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  1. #1
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    The rights of man 3 - Road to Kyoto

    Downolad TROM3 - ROAD TO KYOTO



    Kolejna spora modyfikacja mająca na celu poprawienie grywalności Shoguna 2.

    Główne zmiany jakie wprowadza:

    Wolniejsze bitwy !
    Bardziej wymagająca ekonomia w późniejszych etapach gry !
    Poprawione AI !
    Nowe jednostki, technologie i cechy !
    Wiele zmian w rozgrywce (więcej wydarzeń, więcej dzieci, ulepszony tz. podział Japonii i wiele więcej) !

    [spoiler:2c1e4187]
    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.


    NOTE: All new units are fully integrated into the game (with bonuses, events and CAI)
    [/spoiler:2c1e4187]

    [spoiler:2c1e4187]
    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).

    [/CENTER]


    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
    [/spoiler:2c1e4187]

  2. #2
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    Re: The rights of man 3 - Road to Kyoto

    Nowa wersja 0.72:
    [spoiler:3hrathpz]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.[/spoiler:3hrathpz]

  3. #3
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    Re: The rights of man 3 - Road to Kyoto

    Wersja 0.75

    [spoiler:17l916sq]
    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.
    [/spoiler:17l916sq]

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    Re: The rights of man 3 - Road to Kyoto




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    Re: The rights of man 3 - Road to Kyoto

    Najnowsza wersja TROM 3 v.1.5
    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)
    http://www.twcenter.net/forums/download ... le&id=3241
    [spoiler:1g7jv8sw]

    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 powerfu

    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).


    .
    [/spoiler:1g7jv8sw]


    Edit.

    Fixes of 1.51

    Fixed a problem with Oda and Hattori not being able to recruit AOR units (you need to start a new campaign).
    Major AI clans should no longer get extra units at game start if they are your neighbours.



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    Re: The rights of man 3 - Road to Kyoto

    Wersja 1.7
    Fixes

    - Fixed recruitment of Tae-yari Ashigaru in castles.
    - Added missing Oda Tae-yari Ashigaru.
    - Added missing spearwall ability to Oda Tae-yari Ashigaru, Ikki Ikki Tae-yari Ashigaru, and Tae-yari Ashigaru Garrison units.
    - Fixed wrong projectile stats for Chosokabe Daikyu Masters.
    - AI armies should have less ranged units (fix probably needs a new campaign to work)
    - Fixed pike & shot ashigaru not properly used by the BAI.
    - Hopefully fixed bribing super metsukes of the Ashikaga Shogunate.

    Battle Related Gameplay Changes

    - Added +2 to the defence of all units to slow down battles a bit more.
    - Increased the moral bonus for gaining experience. The maximum is +9 moral instead of +5 moral (each level adds +1 moral).
    - Ranged units (especially matchlocks) can hit enemies on walls better.
    - Reduced melee and defence of all matchlock, firebomb, firerocket and artillery units by 1.
    - Reduced ammo of matchlocks to 15.
    - Reduced bow ranges in land battles slightly.
    - Rebalanced matchlock and bow units: Matchlocks are better against low number of troops in strong armor, while bows are better against lager numbers in weak armor. Pitted against each other matchlocks are slightly superior. Both have a much higher kill rate at close range.
    - Reduced armor of monks units by 1.
    - Pike & shot ashigaru now use long pikes and have a higher rate of fire.
    - Changed generals unit into long range horse archers. This should make AI generals less suicidal in battle.
    - Readded the use of katanas for yari/tae-yari ashigaru. Removing katanas made these units far too powerfull when using spearwall.
    - Reworked Ashigaru Sharpshooters (reduced men from 100 to 80, but improved accuracy & reload, gave them greater range and light infantry behaviour). Unit is now superior in long range firefights.
    - Reworked Shimazu Heavy gunners (greater range plus body piercing but lower accuracy, reload rate and ammunition). Use this unit for devastating enfilade fire from the flanks.

    Campaign Related Gameplay Changes

    - Reworked the costs all economy buildings.
    - Improved CAI of Hattori, Ikko Ikki and Tokugawa.
    - Increased movement range of ships in the main campaign.
    - Reduced research costs in the Shogun campaign by 20% to allow for quicker research.
    - Split the ammunition bonus into one for siege/gunpowder units and one forn bow units. The tech tree was updated accordingly.
    - Added global upkeep bonuses to the techs for spear, sword, bow and siege/gunpowder units.
    - Reduced recruitment time for early ashigaru to one turn.
    - Bulletproof samurai need an armorer for recruitment.
    - Added some optional submods which increases the campaign movement rate of all units by 25% or 50%.

    RotS Compatibility Changes

    - All core gameplay mechanics of TROM3 now work with RotS.
    - Adjustments to the economy, building and technology effects.
    - Changed victory conditions for greater freedom of play.
    - Removed AI cheats that replace low level units with free high level ones (no more 19 samurai + general AI armies in the early game).
    - Extended length of RotS campaigns.
    - Added naval abilities (flaming arrows; warcry; battlespeed) to pirate ships.
    - Added unit caps for samurai (20) and monks (15).
    http://www.twcenter.net/forums/download ... le&id=3241



    Rock 'n' roll is the only religion that will never let you down
    Profil Steam
    Forum klanu Sacred Band

  7. #7
    Stolnik
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    Re: The rights of man 3 - Road to Kyoto

    Fix do wersji 1.8 kompatybilnej z Fots-em.

    VERSION 1.81
    Fixed some more sound related bugs with archer units.
    - Otomo can now recruit heavy matchlocks.
    TWC:
    http://www.twcenter.net/forums/showthread.php?t=455308

    Link do pobrania:
    http://www.twcenter.net/forums/download ... le&id=3241



    Rock 'n' roll is the only religion that will never let you down
    Profil Steam
    Forum klanu Sacred Band

  8. #8
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    The Rights of Man 3 - Road to Kyoto

    Jedna z ambitniejszych modyfikacji ostatnich czasów doczekała się również swojej wersji pod FOTS.

    Zmiany dotyczą grywalności zarówno na polach bitew, jak i na mapie kampanii. Zmieniony został również min. system dźwięku.

    DOWNLOAD:
    http://www.twcenter.net/forums/showthread.php?t=544412

    Przed instalacją należy usunąć wcześniejsze/inne wersje tej modyfikacji.

  9. #9
    Podstoli Awatar [IG] Misiak
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    Re: The rights of man 3 - Road to Kyoto

    Witajcie. Czy do podstawki i FOTS-a dodatku są osobne wersje tej modyfikacji czy też jest jedna? Pytam gdyż posiadam od kilku chwil podstawkę wraz z dodatkiem i chętnie odpalę od razu Road to Kyoto. Z góry dzięki za podpowiedź

  10. #10
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    Re: The rights of man 3 - Road to Kyoto

    http://www.twcenter.net/forums/showthread.php?t=544412
    Beta najnowszej wersji, działa pod podstawkę i FOTS

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