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Wątek: Dyskusje Ogólne

  1. #1
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    Dyskusje Ogólne

    Pobierz najnowszą wersję.

    Subforum na TWC.

    The DarthMod series of mods continues to improve the AI and gameplay of Total War games.
    As always, the mod’s main scope is to destroy the “weak” arcade factors and replace them with realistic features.
    Witness now Shogun 2: Total War as you have ever wanted.

  2. #2
    Szambelan Awatar Andzia
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    Re: DarthMod: Shogun 2

    Już jest wersja 1.1 dostępna
    Biblioteki: Modów pod M2TW / Modów pod Kingdoms / AAR'ów
    "Nic nie jest prawdą, wszystko jest dozwolone" - Hassan ib-Sabah
    "Jestem kim jestem,bo ktoś takim musi być" - Ja

  3. #3
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    Re: DarthMod: Shogun 2

    Aktualizacja I posta, jest już dostępna wersja 1.2.

  4. #4
    Słońce Niezwyciężone Awatar Amrod
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    Re: DarthMod: Shogun 2

    Darth ma to do siebie, że strzela tymi wersjami jak z CKMu Ale to dobrze, że zabrał się do pracy nad tym. Widzę, że już kilka rzeczy rozwikłali jak zmieniać od wersji 1.0, wiec oby tak dalej i oby więcej.
    the Sun and the Moon and the end of all time

  5. #5
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    Re: DarthMod: Shogun 2

    Nowa wersja 1,25.
    Version 1.25

    Reduced fatigue penalties.
    Improved melee mechanics.
    Many new CAI changes to encourage the AI to be more aggressive when attacking and more active in naval warfare thus to become more challenging. (needs a new campaign to see new effects but works immediatelly). The values are based from DarthMod Empire.
    Improved installer to trace the program files in all systems.
    Added option to play without the increased sizes.

  6. #6
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    Re: DarthMod: Shogun 2

    I kolejna 1.4
    [spoiler:2xo3l3kr]Version 1.4

    * Quick update which optimised the increased garrison. The garrisons have strength 5, 7, 9, 11, 14 per fortification type and also the dojos give more specialised troops. The extra garrison consists of samurai as well.
    * Slightly increased the bow damage for armour as requested. Optimised.

    Version 1.35

    * Increased garrison per fortification type. No longer will be the AI an easy target with unprotected provinces. This also creates a new more challenging experience for the player, as he will face massive armies from the AI clans which manage to control more provinces sooner. (thanks to The Hedge Knight for the encouraging tip). The garrison will not be visible in the encyclopaedia but only in campaign map and in battle.
    * Changed the Realm Divide event to cause a moderate negative impact and gradually to reach zero effect in 10 turns. More realistic this way.
    * Food consumption increased for low tier castles as in vanilla as a counter effect for the new garrison.
    * Income bonuses in technology slightly increased (1% for example was too low and became 4%)
    * Slight changes in CAI as a counter effect for the new garrison. The CAI will amass powerful invasion armies.

    Version 1.3

    * Various changes to make the melees last longer and create a more cinematic atmosphere to the battlefields (Feedback needed).
    * CAI changes to make AI clans more efficient in conquering provinces (needs many turns testing).
    * CAI will prefer to build armoured and quality troops even more.
    * Slight increase of some handicap changes per difficulty level (resistance for foreign occupation and autocalc bonus).
    * Food consumption remained low for low tier castles but becomes as in vanilla for high tier castles. This helps the starting development but later it will be more difficult to develop.[/spoiler:2xo3l3kr]

  7. #7
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    Re: DarthMod: Shogun 2

    Nowa wersja:
    [spoiler:386d0u52]Version 1.85

    Projectile damage gained better physics and more realistic trajectories and miss factors.
    Acceleration of ships increased so that they can board effectively.
    Morale of naval crew increased so that they do not rout so easily.
    CAI should now be better in handling its economy and agents (needs testing).
    The Generals upgrade characteristics improved.
    Muskets now unleash a devastating wall of lead and have more coherent formations.
    +5 increase of bow ammo.
    Melee now more penetrating and violent resulting in more cinematic and more difficult battles.
    Traits gained more easily.
    Projectile explosions now have more realistic effects (they do not launch the troops to space...).
    Research rate decreased.[/spoiler:386d0u52]

  8. #8
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    Re: DarthMod: Shogun 2

    Na chwilę obecną najnowsza wersja to 1.95

    Dostępna jest również wersja beta kolejnej odsłony czyli 2.0
    Poniżej zmiany jakich możemy się w niej spodziewać:
    [spoiler:27gc00zb]Realm Divide appears sooner (it needs aprox. 13, 14 annexed provinces instead of 18).
    Mangonels more effective.
    Cannons more effective by far (vanilla had not enabled explosion effects for them and I enabled them).
    Increased ammo for cannons and mangonels.
    Multiple changes to projectiles for realistic trajectory improvements which affect also their lethality.
    Projectile and artillery shots affect morale more.
    Fire arrows provoke ignition with more probability (affects naval battles).
    Ships have gained more crew (This was from 1.95 version as well but not mentioned) and there are some changes affecting their boarding behaviour especially Sengoku Bune.
    Combat animation mechanics improved together with new combat lethalities making battles more lasting and the visuals more realistic and cinematic.
    Horse archers can now evade and run away more effectively.
    War monks have even better physical abilities than before (run and accelerate faster than the average) to help them win their 1vs1 battles more.
    Cavalry charge penetration enhanced.
    Several changes to mass and battle models to create more prolonged melees, better battle behaviour of the units, more powerful charges.
    Uesugi and Ikko-Ikki can now build their warrior monks without the dojos, so that they can finally unleash them sooner.
    Takeda can build sword cavalry and cavalry archers without the dojos, so that they can build them sooner.
    Kisho Ninja are cheaper for Hattori so that AI can build more of them.
    CAI should build more heavy ships and less light and medium ships.
    New mods for the launcher:
    Clan Retexture Project by Ftmch (Much better unit visuals).
    Furinkazan by Ying, Duke of Qin. (New portraits).
    Better In-Game Encyclopedia Map by ordinary.[/spoiler:27gc00zb]

  9. #9
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    Re: DarthMod: Shogun 2

    Czy muszę zaczynać kampanię od nowa po wgraniu nowej wersji moda? Mam teraz 1.95 a chcę przejść na betę.
    BFG NVIDIA GeForce GTX 280 OCX 1GB
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  10. #10
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    Re: DarthMod: Shogun 2

    Możesz chyba, że ustawiłeś w launcher`ze:
    ... options for vanilla handicaps and garrisons.
    Mamy już wersje nr. 3 bety więc nowa wersja DM zbliża się wielkimi krokami.
    [spoiler:2v3gq08l]
    Realm Divide appears sooner (it needs aprox. 13, 14 annexed provinces instead of 18).
    Mangonels more effective.
    Cannons more effective by far (vanilla had not enabled explosion effects for them and I enabled them).
    Increased ammo for cannons and mangonels.
    Multiple changes to projectiles for realistic trajectory improvements which affect also their lethality.
    Projectile and artillery shots affect morale more.
    Fire arrows provoke ignition with more probability (affects naval battles).
    Ships have gained more crew (This was from 1.95 version as well but not mentioned) and there are some changes affecting their boarding behaviour especially Sengoku Bune.
    Combat animation mechanics improved together with new combat lethalities making battles more lasting and the visuals more realistic and cinematic.
    Horse archers can now evade and run away more effectively.
    War monks have even better physical abilities than before (run and accelerate faster than the average) to help them win their 1vs1 battles more.
    Cavalry charge penetration enhanced.
    Several changes to mass and battle models to create more prolonged melees, better battle behaviour of the units, more powerful charges.
    Uesugi and Ikko-Ikki can now build their warrior monks without the dojos, so that they can finally unleash them sooner.
    Takeda can build sword cavalry and cavalry archers without the dojos, so that they can build them sooner.
    Kisho Ninja are cheaper for Hattori so that AI can build more of them.
    CAI should build more heavy ships and less light and medium ships.
    +5 Anti-cavalry bonus for the No-Dachi.
    Mass and radius of ships lowered for better behaviour, ship pushes and less stacking around.
    Mass, radiuses and some other physics values changed to make melees more realistic.
    New mods for the launcher:
    Clan Retexture Project by Ftmch (Much better unit visuals).
    Furinkazan by Ying, Duke of Qin. (New portraits).
    Better In-Game Encyclopedia Map by ordinary.
    [/spoiler:2v3gq08l]

    EDIT:

    A teraz mamy już pełną wersje 2.0

    [spoiler:2v3gq08l]
    Version 2.0

    Realm Divide appears sooner (it needs aprox. 13, 14 annexed provinces instead of 18).
    Mangonels more effective.
    Cannons more effective by far (vanilla had not enabled explosion effects for them and I enabled them).
    Increased ammo for cannons and mangonels.
    Multiple changes to projectiles for realistic trajectory improvements which affect also their lethality.
    Projectile and artillery shots affect morale more.
    Fire arrows provoke ignition with more probability (affects naval battles).
    Ships have gained more crew (This was from 1.95 version as well but not mentioned) and there are some changes affecting their boarding behaviour especially Sengoku Bune.
    Combat animation mechanics improved together with new combat lethalities making battles more lasting and the visuals more realistic and cinematic.
    Horse archers can now evade and run away more effectively.
    War monks have even better physical abilities than before (run and accelerate faster than the average) to help them win their 1vs1 battles more.
    Cavalry charge penetration enhanced.
    Several changes to mass and battle models to create more prolonged melees, better battle behaviour of the units, more powerful charges.
    Uesugi and Ikko-Ikki can now build their warrior monks without the dojos, so that they can finally unleash them sooner.
    Takeda can build sword cavalry and cavalry archers without the dojos, so that they can build them sooner.
    Kisho Ninja are cheaper for Hattori so that AI can build more of them.
    CAI should build more heavy ships and less light and medium ships.
    +5 Anti-cavalry bonus for the No-Dachi.
    Mass and radius of ships lowered for better behaviour, ship pushes and less stacking around.
    Mass, radiuses and some other physics values changed to make melees more realistic.
    -1 morale for frontal attacks to improve the dynamic morale system. (Ashigaru should waver or get shocked more but not break too soon).
    New mods for the launcher:
    Clan Retexture Project by Ftmch (Much better unit visuals).
    Furinkazan by Ying, Duke of Qin. (New portraits).
    Better In-Game Encyclopedia Map by ordinary.
    [/spoiler:2v3gq08l]

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