no longer their unique ability).
  • Additional graphical effects for firebombs and fire rockets (they spread fire now...).


Campaign Mod

Changes to Campaign Gameplay
  • Increased the town growth rate of the first two roads by 1.
  • Adjusted economical bonuses of techs to balance the economy with the new added techs.
  • Increased the charge speed bonus of the form tech to 5% (instead of 2%) and added a +1 charge bonus.
  • Sons come out of age between 14 and 19 years (was 14 to 22 years before).
  • Increased the chance that ronin samurai appear in the game.
  • The player starts with one point less repression. (new game only)
  • NEW MILITARY TECHNOLOGY TREE: Three new technologies for all Ashigaru units that reflect the historical development of the ashigaru from peasents to a lower samurai caste.
  • NEW CIVIL TECHNOLOGY: "Encouraging" Investments - Reduces building costs for all buildings by 5%.
  • NEW CIVIL TECHNOLOGY: Rakuichi Rakuza - Increases the wealth (gdp) of economic buildings and mines by 20%.

Changes to Unit Recruitment
  • All land units need one more turn for recruitment.
  • Increased recruitment costs and upkeep of all Oda ashigaru units.
  • All Matchlock units (with the exception of imported ones) and the Pike & Shot Ashigaru now need iron as resource.
  • Nagae-Yari Ashigaru need wood to be build.
  • Caravels are capped to two units.
  • Lowered unit cap for tachi cavalry to 4 (but there is additional naginata cavalry now)

New Units
  • NEW UNIT: Naginata Cavalry
  • NEW GARRISON UNIT: Matchlock Ashigaru (Citadel)
  • NEW GARRISON UNIT: Imported Matchlock Ashigaru (Nanban Port and Trade Quarter)
  • NEW GARRISON UNIT: Katana Wako (Pirate Fortress)
  • NEW GARRISON UNIT: Kisho Ninjas (Clan Fortress)
  • NEW SHIP: Yumi Siege Tower Bune.
  • NEW SHIP: Fire Rocket Kobaya.

Other Changes
  • FIX FOR CA BUG: Takeda can now recruit the Great Guard after becoming shogun.
  • Wako soldiers no longer run around half naked.

New Tech Tree!



Fire Rocket Ship in Action



New Firebomb Effects (for both land and naval combat)!



FIXED VERSION v.053 RELEASED
  • Integrated the new units better into the CAI files.
  • Several minor bugfixes.

FIXED VERSION v.052 RELEASED
  • Fixed a problem with Ninjas having too high or too low skills. (may need a campaign restart).
  • Matchlock Ashigaru have correct defense skills.
  • Inceased the base reload time of all matchlocks by 5 sec.

FIXED VERSION v.051 RELEASED
  • Fixed an issue with new units beeing available too early for some factions.
  • Fixed Nagae-Yari Ashigaru animation problems by giving them back the katana animations (may get changed in later versions again).


Battle Mod

Land
  • All units got +4 defense to slow the battles down.
  • Cavalry got +2 extra defense.
  • Reduced bonus vs cavalry of all units by 5 (with the exception of light cavalry with -2). This makes cavalry more viable on the battlefield.
  • Reduced bonus vs cavalry of the yari cavalry by -5 but added +5 to melee to make the unit more usefull.
  • Yari Ashigaru got +2 to their charge stats.
  • Range of ashigaru bows reduced to 125.
  • All bow units have 20% more arrows.
  • All matchlock units now have range of 150, 25 ammo and can fire with all ranks as long as there is a line of sight to a target. Number of ranks was reduced from 4 to 3.
  • Some adjustments to the reload rates gained through experience and abilities
  • Recent casualities have a higher impact on moral.
  • Monk units have a slightly higher movement speed.
  • Reduced weight of horses (a dense formation can now better stop a cavalry charge).

Naval
  • Reduced speed of ships in battles by roughly 20%.
  • Naval base moral increased by one.
  • Reduced range of bows in naval combat from 180 to 160 (this should give other ships a better chance to board the bow ships).

Campaign Mod

Yari Ashigaru Revamp (in addition to the battle mod)
  • Standard Yari Ashigaru now use the short spear.
  • NEW UNIT: Nagae-Yari Ashigaru (Pike Ashigaru) - A more defensive unit then the standard Yari Ashigaru with less melee and charge values but higher armor and defense stats and more men (240). They are also better trained, have a higher moral and can form a spear wall. Available with the Way of the Spear technology.
  • NEW UNIT: Ashigaru Pike & Shot Formation - The ultimate late Nagae-Yari Ashigaru unit with matchlocks fireing from the front rank. Can form a hollow square. Only available with the Sojutsu Mastery technology (NOTE: There is a small animation glitch: after a unit has reloaded it shortly switches to the pike before firing again. You have to live with that for now ).

Matchlock Ashigaru Changes (in addition to the battle mod)
  • NEW TECHNOLOGY: Japanese Matchlocks (requirement for Teppo Ashigaru)
  • Imported matchlock ashigaru are capped to 8 units.
  • Japanese matchlock ashigaru are available earlier with the japanese matchlocks tech.
  • Japanese matchlock ashigaru now cost 400 instead of 300
  • Attack by fire tech and teppo mastery each increases matchlock accuracy by 10%.
  • Fire by rank has slightly higher rate of fire and requires teppo mastery.
  • NEW UNIT: Ashigaru Sharpshooters - This 80 men unit with high accuracy and range is usefull in field battles and sieges. The unit has a cap of two and needs a level 3 castle and the Attack-by-Fire tech to be build.

NOTE: All new units are fully integrated into the game (bonuses, events and CAI)

Other Changes
  • Reduced the ammo increase by Heaven & Earth tech from 50% to 20% and added an ammo increase of 20% to the Way of the Bow tech instead (the bow tech line lacked an ammo increase effect).
  • Increased the costs for all agent actions for the player by 10% and for monks by another 10%. (new campaign only)
  • Becoming Shogun provides a higher tax bonus (+4% instead of +2%) and a food bonus (+2).
  • Marriages have a higher permanent diplomatic effect (40 instead of 20).

Pike & Shot Ashigaru in action!


v0.45

Battle Changes


- Changes to the effect of generals on moral: reduced inspire effect (4 instead of 6); reduced the penalty for dead or fleeing generals (-3 instead of -4).
- Moral bonus of hills reduced from 4 to 3.
- Being attacked by artillery causes a higher moral hit (-3 instead of -1).
- Lowered recent casualities shock threshold to 15% (was 20%).
- Made yari ashigaru heavier, so there are not pushed back so easily.
- Increased accuracy of all matchlock units by 10.
- Reduced accuracy of artillery (50% hit range reduced from 300 to 200.

Campaign Changes

- Added one more garrison unit to forts and strongholds.
- Implemented unit caps for all samurai and elite units as well as siege engines.
- Shimazu will now survive longer.
- Diverted more money of the CAI into construction of buildings.
- Increased the naval upkeep for the player by 5% and reduced it for the AI by 5%. (new campaign only)
- Increased the upkeep of the trade ship and the red seal ship (75 instead of 50).
- Increased administration costs (the bigger your empire the more you suffer from tax losses).
- Increased the chance for random events happening. (may need a new campaign)
- Increased chance for children.
- Cannons are more expensive.

v0.4

- Increased game length: short campaign ends 1590, long campaign 1620 and domination campaign 1640
- Added additional garrison troops to the archery dojo, yari drill yard and sword school building lines
- Fixed a vanilla problem with the Rice Exchange, the Merchant Guild and the Kanbukama: Since they reduce the food surplus that otherwise provides a growth bonus in EVERY province you own, they create a negative income curve on the long run if you own many provinces. The mod adds a global growth bonus to compensate for the loss of the global food related growth. The local growth bonus was reduced.
- Adjusted many building effects regarding units (Thanks to 'crazyman fromrussia' for his suggestions!)
- Reduced the global agent success penalty for the player from -10 to -5
- Made survival skill of the monk more usefull
- The AI will use their monks more offensively.
- The AI has a higher agent cap for ninjas and metsukes (+1 each) to spice up agent gameplay (in my games the player is too dominant) (new campaign only)
- Several improvements to the CAI of the "monk" factions (Uesugi; Ikko Ikki): better build orders and better tech selection ( they are now able to recruit monk units)
- Additional scripted help for AI Shimazu and AI Uesugi to increase their survival chance
- Added a description to thenew Daimyo trait and chnaged some units names.
- Attack by Fire is needed to enable fire by rank for matchlock units

v0.35

- The Uesugi can now recruit matchlock warrior monks and naginata warrior monk cavalry.
- Generals get 3 skill points when leveling.
- Reduced the effects of experience on stats of ships.
- Finetuned some other stuff like fatigue and skill bonuses

Установка The Rights Of Man 3 - Road to Kyoto:

1. Battle mod only: установите TROM3_Battle_Standalone_Mod.pack и один из "movement reduction packs".

2. Полная установка TROM3 Campaign и Battle mod: установите TROM3_Campaign_and_Battle_Mod.pack и один из "movement reduction packs". Не используйте battle_mod отдельно.

We recommend using the TROM3_Movement_Reduction_All30.pack for speed reduction, which works well with the other combat changes. If you like other speeds, you can choose one of the other variant files from the archive. Just make shure you have only one movement reduction pack installed.

Все файлы необходимо поместить
Код:
...\total war shogun 2\data

Для удаления - удалите файлы TROM3.


Скачать The Rights Of Man 3 - Road to Kyoto


(всегда актуальная версия модификации для Total War: Shogun 2 The Rights Of Man 3 - Road to Kyoto)
Скачать TROM3 MUSIC MOD



Не используйте модификацию если играете в сетевом режиме!

Последний раз редактировалось Earth2Space; 09.12.2011 в 15:30.
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darkm1nd (20.06.2011), Legat (20.06.2011)
Старый 16.08.2011, 11:44   #2
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Старый 08.10.2011, 12:22   #3
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Обновлено: TROM3 VERSION v1.5

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Старый 10.01.2012, 22:38   #4
deretxx
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Кто бы ещё перевёл....((
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