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Download TROM2 2.41 BETA
Introduction to TROM2

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mi ten mod najbardziej się podoba, wesja 1 jest pod empire i jest ceniona
http://www.twcenter.net/forums/showthread.php?t=350341


Main features

* No changes without historical rationale, gameplay balance, and consideration for AI decision making.
* Detailed AOR system that allows for a multinational army composition with representative and unique line troops from many different regions. There are many new units recruitable, each balanced for gameplay. Additionally, many changes have been made to unit statistics and recruitability to improve historical realism and balance.
* Changes to battle dynamics: movement speed, projectile ballistics, lethality, fatigue and morale to more closely match historical accounts and doctrine, while maintaining game balance and playability.
* Changes to naval battles: longer, and weapon differeniated, range for cannon, and slower and more deliberate ship handling.
* Changes to campaign dynamics: significantly reworked aspects of the happiness, research, income, building benefits, campaign income, governments and more. Balancing progress, happiness and industrialization will be much more challenging, and the better balanced buildings will help the CAI.
* Addition of carefully selected new units
* Dozens of other small improvements to improve gameplay, including corrections to text descriptions: no more "Voltiguers" or "Lonian Sea"!

Land combat:

* Accuracy of all weapons greatly reduced
* Movement speed reduced to around 60-70%
* Loading times of artillery and small arms increased
* Weapon effectiveness reduced
* Projectile ranges increased
* The AI will use Light Infantry in their main attack line instead of wasting them on the flanks
* Units will fatigue much quicker in combat (shooting/melee) and will recover slower from fatigue (known bug: artillery is unaffected)
* Artillery easier to destroy
* All regular infantry units use volley fire (up to 3 ranks can fire)
* Fire and advance removed
* Gabionades removed (this helps the AI when defending: it will no longer abandon its guns while repositioning)
* Ammo load changed to 16 for Line/Grenadiers/Elite, 24 for Light Infantry and 36 for Skirmishers/Irregular infantry
* Skirmishers/Irregulars have full hiding abilities (but not while moving/firing), other units are more restricted
* Light Infantry can form squares
* Stakes removed
* Grenades removed


Naval combat:
Work in this area is still in progress...

* Naval projectiles ranges significantly increased. The overall range for accurate engagement is now significantly larger, and now reflects historical accounts and is better balanced with the very large size of the maps. At shorter ranges, naval projectiles do a little more damage than in the original game.
* All ship speeds reduced by about 15%: realistically, they should be even less but we feel that reducing them further would degrade the overall pace of the game
* Morale: ships are more likely to surrender before they sink; effect of raking attacks significantly increased
Campaign Mechanics

Main features (the list is not exhaustive):

* Reduced research points of all research buildings by 20%
* Adjusted the unit roster so that all units are now available with level 3 buildings. This will result in more capable AI armies throughout the campaign.
* A set of basic units (Dragoons, Line Infantry and 6-lber Foot Artillery) is available from all building lines to allow smaller nations to recruit better armies
* Increased build times for all land units by +1
* Agent spawn rate halved
* New technologies: McAdamized roads and Artillery live fire exercises
* Reduced AI desire to raid
* Increased AI desire to help allies
* Reduced AI tendency to recruit artillery
* Reduced AI desire to blockade ports; aggressiveness of AI fleets increased
* Increased unit recruitment and upkeep costs for the player on H/VH (20%/30%)
* Increased policing costs for the player on H/VH
* Reduced repression bonus for the player on H/VH
* AI units suffer much less attrition (the AI can't handle attrition), while the attrition for the player has been increased up to 30% on VH (take care!)

A special feature in The Rights of Man II is the Areas of Recruitment (AOR) system. This allows nations to recruit foreign troops when they have captured a particular region. Historically, many armies also included foreign contingents in their ranks. This is somewhat reflected in NTW through the use of unique units such as the Polish Legion, but in The Rights of Man we are expanding this system, giving a more authentic and hopefully more fun representation of the multinational armies that fought on the battlefields of Europe.