Chodzi o to, tak ?
Fortifications have more garrison troops, so now the major AI clans can survive and become very powerful opponents, like the Oda clan
Jeśli tak to chodzi tu jedynie o to, że w zamkach jest więcej obrońców w czasie oblężenia niż było to w podstawowej grze, ale nigdy powyżej limitu.
Dotyczy to tych jednostek, które pojawiają się jedynie w czasie oblężeń.

A pozatym pojawiła się kolejna wersja moda:

[spoiler:2sigskzb]
Version 2.75

The Sengoku Jidai DLC is adapted fully to DarthMod (various changes to stats and other projectile related things make the new units more useful according to their type). Also their secondary prerequisites have been changed so that the AI can built more of them and also unit limits have been set. Specifically, the new units remain exclusive to certain factions and need certain dojo buildings but now the secondary prerequisites are:
Hand Mortars: Level 4 Castle, Unit Limit 4, MP Unit Limit 3.
Mounted Gunners: Level 4 Castle, Unit Limit 6, MP Unit Limit 0.
Fire Cavalry: Region Speciality Horses Level 1, Unit Limit 5, MP Unit Limit 4.
Heavy Marathon Monks: Level 3 Fortress, Unit Limit 7, MP Unit Limit 4.
Missile Bandits: Level 1 Sake Den, Unit Limit 0, MP Unit Limit 0.
Daikyu Samurai: Level 1 Region Speciality Craftwork, Unit Limit 0, MP Unit Limit 6.
Heavy Gunner: Level 4 Castle, Unit Limit 0, MP Unit Limit 4.
Long Yari Ashigaru: Level 3 Fortress, Unit Limit 0, MP Unit Limit 0.
Yari Bullet Proof Samurai: Level 2 Armoury, Unit Limit 0, MP Unit Limit 4.
Wako Raiders: Level 0 Coastal Village, Unit Limit 0, MP Unit Limit 0.
In addition, their stats have been changed a lot, for example the Yari Bulletproof Samurai have now armour 10 and not 9 which was the same with Naginata Samurai (They must have the best armour), the Long Yari Ashigaru have big attack and minimal defense to be very good at frontal defense and weak at flanks, Missile Bandits have more ammo than the usual, projectile factors balanced to create more realistic effects for the new gunpowder weapons etc.
The melee penetration is fine tuned and now the battles look and feel more real. The unit density values have been altered and the result is that the Yari Ashigaru will fight en mass (as they should be) while other units will fight more independently.
Garrisoned units will not have so much zone of control which can cause in some rare occasions a bug that traps units (cannot move/cannot attack).
Archers have reduced charge values so that the AI will not prefer them as much to built them in some occasions (Charge values affect CAI recruitment in my mod).
No Dachi have more attack strength and a new battle entity model special for them to make them swifter and more agile.
Probability to capture artillery is increased a lot.
Probability to have wife and children increased.
Diplomacy bonus and prestige gained from battles is increased and the penalty after losing a battle is much bigger.
Loyalty begins from 2 instead of 3 (so it is more important to monitor your generals).
Prestige values changed so that the Realm divide effect will happen sooner but other values should make it milder a lot. The Realm Divide will create a positive diplomacy effect to fine tune the hard coded aggressiveness of other clans after it. The option of DMS launcher to make it milder gives an even bigger positive effect.
Lethality factors increased slightly so that the new melee penetration and dynamics are more evident (for example the No-Dachi clear their path inside a unit more easily) and also charges are more decisive, cavalry is not over-enduring and the battles are more difficult for the human player.
DMS Launcher Changes: The MP Heavy Settings now enable among others the Oda-Togugawa Allies instead of Oda Boost.
[/spoiler:2sigskzb]