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Wątek: Dyskusje Ogólne

  1. #11
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    Re: DarthMod: Shogun 2

    Version 2.05:
    [spoiler:2ezk2vj6]Retinue abilities increased in some occasions that were very low.
    Some low character abilities increased.
    Yari Ashigaru fight with their pike and not with their sword.
    Sengoku Bune cost and upkeep increased because it values more (has large boarding crew) and the CAI preferred it too much due to this.
    Wako medium Bune gained more crew.
    A new melee mechanics system which creates more chaos and 1vs1 fightings. The soldiers can penetrate formations in small teams and fight realistically back to back against their enemies. Battles last more and are more enjoying to watch that way. Morale has been tweaked for compensation to the new system.
    Inserted option of the Sashimono removal mod which is created and first introduced by Radius (compatible version with the latest AUM).
    Inserted an option to custom edit your mod script.
    Lowered the diplomacy penalties when not accepting to follow a war or break an alliance (possibly affecting the hard coded diplomacy bug positively).[/spoiler:2ezk2vj6]

  2. #12
    Słońce Niezwyciężone Awatar Amrod
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    Re: DarthMod: Shogun 2

    Ktoś wie czym się różni ta wersja z launcherem i bez? Co tak podwyższyło jego wagę i czy bez uszczerbku można grać na tym mniejszym wagowo?
    the Sun and the Moon and the end of all time

  3. #13
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    Re: DarthMod: Shogun 2

    Nowa wersja 2.1:
    [spoiler:241e4elt]Version 2.1

    Melee more penetrating. You should witness even more cinematic battles.
    Some changes in battle entities which also affect slightly the archery damage as requested.
    Cavalry balanced for new CA patch. (Stat changes and battle entities changes).
    Projectile damage balanced for new CA patch. (Changes in Kv_rules).
    The new units of the patch balanced for DarthMod.
    Morale basis +1. Morale also is affected more when army and unit numbers fall above 50-60%. The new changes in morale create battles which are more dynamic and their outcome is more fragile to timely charges.
    All the optional graphics&sound submods of DMS updated for the new CA patch.
    Ronin units are more expensive to build and to upkeep and have limit 4. This will prevent the CAI to spam them and also give their true nature of being something like elite mercenaries.
    Ashigaru archers more agile.[/spoiler:241e4elt]

  4. #14
    Podczaszy Awatar Kyuzo
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    Re: DarthMod: Shogun 2

    Cytat Zamieszczone przez Amrod
    Ktoś wie czym się różni ta wersja z launcherem i bez? Co tak podwyższyło jego wagę i czy bez uszczerbku można grać na tym mniejszym wagowo?
    Powinno się grac w wersje z launcher`em. Ta druga przydaje się przy łączeniu z innymi modami i chyba tylko do tego, bo nie można tam np. ustawiać opcji.
    Natomiast rozmiar bardzo zwiększył się przez submod clan retexure.

  5. #15
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    Re: DarthMod: Shogun 2

    Nowa wersja 2.15:
    [spoiler:2y3fbemw]Religion spreads with lower rate (from previous version 2.1 this has been done and now it is mentioned).
    Inserted the updated Atmospheric Sounds Mod : Shogun II (v.1.2 PATCH 5 COMPATIBLE) of pisoiasul.
    Updated the Clan Retexture Project: ALL playable clans retextured and released! (Updated for latest patch!) of Ftmch. It is now removing effectively the Horo (Thanks to Toon Total War), has some fixed Textures for Hattori (Thanks to Ftmch) and also includes the Less_Gloss Mod of Ftmch.
    Increased the unit size of some Ikko Ikki units as it has been done from the official patch and made also some other slight adjustments (Thanks to Mr Kami & Radius for the feedback).
    Projectile Reload rate at walls lowered to realistic rates (it was like ultra-laser repeaters before). Now projectiles can be more effective because their ammo is not wasted so quickly and volleys are better aimed.
    Administration penalties for human player slightly less in high difficulty rates so to give a better chance to weak players to raise better armies against the efficient CAI.[/spoiler:2y3fbemw]

  6. #16
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    Re: DarthMod: Shogun 2

    Witam
    Mam problem mam najnowszą wersję moda ale wielki problem z ikonami. Podczas bitew nie widzę żadnej ikony oddziału poza generałem i jednostkami które wchodzą na mapę jako posiłki. Poza tym na mapie kampanii w zakładce werbunek mam tylko ikony łuczników! Muszę najechać kursorem żeby dowiedzieć się co to za jednostka.
    Problem pojawił się właśnie po wgraniu najnowszego DM.
    BFG NVIDIA GeForce GTX 280 OCX 1GB
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  7. #17
    Podczaszy Awatar Kyuzo
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    Re: DarthMod: Shogun 2

    Nowa wersja moda 2.4
    [spoiler:2vhcrsaz]
    Version 2.4

    Events and missions more frequent (needs testing).
    AI armies with general no longer teleport to human player borders. This was assumed as army spawn (needs testing).
    Human player AI rivals will no loner get bonuses (Insane Vanilla setting). This caused madness in mid turns to AI clans against the human player who had to straggle against many (needs testing).
    Ashikaga will no longer spawn too many units. With the Ashikaga Boost on, the Ashikaga will not spawn units at all because they behave as normal major clans. Thanks to The Hedge Knight for the tip.
    Hattori now built their naginata in 1 turn and not 2, as they build their yari samurai.
    Imported Matchlock Ashigaru are now much more expensive but have much less upkeep and can be built in zero turns, to be a better recruit option for both the player and AI.
    The Japanese matchlock Ashigaru are now even more cheaper in cost and upkeep, to encourage the AI to build them more.
    Warrior monk matchlock men no longer require level 3 siege building. Historically the Ikko Ikki monks favoured guns a lot so this simulates the early usage. The Uesugi warrior monks matchlock men have also this ability.
    Takeda cavalry are now built in 1 turn instead of 2 to encourage the AI to build them more.
    The radius of units is increased to lessen the clustering between troops, especially in sieges. This setting makes them slightly more vulnerable to projectiles. Charge and melee penetration is maintained.
    New submod updates in DMS launcher:
    -Corrected the Oda-Tokugawa allies mod not working.
    -The Oda Boost mod is enhanced. Now Oda and Tokugawa start as friends instead of enemies. The conflicting mods Oda-Tokugawa alliance and Oda boost are disabled automatically according to the one used. Full credits go to Thorn.
    -New Ashigaru Boost option. The Ashigaru have increased size to make the AI recruit more of them and also to be a tougher opponent against the samurai. Thanks to diadok for the feedback.
    [/spoiler:2vhcrsaz]

  8. #18
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    Re: DarthMod: Shogun 2

    Nowa wersja 2,5: [spoiler:kg3f748u]Version 2.5

    CAI has less repression bonuses so it can not blitz as easily and cannot overwhelm the human player as decisively. This will make it to leave some units in castles so the human player will have difficulty in attacking the AI as well. Also the Ikko Ikki will have significant disadvantage in conquering different religion provinces but also the advantage of fanatic resistance against those who attack them.
    Warrior monk Naginata cavalry no longer requires a lot to be built just Ikko Ikki temple tier 3 and above.
    CAI will not built so many samurai but will also built Ashigaru after middle campaign game.
    Light cavalry not so strong any more.
    Mori, Uesugi, and Date clans more defensive, and Tokugawa more aggressive. This should change the campaign balance and the survival ability of these clans.
    Ashikaga no unit spam mod is less strong (The Ashikaga need more powerful armies).
    Realm divide effect negated (will be put as an option in the launcher)!
    Matchlock Samurai can be recruited sooner (Need now "Siege Powder Maker" building).
    AI should send more trade ships in trade nodes.
    Many diplomacy changes to calm down the CAI over aggressiveness against the human player after middle turns in the campaign game.
    The realm divide effect is much softer: initial diplomacy effect is -1 and increased by -1 until it reaches the max=-25.
    CAI recruitment balanced better than the previous version of the mod (The target is to force AI to recruit more Ashigarus and balanced armies).
    Imported matchlock ashigaru cheaper (now cost only 450).
    Changes in the DMS Launcher:
    -Toon Light graphics pack no longer includes the loading screens (shows samurai pictures of ancient, early medieval era).
    -Elvasat mod updated.
    -Replaced the Clan Color Mod of Jane with Alternative Clan Colours - over half of the game's faction uniforms plus the ronin and banners recoloured of Demokritos. It is a quality work and you can use it as an alternative of Unit Retexture mod of Ftmch if you notice fps drop downs.[/spoiler:kg3f748u]

  9. #19
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    Re: DarthMod: Shogun 2

    Nowa wersja 2.7:
    [spoiler:10q4j9fh]Version 2.7

    All Ashigaru bows archer units have lower charge value, not higher than 2. All Yari Ashigaru gained charge 3 instead of 1. This not only changes their battle value but the CAI recruitment (as I have set it) because now the AI should not prefer bow ashigaru so much instead of yari ashigaru.
    Yari ashigaru have more tight formations by default.
    Yari ashigaru in Ashigaru Boost mode have 1 more deployed rank so as not to stretch too much because of their increased size.
    Unit formation "untidyness" increased for more realistic visuals and more chaotic melees.
    Ikko Ikki incite revolt cost halved, so to make it more worthy.
    Rebellions will be slightly more favoured to happen in a province because of new policing costs and caps.
    Bow ronin unit values finally "Darthed" and balanced for the mod. Thanks a lot to Jaccez for the feedback.
    Changes in the DMS launcher:
    Unit Variety mod fixed to be compatible with Horo Removal mod and to show correctly the recruitment unit card of Loansword ashigaru. The JFC Unit card is loaded together with unit variety mod and the only side effect is that some ashigaru units have vanilla unit cards.
    Elvasat Mod updated.

    Version 2.65

    Turning rate of infantry increased and base density lowered to 1 for all. This creates penetration and chaotic melees to the maximum level possible. The base density column is the next to the left of Anti-Cavalry bonus column in unit_stats_land db file.
    Battle Auto calculation is improved so that missiles have a more important role: affects castle storming which now has much more casualty cost and battles vs archers. Special balance has been made so missile troops do not have overpowered results in auto calc battles.
    Traits gained much sooner. (Affects more the idle generals which cannot get bonuses unless they fight battles... wrongly balanced by CA).
    Ashikaga will do much more balanced army recruiting.
    Each infantry type will have a distinct melee penetration effect ability creating for example situations were katana break yari ashigaru formation and start to butcher them easily.
    Some fine tuning in CAI recruitment choices.
    Experience bonuses per building updated in many cases.
    Date can build No-Dachi from 1st tier Swordsman Building (to give them the edge they required).
    DMS Launcher changes:
    Some script fixes which in rare occasions would cause Multiplayer incompatibility between DarthMod and even Vanilla players.
    Realm divide option reversed (On enables the mod, off disables it).
    Elvasat mod updated.
    Added a new Boost option: Income Boost which is ideal for players who want to play very large battles and are not very good in economics.
    Added new Multiplayer options. The MP Light Settings are the old Default Settings. The MP Heavy Settings are recommended by me for a very good battle experience. All players must use one of these settings to organise Multiplayer matches with DarthMod.
    Added at last the famous Unit Variety mod of The Hedge Knight.
    More info about this mod you will find here:
    V.3.05 PATCH -Unit Variety Mod + Light Edition.
    The unit retexture mod and unit card mods are disabled automatically for the player so that the Unit Variety Mod plays without problems.

    Version 2.6

    An urgent update which generally improves CAI and should correct some CAI recruitment choices.

    Version 2.55

    More cinematic havoc, melee penetrations and destructive charges in battles.
    Yari Ashigaru Shield Wall braking prematurely fixed.
    Cannons made more powerful.
    Naval battles improved (turning rates optimized a lot).
    Trade ships crew lowered (possibly the increased crew made them overpowered in autocalc).
    AI clans not so unfriendly against the human player and between them.
    Certain AI clans have been set so that they are more aggressive or defensive, to use funds more military wise or balanced with result Mori, Date, Tokugawa, Uesugi, Shimazu to have more survival possibilities and Takeda to build more balanced armies.
    Hojo should be more aggressive and build more quality armies.
    Oda should build more ashigaru.
    Some new diplomacy settings lower the possibility of illogical break of treaties of the AI.
    Fatigue affects more the troop abilities during battle.
    AI should send more trade ships to trade nodes.
    War negative diplomacy effects will diminish more rapidly and will have a minimum of -60 instead of -80 so that AI will not insist so much for war after many turns of continuous hostilities.
    Realm divide will come sooner not only because of annexed territories but because of prestige effects (thanks to zowrath for sharing the relevant information in his thread here http://www.twcenter.net/forums/showthre ... 38173).
    -1 attack for light cavalry (because cavalry stable experience bonuses compensate enough).
    Back stabbing penalty minimized (maybe this fixed the hard coded dishonouring treaties penalties that is applied).
    Ships will have much more collision strength, especially the heavy ships, so now the ships with large size can curve their paths through enemy ship formations and provoke havoc, as they should do.
    Sengoku Bune turning rates improved so that they are now much more useful light and medium ship hunters.
    DMS Launcher changes:
    Oda-Tokugawa Alliance mod of Gallus Domesticus (updated).
    Elvasat's mod(updated).[/spoiler:10q4j9fh]

  10. #20
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    Re: DarthMod: Shogun 2

    Witam mam pytanie odnośnie tego moda:
    Czy dobrze zrozumiałem jedną z funkcji że garnizon w mieście zostanie zwiększony i będzie można więcej jednostek do zamku "wpuścić" tzn do tej pory maksymalnie jest 20 jednostek a dzięki DarthMod będzie można wpuścić np 25 Dobrze zrozumiałem

    "Wojna zacznie się wtedy, gdy śmierć czeka niewinnego człowieka, a Nam przyjdzie Go bronić"

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