Nueva version del popular TROM para el Shogun 2
TROM 3 - Road to Kyoto es un completo mod para Shogun 2 TW en la tradición de TROM para el ETW y TROM2 para NTW. La idea principal del mod es hacer el juego más interesante para los jugadores amantes de la estrategia. Se trata de una versión anticipada con varias mejoras para el juego de la campaña y batalla. El mod esta construido de manera modular, por lo que puede adaptar a tus propias necesidades.
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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.
Fixed v0.62
Changes
Fixed the crash problem with the latest patch.
Fixed v0.61
Changes
Fixed a bug with the naginata cavalry animations.
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.
New Tech Tree!
Fire Rocket Ship in Action
New Firebomb Effects (for both land and naval combat)!
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).
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.
UPDATED to 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
UPDATED to 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
UPDATED to v0.25
- Removed victory condition changes because of corrupt saves
- Added new trait for all Daimyos that increases their range of influence on the battlefield by 50%
- Many changes to building bonuses
- Land units need 20% less experience to gain a level
TROM3 - Road to Kyoto CAMPAIGN MOD
Note: The bushido tech has some unit stats and movement changes implementet. This is a preliminary measure until I can mod the neccessary tables directly.
Changes to Victory Conditions
- Increased game length: short campaign ends 1590, long campaign 1620 and domination campaign 1640
Changes to Difficulty Settings
- The CAI gets an extra replenishment bonus of 5%. (new campaign only)
- Reduced the agent success chance for the player by 5% (new campaign only)
- 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)
Changes to Buildings
- Reduced the replenishment rate of all advanced buildings considerably.
- Added a small global replenishment bonus (1%) to barracks to make them more usefull and also added a small global recruitment cost reduction for all land units (-2%).
- 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. To compensate for the higher income the buildings create the local growth bonus was reduced. NOTE: The global growth will be added to town growth value in the city screen and not be shown seperately.
- Adjusted many building effects regarding units (Thanks to crazyman fromrussia for his suggestions!)
- Added additional garrison troops to the archery dojo, yari drill yard and sword school building lines (this is WIP)
Changes to the Skill Trees/Traits/Abilities
- General Infantry Leader Skill: Reduce the maximum attack bonus for all infantry units from 3 to 2.
- Generals get 3 skill points when leveling.
- New trait: All Daimyos have a 50% increased sphere of influence in battles.
- Made the spying skill branch of the Ninja skill tree more usefull.
- Made survival skill of the monk more usefull
Changes to Technologies
- Attack by Fire is needed to enable fire by rank for matchlock units
Changes to Diplomacy
- Realm divide event changed significantly: Instead of a low initial diplomacy hit which adds up every turn by -5 points until you get a -200 penalty, you get a moderate initial hit (around -55 on normal difficulty) which gets reduced every turn by -4 points. That way allies and factions you have good relations with may stay on your side and diplomacy doesn't become impossible after the realm divide event.
- Financial gifts and giving away you children as hostages both have longer lasting diplomatic effects (reduction of the effects each turn is now -4 instead of -5).
Changes to Recruitment
- Uesugi can now recruit matchlock warrior monks and naginata warrior monk cavalry
Changes to other Campaign Game Mechanics
- Minimum unit size is now 10% (was 5%). Units below this size will get disbanded.
- Movement for all ships increased by 20%.
- Land units need 20% less experience to gain a level.
Changes to CAI
- Oda, Shimazu and Uesugi get a small amount of extra units at campaign start when the player is not playing both of them or Tokugawa. This gives these factions a chance to last longer. (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)
- The CAI should attack trade nodes more often.
- The CAI will use their monks more offensively.
INSTALLATION
Unzip the archive and install trom3_campaign_mod.pack into ...\Steam\SteamApps\common\total war shogun 2\data . To see all features of the mod you need to start a new campaign.
To deinstall the mod, just remove all files starting with trom3.
TROM3 - Road to Kyoto BATTLE MOD
The aim of this mod to slow down battles in SH2 and give them a more epic feel by improving various aspects of the gameplay. This mod is in a beta stage because I can't yet access all the files I want to change. Other then that it is fully functional. It will work with any savegame.
Land Battles
Changes to Movement Speed (CHOOSE ONLY ONE OF THE MOVEMENT REDUCTION PACKS)
- Movement speeds of units are reduced by the indicated ammount on the pack file. For very difficult terrain a minimum speed is applied to make units not to slow down too much.
- Naginata Samurai are a bit quicker then in vanilla but still the slowest infantry.
Changes to Animations
- Yari Ashigaru no longer switch to katanas in melee fights
Changes to Moral
- Increased the moral base of all units by 1
- Unit recover quicker from routing
- Reduced the extended casualities penalties a bit (by 1)
- Fortifications give one point less bonus to moral (5 instead of 6)
Changes to Fatigue
- Running causes less fatigue while charging, melee combat and climbing makes units more tired
- Units no longer accumulate fatigue for just beeing in a ready state or in a tight formation
- Less fatigue for being under fire by small arms and artillery
- Fatigue goes away much slower, so fatigue management is more important
Changes to Missile Combat
- Missiles are a bit less accurate.
- Defense and armor have a slightly higher effect in melee combat, which slows down the kill rate a bit (more slowing will be done when I have access to the unit stat files)
- Halfed bonuses for shooting from walls (reload and accuracy +5 instead +10)
- Increased range of matchlocks to 125
- Matchlock units with fire by rank enabled have a longer reload time (fire by rank is still much more effective then the single rank fire, because it brings more guns to bear)
- Rain has stronger effect on matchlock reload rate (-15 instead -6) and has also a small effect on bows (-5) (NOTE: There is no value to change the accuracy of bows in rainy weather, which I would prefer. Therefore I went this way)
- Reduced some of the ability bonuses for reloading (Matchlocks that can fire every 8 secs with the volley fire ability like in vanilla is a bit over the top...)
Changes to Unit Experience
- Reduced the effects of experience on stats
Naval Battles
Changes to Missile Combat
- Missiles are less accurate to slow gameplay.
Changes to Unit Experience
- Reduced the effects of experience on stats
Mod de Campaña
Advertencia: Spoiler!
TROM3 - Road to Kyoto CAMPAIGN MOD
THIS MOD NEEDS THE TROM3 BATTLE MOD TO WORK PROPERLY!
Changes to Victory Conditions
- Increased game length: short campaign ends 1590, long campaign 1620 and domination campaign 1640
Changes to Difficulty Settings
- The CAI gets an extra replenishment bonus of 5%. (new campaign only)
- Reduced the agent success chance for the player by 5%. (new campaign only)
- Increased the costs for all agent actions for the player by 10% and for monks by another 10%. (new campaign only)
- 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)
- Increased the naval upkeep for the player by 5% and reduced it for the AI by 5%. (new campaign only)
- Reduced the movement advantage of the CAI on legendary to 10% (was 15%).
Changes to Buildings
- Reduced the replenishment rate of all advanced buildings considerably.
- Added a small global replenishment bonus (1%) to barracks to make them more usefull and also added a small global recruitment cost reduction for all land units (-2%).
- Fixed a vanilla problem with the Rice Exchange, the Merchant Guild and the Kanbukama: Since these buildings reduce the food surplus that otherwise provides a growth bonus in EVERY province you own, a negative income curve is created on the long run if you own many provinces. The mod adds a global growth bonus to compensate for the loss of the food related global growth. To compensate for the higher income the buildings create the local growth bonus was reduced. NOTE: The global growth will be added to town growth value in the city screen and not be shown seperately.
- Adjusted many building effects regarding units (Thanks to crazyman fromrussia for his suggestions!)
- Added additional garrison troops to the archery dojo, yari drill yard and sword school building lines (this is WIP)
- Added one more garrison unit to forts and strongholds.
Changes to the Skill Trees/Traits/Abilities
- General Infantry Leader Skill: Reduce the maximum attack bonus for all infantry units from 3 to 2.
- Generals get 3 skill points when leveling.
- NEW TRAIT: Supreme Command - All Daimyos have a 50% increased sphere of influence in battles.
- Made the spying skill branch of the Ninja skill tree more usefull.
- Made survival skill of the monk more usefull.
Changes to Technologies
- NEW TECHNOLOGY: Japanese Matchlocks (requirement for Teppo Ashigaru)
- Attack by Fire is needed to enable fire by rank for matchlock units.
- Attack by fire tech and teppo mastery each increases matchlock accuracy by 10%.
- 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).
Changes to Diplomacy
- Realm divide event changed significantly: Instead of a low initial diplomacy hit which adds up every turn by -5 points until you get a -200 penalty, you get a moderate initial hit (around -55 on normal difficulty) which gets reduced every turn by -4 points. That way allies and factions you have good relations with may stay on your side and diplomacy doesn't become impossible after the realm divide event.
- Financial gifts and giving away you children as hostages both have longer lasting diplomatic effects (reduction of the effects each turn is now -4 instead of -5).
Changes to Recruitment
- Implemented unit caps for all samurai and elite units as well as siege engines.
- Imported matchlock ashigaru are capped to 8 units.
- Uesugi can now recruit matchlock warrior monks and naginata warrior monk cavalry.
- Cannons are more expensive.
- Japanese matchlock ashigaru are available earlier with the japanese matchlocks tech.
- Japanese matchlock ashigaru now cost 400 instead of 300
Changes to the Economy
- 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).
Changes to other Campaign Game Mechanics
- Minimum unit size is now 10% (was 5%). Units below this size will get disbanded.
- Movement for all ships increased by 20%.
- Land units need 20% less experience to gain a level.
- Increased the chance for random events happening. (may need a new campaign)
- Increased chance for children.
- 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).
Changes to CAI
- Oda, Shimazu and Uesugi have better chance to survive the early game. (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)
- The CAI should attack trade nodes more often.
- The CAI will use their monks more offensively.
- Diverted more money of the CAI into construction of buildings.
New Units
- 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.
- 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.
- 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.
Mod de batalla
Advertencia: Spoiler!
TROM3 - Road to Kyoto BATTLE MOD
The aim of this mod to slow down battles in SH2 and give them a more epic feel by improving various aspects of the gameplay. This mod is in a beta stage because I can't yet access all the files I want to change. Other then that it is fully functional. It will work with any savegame.
Land Battles
Changes to Movement Speed (CHOOSE ONLY ONE OF THE MOVEMENT REDUCTION PACKS)
- Movement speeds of units are reduced by the indicated ammount on the pack file. For very difficult terrain a minimum speed is applied to make units not to slow down too much.
- Naginata Samurai are a bit quicker then in vanilla but still the slowest infantry.
- Monk units have a slightly higher movement speed.
Changes to Animations
- Yari Ashigaru no longer switch to katanas in melee fights
Changes to Moral
- Increased the moral base of all units by 1
- Unit recover quicker from routing
- Reduced the extended casualities penalties a bit (by 1)
- Fortifications give one point less bonus to moral (5 instead of 6)
- 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%).
Changes to Fatigue
- Running causes less fatigue while charging, melee combat and climbing makes units more tired
- Units no longer accumulate fatigue for just beeing in a ready state or in a tight formation
- Less fatigue for being under fire by small arms and artillery
- Fatigue goes away much slower, so fatigue management is more important
Changes to Missile Combat
- Missiles are a bit less accurate.
- 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.
- Matchlock units with fire by rank enabled have a longer reload time (fire by rank is still much more effective then the single rank fire, because it brings more guns to bear)
- Rain has stronger effect on matchlock reload rate (-15 instead -6) and has also a small effect on bows (-5) (NOTE: There is no value to change the accuracy of bows in rainy weather, which I would prefer. Therefore I went this way)
- Reduced some of the ability bonuses for reloading (Matchlocks that can fire every 8 secs with the volley fire ability like in vanilla is a bit over the top...)
- Reduced accuracy of artillery (50% hit range reduced from 300 to 200.
- Removed bonuses for shooting from walls (reload and accuracy). The much better protection is bonus enough.
Changes to Melee Combat
- Defense and armor have a slightly higher effect in melee combat, which slows down the kill rate a bit (more slowing will be done when I have access to the unit stat files)
- 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.
Changes to Unit Experience
- Reduced the effects of experience on stats
Other Changes
- Made yari ashigaru heavier, so there are not pushed back so easily.
- Reduced the mass of horses (a dense formation can better stop a cavalry charge).
Naval Battles
- 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).
- Reduced accuracy of bows and guns
Changes to Unit Experience
- Reduced the effects of experience on stats
v 0.72
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Descargar sub-mod de musica aquí
Hilo oficial del Mod
AVISO:
Si vas jugar en multiplayer CON EL AVATAR, RECUERDA QUITARLO ANTES o tu avatar sera reseteado.
INSTALACIÓN
El mod se divide en dos partes: mod de batalla y mod de campaña.
El mod de batalla se puede meter sin el de campaña, pero no al contrario.
Para instalarlo simplemente ir copiando los ficheros .pack a la carpeta "data" del juego:
El mod batalla trae un submod con varias opciones de reduccion de velocidad de movimiento:
trom2_movement_reduction_all20.pack
20% de velocidad reducida para todas las unidades
trom2_movement_reduction_all30.pack
30% de velocidad reducida para todas las unidades
trom2_movement_reduction_inf20_cav10.pack
20% a la infanteria y 10% a la caballeria
trom2_movement_reduction_inf30_cav15.pack
30% a la infanteria y 15% a la caballeria
- Todas las unidades tienen un minimo de velocidad por muy malo que sea el terreno. Esto hace que no el juego no sea demasiado lento especialmente con la reduccion del 30%.
- Los Naginata son los que menos reduccion tienen. Aun así, son las unidades mas lentas del juego.
Poner el que mas os guste en la carpeta data del juego. SOLO SE PUEDE PONER UNO.
Para ver todas las características del mod se deberá iniciar una nueva campaña.
Para desinstalar el mod, borrar o sacar de la carpeta "data" todos los ficheros que empiecen por Trom3_*.pack
La instalacion es un tanto "rustica" pero por ahora es lo que hay. Y no olvidaros de sacar los fichero al escritorio si quereis ser compatibles en el multi
OTROS MOD COMPATIBLES RECOMENDADOS
No Projectile Trails by zowrath
Unit Variety Mod by The Hedge Knight
Agrega más variedad de equipos y texturas a muchas unidades
Clan Retexture Project by Ftmch
Portraits Mod by Peterzy new general and agent portraits from old KOEI games
Saludos[/color][/b]