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Thread: The Rights of Man II (v1.052 - 30 July 2010)

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    Johan217's Avatar Kei kihei
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    Default The Rights of Man II (v1.052 - 30 July 2010)



    “Death is nothing, but to live defeated and inglorious is to die daily.” - Napoleon Bonaparte

    Mod team Yarkis, moopere, Johan217

    We are proud to present to you The Rights of Man II for Napoleon: Total War. Building on the experience in making The Rights of Man mod for ETW and the valuable feedback from players, The Rights of Man II is designed to bring a more authentic feel to the battle and campaign mechanics, both for single player and multiplayer.

    Contents Main features
    Battle mechanics
    Campaign mechanics
    AOR recruitment system


    Download The self installer will install all components needed to run TROM2 into your NTW directory. After the installation procedure is completed, start Napoleon: Total War by doubleclicking the The Rights of Man icon on your desktop.

    The Rights of Man II v1.052 (complete package with self installer) - RapidShare
    This version is identical to the "v1.52 beta" of July 16, only repackaged as a self installer for ease of use. If you already have v1.52 beta, there is no need to re-download
    Updates are save-game compatible unless explicitly stated otherwise


    Installation: Before installing The Rights of Man II, please make sure that:
    • The latest version of NTW is installed and working properly
    • You have no other mods installed

    Follow the instructions in TROM2_installation_instructions.txt included in the download.

    You do not need to uninstall TROM2 if you are upgrading from an earlier version.
    Spoiler Alert, click show to read: 
    INSTALLATION
    To install The Rights of Man II, run the installer program by doubleckicking the TROM2_Setup.exe file. The installer program will install all components needed to run TROM2 into your NTW directory. The installer will guide you through the installation process. When promted, point the installer to the directory in which you installed Napoleon: Total War. Usually this directory is:
    [drive]:\Program Files\Steam\steamapps\common\napoleon total war

    After the installation procedure is completed, start Napoleon: Total War by doubleclicking the The Rights of Man II icon on your desktop.

    NOTE
    A backup copy of the original campaign files will be placed into the napoleon total war directory. Do not remove this file!
    If at some point you wish to uninstall TROM2, you need this file to restore the original NTW campaign.

    You do not need to uninstall TROM2 if you are upgrading from an earlier version.

    UNINSTALLING AND RESTORING THE ORIGINAL NTW CAMPAIGN
    Locate the Napoleon: Total War directory on your computer, and doubleclick TROM2_Uninstall.exe. Follow the on-screen instructions.

    After the uninstall process is completed, you need to restore the backup of the original campaign files.
    Open the file Original_NTW_campaign_backup.zip (located in your napoleon total war directory). Extract the contents into napoleon total war\data\campaigns\eur_napoleon and napoleon total war\data\campaigns\mp_eur_napoleon respectively.

    USING DIFFERENT TROM CONFIGURATIONS
    By default, TROM2 uses a number of third party mods, included in the trom2_extras.pack.

    If you wish to use a different configuration, you will need LtChambers' ModManager for NTW utility. This can be found at http://www.twcenter.net/forums/showthread.php?t=344757


    NOTES FOR USERS OF NON-ENGLISH VERSIONS
    Please note that the custom text strings used for The Rights of Man II will overwrite any localization in your version of the mod. This means that you will be presented text in both your language of choice, and English. Please delete trom2_text.pack from the \data directory if you do not want to see the English text strings


    Version history: v1.052 (30 July 2010)
    Spoiler Alert, click show to read: 

    v1.052

    Major changes

    NEW: Starting technologies for all major nations (known bug: descriptions are not done yet)

    Austria: "Felix Austria"
    positive: mine income higher; culture related buildings cheaper; all cavalry cheaper; diplomacy bonus
    neagtive: building ships is more expensive

    Great Britain: "The British Trade Empire"
    positive: more money from ports; building costs for all ships reduced; merchant ships have a lower upkeep; research rate is higher
    negative: land movement is slower; slower replenishment rate of units

    France: "The Glorious Empire"
    positive: farms generate more money; research of military technology is faster; artillery is more accurate
    negative: disadvantage in diplomacy

    Prussia: "Prussian Administration"
    positive: tax income higher; stronger repression
    negative: less income from industry and ports; building ships is more expensive

    Russia: "Russian Serfdom"
    positive: all farm buildings cheaper; all infantry cheaper; higher replenishment rate
    negative: lower class is more unhappy and demands reforms; lesser tax income; research is slower

    NEW: Aggressive naval CAI
    - naval action is finally back to NTW: the CAI uses it's fleets much more aggressively

    Full TROM2 support for all campaigns from Italy to Spain
    - the italy, egypt and peninsular campaigns are now playable with TROM2
    - french grenadiers are locked in the egypt campaign like line infantry and other advanced units
    - added british rocket troops to peninsular campaign
    - fixed recruiting of Spanish and Portugese militia units (peninsular campaign)
    - added Portugese Legion for France (peninsular campaign)
    - all guerilla units got the 'path seldom trod' ability

    New AOR skirmisher units
    - Jäger, Rifles and Voltigeurs of the major nations are now only recruitable at their home regions
    - France can recruit Italian Tirailleurs and Bavarian and Wuerttemberg Jäger units
    - Austria, Britain and Prussia can recruit german Volunteer Jäger units in germany


    Other changes

    - all Swedish and Norwegian units are resistant to cold
    - Russian, Norwegian and Swedish AOR units are resistant to cold
    - changed guns of the Grand Battery of the Convention from 18-lber to 12-lber
    - Death Head Hussars cause fear
    - added missing socket bayonets for some militia units
    - Cossack cavalry is also recruitable with the administration building line
    - reworked Cossack cavalry: they now use lance and pistols in combat, have better stats, and use better looking headgear
    - improved some unit icons
    - victory conditions for the european campaign now include most of the starting provinces of the respective nations (this should help the CAI to get lost territories back)
    - doubled the effect of state gifts on diplomatic relations
    - diplomatic relations have a stronger impact on war declarations by the CAI
    - various changes to CAI and BAI to adapt it to the latest patch changes
    - slightly reworked moral (casualities have a higher impact)
    - slight changes to difficulty bonuses for the AI
    - all skirmishers and cossack cavalry can now setup outside the deployment zone
    - added better lancer animations based on the mod by Tiyafeh

    NEW:
    - fixed missing Italian AOR grenadiers
    - fixed recruitment of Coldstream Guards
    - AOR Norwegian Ski troops are now cold resistant
    - gdp bonuses from technologies increased
    - fixed flag errors in custom battles

    New units

    - O'Reilly Chevaux-Legers (Austria)
    - 5th Jäger (Austria)
    - 12-lber Guard Foot Artillery (Prussia)
    - Lifeguard Foot Artillery (Russia)
    - Guard du Corps (Prussia)
    - Guard Jäger (Prussia)
    - Volunteer Jäger Detachment (Prussia)
    - Guard Horse Artillery (Prussia)
    - Lifeguard Horse Artillery (Russia)
    - 5-In Howitzer (Portugal; also for Peninsular Campaign)
    - 6-In Howitzer (Spain; also for Peninsular Campaign)
    - 6-lber Howitzer (Switzerland)
    - 6-Iber Horse Artillery (Spain)
    - 6-Iber Horse Artillery (Austria)
    - Lifeguard Jäger Regiment (Russia)
    - Lifeguard Cossack Regiment (Russia)
    - AOR Cossack Cavalry (major nations)
    - Italian Tirailleurs (France)
    - German Volunteer Jäger (Austria; Britain)

    Many thanks to Lutland for providing the unit icons, info pics, and variant unit files for the 5-In Howitzer, 6-In Howitzer, the Swiss 6-lber Howitzer, and the 6-Iber Horse Artillery for Austria and Spain!

    v1.051

    Major changes

    Full TROM2 support for all campaigns from Italy to Spain
    - the italy, egypt and peninsular campaigns are now playable with TROM2
    - french grenadiers are locked in the egypt campaign like line infantry and other advanced units
    - added british rocket troops to peninsular campaign
    - fixed recruiting of Spanish and Portugese militia units (peninsular campaign)
    - added Portugese Legion for France (peninsular campaign)
    - all guerilla units got the 'path seldom trod' ability

    New AOR skirmisher units
    - Jäger, Rifles and Voltigeurs of the major nations are now only recruitable at their home regions
    - France can recruit Italian Tirailleurs and Bavarian and Wuerttemberg Jäger units
    - Austria, Britain and Prussia can recruit german Volunteer Jäger units in germany

    Other changes

    - all Swedish and Norwegian units are resistant to cold
    - Russian, Norwegian and Swedish AOR units are resistant to cold
    - changed guns of the Grand Battery of the Convention from 18-lber to 12-lber
    - Death Head Hussars cause fear
    - added missing socket bayonets for some militia units
    - Cossack cavalry is also recruitable with the administration building line
    - reworked Cossack cavalry: they now use lance and pistols in combat, have better stats, and use better looking headgear
    - improved some unit icons
    - victory conditions for the european campaign now include most of the starting provinces of the respective nations (this should help the CAI to get lost territories back)
    - doubled the effect of state gifts on diplomatic relations
    - diplomatic relations have a stronger impact on war declarations by the CAI
    - various changes to CAI and BAI to adapt it to the latest patch changes
    - slightly reworked moral (casualities have a higher impact)
    - slight changes to difficulty bonuses for the AI
    - all skirmishers and cossack cavalry can now setup outside the deployment zone
    - added better lancer animations based on the mod by Tiyafeh

    New units

    - O'Reilly Chevaux-Legers (Austria)
    - 5th Jäger (Austria)
    - 12-lber Guard Foot Artillery (Prussia)
    - Lifeguard Foot Artillery (Russia)
    - Guard du Corps (Prussia)
    - Guard Jäger (Prussia)
    - Volunteer Jäger Detachment (Prussia)
    - Guard Horse Artillery (Prussia)
    - Lifeguard Horse Artillery (Russia)
    - 5-In Howitzer (Portugal; also for Peninsular Campaign)
    - 6-In Howitzer (Spain; also for Peninsular Campaign)
    - 6-lber Howitzer (Switzerland)
    - 6-Iber Horse Artillery (Spain)
    - 6-Iber Horse Artillery (Austria)
    - Lifeguard Jäger Regiment (Russia)
    - Lifeguard Cossack Regiment (Russia)
    - AOR Cossack Cavalry (major nations)
    - Italian Tirailleurs (France)
    - German Volunteer Jäger (Austria; Britain)

    Many thanks to Lutland for providing the unit icons, info pics, and variant unit files for the 5-In Howitzer, 6-In Howitzer, the Swiss 6-lber Howitzer, and the 6-Iber Horse Artillery for Austria and Spain!

    v1.05

    - fixed text description of Rocket technology
    - fixed recruitment of Lombardy-Cisalpine Legion (Italy Campaign)

    v1.04

    Land battle changes

    - changed standard formation of light infantry to two ranks
    - performance of artillery guns (range; damage; number of canister pellets; loading times) adjusted according to shot weight
    - increased the range of Voltigeurs to 120
    - stat changes for all Russian infantry and mounted infantry: +5 accuracy; +5 reloading; -1 melee; -2 charge; +1 defence (the big difference in reloading skill to other nations is not that much of an issue: 5 skill points make a difference of only 0,75 sec; accuracy is much more important)
    - reduced reload rate of all British infantry (with exception of Brunswick Line and Dutch flanquers) by -5
    - all grenadiers got +1 defence
    - reduced costs of grenadiers slightly
    - adjusted experience bonuses: melee, defence and morale bonuses are less extreme; reload bonus increased
    - some other stat corrections
    - slight adjustements to BAI and game mechanics

    Naval battle changes

    - slightly reduced speeds and turn rates
    - increased hull strength of capital ships (should also reduce the excessive visual damage effect)
    - increased damage by large calibre guns
    - - chain and grape shot more effective
    - Britain: better reload/accuracy and morale
    - France, Spain, Netherlands: better hull strength and sailing characteristics (no difference in indicated speed, but they are more responsive to the wind)

    Campaign changes

    - Militia reform: Most nations spawn a mix of Militia and Armed Citizenry when under siege now! Minor factions (exception United Netherlands, Spain and Portugal - historical reasons) cannot build militia. France, Austria, Britain, Russia, Prussia, United Netherlands, Spain, Portugal have a faction specific Militia available after Conscription (France has now the Guard Nationale recruitable). Austrian Grenzers and Tyrolean Landesschützen have the policing bonus. Tyrolean Landesschützen are only available after Conscription. The Prussian Landwehr is replaced by the Landsturm.

    - CAI revison: The CAI diverts more resources to army building and is now more aggressively pursuing it's goals. CAI governments are more stable which helps especially Austria, the Ottomans and Russia. Allies will help each other out more (for example Russia sends more troops to help it's ally Austria). The Spanish CAI is still a letdown though and seems to be restricted to house keeping (ask CA why; Spain will only attack Gibraltar if the player is playing Britain).

    - Upkeep: With the exception of trade ships unit upkeep is now 25% of the build costs as it is with most units in vanilla. This makes the upkeep of British units as well as cavalry of all nations cheaper, generals are more expensive. The British upkeep was higher then normal in vanilla to offset the strong British economy. With the economic changes in TROM2 this is no longer neccessary.

    - Landwehr for Prussia: The Landwehr Edict technology is finalized now. After researching the Edict the player can recruit Landwehr infantry and cavalry, which are substandard but cheaper and quicker to recruit units. However, the Landwehr Edict causes higher clamor for reform and reduces the output of farming because of the lack of working men. Read the tech and unit descriptions to find out more about the historical role of the Landwehr during the Napoleonic wars.

    Other:
    - removed technologies 'abolition of slavery' and 'improved roads' for the Ottomans
    - higher education buildings have tech requirements now
    - effects of gentlemen on happiness is more pronounced (you can now use them to incite or quell rebellions)
    - rocket tech and rocket units are available more early for Britain only
    - recruitment removes some men from the population
    - added trade ships and trade dhows for Ottomans and trade ships for some other factions
    - Dhows and Galleys (Ottomans) available from level 1 ports only (to avoid spamming)
    - AOR units have variable unit limits now (for example there is more Russian AOR infantry available then English)
    - AOR line infantry units are a bit more diverse and reflect the stats of their faction counterparts better: Russian and Scottish units have higher melee stats and less shooting skills. German infantry is good all around. Italian infantry is less melee oriented but better at shooting.
    - disabled DLC Freikorps von Luetzow and DLC Death Head Hussars for the campaign since we have our own units already in the mod
    - some minor adjustments to CAI and autoresolve (losses of the winner are a bit higher)
    - roads have longer build times
    - several other fixes and adjustments
    - revised prestige bonuses: increased bonuses for buildings (especially the ones in capitals), prestige through technology reduced: this should make the prestige graph a little more indicative of a faction's actual achievements (needs new campaign to see the full effect)

    New units

    - 12-pounder artillery(Britain)
    - Prussian Landwehr (a cheap and quick to recruit substandard line unit; requires Landwehr Edict)
    - Prussian Landsturm (replaces Landwehr as militia unit)
    - German Grenadiers: New AOR unit recruitable in many german provinces (Britain, France and Russia only)
    - Italian Grenadiers: New AOR unit recruitable in many italian provinces wit different uniforms for each nation (all majors).
    - Legion Hannovrienne (France)
    - 10-lber Unicorn Horse Artillery (Russia; icon and info pic from "Diverse Artillery Mod" by lutland)
    - Vienna Volunteers (Austria; needs mass mobilisation tech)
    - Lifeguard Uhlans (Russia)
    - Lifeguard Dragoons (Russia; variant file from Bart07)
    - Grand Battery (Russia; needs Grand Battery tech)

    v1.03
    - Added support for the Coalition Battle Pack DLC
    - Bugfix: building requirements of several regional units

    v1.02
    battle changes
    - Removed stakes, grenades and Fire and Advance from historical battles
    - Bugfix: form square ability for Irish and Scottish AOR Infantry
    - Units appear in full equipment again (except for a few regional units)
    - morale hit when fighting cavalry increased from -4 to -6
    - combat penalty of cavalry against infantry in square lowered to -15
    - charge distance for all cavalry (except general) and infantry increased
    - heavy infantry has a higher charge distance then medium and light (helps grenadiers and elite units charging)
    - standardized penetration power of all cavalry
    - cavalry is in two ranks now and has a tighter formation
    - light and line infantry have the same formation spacing
    - armed populace has a tighter formation
    - skirmisher can shoot in all directions
    - skirmishers are slightly more effective against general units and limbered artillery
    - total casualities moral penalty raised
    - recent cauality moral penalty raised
    - lowered velocity of roundshot of land artillery
    - the Old Guard has its fear effect back (but weaker)
    - changed battle entities of several units: grenadiers and some other elite units are heavy infantry now; armed populace is medium infantry instead of the more mobile light infantry
    - adjusted movement speeds in difficult terrain to avoid extreme slowdowns
    - lowered inspire bonus from 6 to 4
    - morale penalty for flank and rear attacks raised by 1 (-4/-6)
    - Slightly decreased ship speeds (battle map)
    - hitpoints of generals reduced to 2 (generals have the defensive value of a 44 men cavalry unit now)
    - slight changes to artillery stats (work in progress)
    - fixed bug with range of the 20lb unicorn

    campaign changes
    - Bugfix: Murat and Ney now have the correct general's abilities; their bodyguard has been reduced to the normal 24 (requires campaign restart to see the effect)
    - Starting building in Sofia changed from College to Coffee House (Ottomans had 2 colleges in the same province) (requires campaign restart to see the effect)
    - TW bugfix: prestige messages for some buildings were displayed incorrectly
    - TW bugfix: Ottoman and Danish rebellions sometimes had several identical general units in them
    - Added unit limit (4) for Carronade Frigates
    - Reworked some unit cards and descriptions
    - Disabled "Indiscreet Courtesan" ancillary as it appeared too frequently
    - "Guard Horse" regiment names changed to "Regiment of Heavy Horse" (historically, not all heavy cavalry were guards, and there were also light guard units)
    - further economic adjustments for the player (higher unit costs; higher upkeep for merchant ships; lower upkeep overall)
    - generals should be better protected from assassinations
    - French faction wide moral bonus reduced from +6 to +2
    - reduced some happiness bonuses from technologies
    - elite units are no longer immune to attrition
    - prices of trade commodities reduced
    - growth effects of taxes adjusted
    - all economical buildings and some other adjusted and prices rebalanced based on the real return of the building over a two year period (note: buildings with fixed gdp increases are better short term, buildings with growth bonuses better long term)
    - many technological bonuses adjusted
    - ship upkeep for player reduced
    - unit costs for player raised
    - movement bonuses of roads reduced
    - high level trade ports can now recruit warships up to 74-gun 2-deckers and have more recruitment points
    - dockyards can build all ships cheaper (-3%/-6%/-9%)
    - smoothed diplomatic relations between different government types and different religions
    - higher clamour for reforms from schools/universities
    - loosing battles or provinces has a stronger effect on happiness
    - revolutions in the neighbourhood have a stronger influence on happiness
    - unit composition of rebellions altered (no more 12-pounder/cuirassier/jaeger spam)
    - star forts are restricted to capitals
    - research rate tuned down for both player and AI
    - reduced the base income of minor nations
    - CAI tweaked to stimulate more naval action and better campaign performance (an endless quest...)
    - restricted recruitment of major factions elite units, cuirassiers and heavy artillery to their home regions

    new units
    - 51st Transylvanian Regiment (Austria)
    - 5th Grenzer Regiment “Warasdiner-Kreutzer” (Austria)
    - AOR units (available to all majors): Bavarian Chevau-légers, Saxon Cuirassiers, Hungarian Hussars, Polish Lancers, Norwegian Ski Troops, Westphalian Grenadier Guards, Hessian Grenadiers, Württemberger Mounted Jäger

    ---------------
    v1.01
    - player costs for town watch and land upkeep slighty lowered
    - ammunition count increased for all units
    - fixed the 20% movement reduction of land units on the campaign map (wasn't working)
    - added 20% to the campaign movement rate of ships
    - limbered artillery can be killed by musket fire (but need a lot of hits)
    - crew of unlimbered artillery are now much easier to hit (sniping at artillery makes more sense now)
    - buildings on the battlefield take twice the time to destroy
    - CAI puts more money into land armies and buildings instead of fleets
    - added higher bonuses for arms factories and reduced negative effect of industrialization to make them more worthwhile
    - new unique units for Prussia: Freikorps von Luetzow Infantry (light infantry); Freikorps von Luetzow Hussars
    - National Census will give less bonuses; new technology 'Bureaucratic reforms' will give additional tax and administration bonuses with -1 to upper class happiness (reducing bureaucracy saves money but the bureaucrats don't like that!)
    - Public schooling costs 1% tax income but adds 2 to the nationwide town growth simulating the fact that schools cost money but stimulate the economy.
    - Fixed potential bug with desktop icon being displayed incorrectly on WinXP systems
    - Added Baron Von Beer's All Map Mod (trom2_extras.pack)
    - Landwehr Edict technology requires Conscription (makes no difference except for the display in the tech tree)
    - Saxony can now recruit Fusiliers (Light Infantry)

    ---------------
    v1.00
    Government & Economics
    - removed artillery recruitment bonuses from the manufactory building line and added them to the gunsmith building line instead
    - halved prestige modifieres in preparation of a possible prestige victory campaign (campaign_variables)
    - Russian prestige building now lowers artillery recruitment costs by -10% instead of giving a replenishment bonus
    - English prestige building bonus halved (-5% navy upkeep instead of -10%)
    - reduced replenishment for the Grand Armee trait drastically from +10% to +3% (there is a display bug which tells you the trait will give you 5% increase while in fact it is 10%; in addition as long as Napoleon is Emperor his bonus is globaly active, so the trait gives in fact a 6% bonus now)
    - reduced local replenishment from the supply building line to 8%/12%/16% but added a global bonus (1%/2%/3%) which has to be paid by a higher land upkeep (1%/2%/3%)
    - population growth changed to historical values (just cosmetics since poluation does not play a role in NTW)
    - taxes reworked: lowering and raising taxes can make sense now (lowering = stronger economic boost; higher = short term money, but long term losses)
    - base unhappiness from taxes raised from 4 to 5
    - lowered ammount of unhappiness from higher taxes
    - pricing of commodities lowered by around 50% (by raising supply in campaign_variables from 250 to 375)
    - republic armies have a better moral (+1)
    - lowered happiness bonus for lower class for republic governments from +3 to +2
    - dockyards have a limited trading capacity
    - added recruitment cost bonuses for army buildings

    Research
    - lowered research points of all research buildings by 20%
    - bonuses of several technologies slightly lowered or balanced by higher upkeep costs
    - AI no longer gets a big research rate bonus on H/VH (this was done to slow the research rate overall because factions can always get tech through diplomacy)
    - new economic technology: McAdamized roads (requirement for lvl 3 roads)
    - new military technology that replaces fire-and-advance: Artillery live fire exercises
    - new military technology: Landwehr Edict (Prussia only)
    - recruitment cost bonus for infantry (from mass mobilisation technology) extended to light infantry
    - recruitment cost bonus for militia (from mass mass mobilisation and conscript infantry tactics) extended to irregular cavalry and irregular infantry

    Recruitment
    - moved the unit roster two levels down (all units are now available with level 3 buildings)
    - added a basic set of units (dragoons, line infantry and 6pd foot artillery) to all building lines to allow smaller nations to recruit better armies
    - trading ports can now recruit some warships up to 2 deckers
    - increased build times for all land units by +1
    - agent spawn rate halved

    Units
    - all units use skirmish fire
    - range increase for light infantry to 110 and rifle to 160 (with exception of air guns)
    - fire and advance removed
    - gabionade ability removed (helps the AI when defending)
    - ammo changed to 16 for line/grenadiers/elite, 24 for light infantry and 36 for skirmishers/irregular infantry
    - skirmishers/irregulars have full hiding abilities, other units are more restricted
    - light infantry can form squares
    - stakes removed
    - grenades removed
    - units with less then 10% strength get disbanded after battle (was 5%)
    - all dragoon units have the policing ability
    - +25 to the reload skills of all grenadiers
    - +5 to accuracy of all grenadiers
    - "Inspires Allies" ability for grenadiers
    - naval stats revised (similar to TROM 1)
    - campaign movement rate of all land units lowered by 20% (without touching movement points)
    - 28 new AOR line infantry units for all major factions
    - new units:
    France: Irish Legion (light infantry); Portuguese Legion (line infantry); Regiment Croates (light infantry); Tirailleurs Corses (skirmisher); Hussars
    Prussia: Landwehr Cavalry (irregular cavalry, so they get the militia recruitment bonus; requires Landwehr Edict); Deaths Head Hussars
    Austria: 4th Regiment “Hoch- und Deutschmeister”; Emperor's Own Cuirassiers

    CAI
    - halved the CAI desire to raid
    - added CAI boni for all factions in all campaigns in cdir_configs...let's see what happens (the french have still somewhat bigger bonuses in the coalition campaign)
    - CAI desire to help allies increased (from 500 to 750)
    - small AI units (1-4 units) no longer contain artillery
    - CAI will no longer recruit too much rocket artillery
    - desire to blockade ports lowered and aggressiveness and raid behaviour of CAI fleets increased

    Difficulty Settings
    - raised player costs for unit recruitment and upkeep on H/VH (20%/30%)
    - increased policing costs for player on H/VH
    - reduced repression bonus for the player by 1 on H/VH
    - AI units suffer much less attrition (CAI can't handle attrition) while the attrition for the player was increased up to 30% on VH (take care!)
    - several other adjustments for the AI

    Battle Mechanics
    - accuracy off all weapons greatly lowered
    - movement speed reduced to around 60-70%
    - moral is slightly changed for recent casualities and blood lust in melee
    - routing timer shortened
    - general units now harder to kill with musket fire (mainly a change for the AI; Thanks to Luntik for the basic idea)
    - added 5 sec to all base loading times of land artillery and small arms (exception: rifles/airgun)
    - introduced additional weapon based accuracy: rifles are now more accurate then flintlocks
    - shells less effective
    - effectiveness of rocket artillery lowered
    - velocity of solid shot reduced to TROM standards (should improve bouncing)
    - the BAI will uselight infantry in their main attack line instead of wasting them on the flanks
    - walk speed of light infantry slightly increased
    - canister ranges increased by around 50% and lethality slightly lowered
    - fixed canister trajectories for howitzers/unicorns
    - naval moral revised
    - fatigue reworked: units will fatigue much quicker in combat (shooting/melee) and will recover slower from fatigue (known bug: artillery is unaffected)
    - artillery easier to destroy

    Miscellaneous
    - text fixes
    - added flutist to regular medium and heavy infantry
    - removed backpacks of most units for a more diverse look
    Last edited by Johan217; July 30, 2010 at 09:06 AM.

  2. #2
    Johan217's Avatar Kei kihei
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    Gent, Belgium
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Mod architecture and philosophy

    To create a slower paced, more challenging game; preserve the general gameplay and look-and-feel of the original (i.e. no extended campaign, new regions, new factions etc); and strive to reflect authentic 19th century tactics on the battlefield.

    With the advent of MP campaigns, it will be impossible to keep offline and online gameplay separated. Unit stats etc will be balanced for MP as much as possible, but SP gets precedence.

    Due to extensive changes to the campaign files, it is mandatory that you start a new campaign when switching from vanilla ETW.
    For the moment, TROM2 is designed to work with the Grand Campaigns (France and Coalition) only. Later releases may include more changes to the other campaigns.
    This mod has been optimised for Hard (campaign) and Hard (battles) difficulty settings.


    Main features
    • No changes without historical rationale, gameplay balance, and consideration for AI decision making.
    • Detailed AOR system that allows for a multinational army composition with representative and unique line troops from many different regions. There are many new units recruitable, each balanced for gameplay. Additionally, many changes have been made to unit statistics and recruitability to improve historical realism and balance.
    • Changes to battle dynamics: movement speed, projectile ballistics, lethality, fatigue and morale to more closely match historical accounts and doctrine, while maintaining game balance and playability.
    • Changes to naval battles: longer, and weapon differeniated, range for cannon, and slower and more deliberate ship handling.
    • Changes to campaign dynamics: significantly reworked aspects of the happiness, research, income, building benefits, campaign income, governments and more. Balancing progress, happiness and industrialization will be much more challenging, and the better balanced buildings will help the CAI.
    • Addition of carefully selected new units
    • Dozens of other small improvements to improve gameplay, including corrections to text descriptions: no more "Voltiguers" or "Lonian Sea"!


    Featured third party content

    These third party modifications enhance the look and feel of the game. They are included in the trom2_extras.pack, which is installed together with the core TROM2 files. If you wish to disable the extras, use LtChambers' ModManager for NTW utility which can be found at http://www.twcenter.net/forums/showthread.php?t=344757
    • Alternative minimap icons (Being Earnest)
    • Complete removal of tracers (Ftmch)
    • Bicorne Hat fix for French Fusiliers in Italian Campaign (Oby)
    • No Camera Shake (Moopere)
    • Blood effects (Mech_Donald)
    • No leaves, seeds and pollen (Zaitochisan)
    • No Dust (Radious)
    • Brightworks (Reiksmarshal)
    • Weapon Sound Effects (Radious)
    • Additional units (Bar07)
    • All Battle Maps (Baron von Beer)

    Last edited by Johan217; April 22, 2010 at 04:41 AM.
    Rock 'n' roll is the only religion that will never let you down

  3. #3
    Johan217's Avatar Kei kihei
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Battle Mechanics

    The TROM2 battle mechanics are designed to give a more authentic feel to the battles. Movement speeds and casualty rates have been reduced, which results in slower paced action and places more emphasis on manoeuvring. Some NTW features have been removed because they were either unhistorical (grenades) or they were an impedient to the AI (gabionades).

    Working with the valuable feedback from the MP community, the TROM2 battle mechanics have been carefully balanced with the complexity of human-vs-human encounters in mind.

    Land combat:
    • Accuracy of all weapons greatly reduced
    • Movement speed reduced to around 60-70%
    • Loading times of artillery and small arms increased
    • Weapon effectiveness reduced
    • Projectile ranges increased
    • The AI will use Light Infantry in their main attack line instead of wasting them on the flanks
    • Units will fatigue much quicker in combat (shooting/melee) and will recover slower from fatigue (known bug: artillery is unaffected)
    • Artillery easier to destroy
    • All regular infantry units use volley fire (up to 3 ranks can fire)
    • Fire and advance removed
    • Gabionades removed (this helps the AI when defending: it will no longer abandon its guns while repositioning)
    • Ammo load changed to 16 for Line/Grenadiers/Elite, 24 for Light Infantry and 36 for Skirmishers/Irregular infantry
    • Skirmishers/Irregulars have full hiding abilities (but not while moving/firing), other units are more restricted
    • Light Infantry can form squares
    • Stakes removed
    • Grenades removed


    Naval combat:
    Work in this area is still in progress...
    • Naval projectiles ranges significantly increased. The overall range for accurate engagement is now significantly larger, and now reflects historical accounts and is better balanced with the very large size of the maps. At shorter ranges, naval projectiles do a little more damage than in the original game.
    • All ship speeds reduced by about 15%: realistically, they should be even less but we feel that reducing them further would degrade the overall pace of the game
    • Morale: ships are more likely to surrender before they sink; effect of raking attacks significantly increased
    Last edited by Johan217; April 16, 2010 at 03:48 PM.
    Rock 'n' roll is the only religion that will never let you down

  4. #4
    Johan217's Avatar Kei kihei
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Campaign Mechanics

    Main features (the list is not exhaustive):
    • Reduced research points of all research buildings by 20%
    • Adjusted the unit roster so that all units are now available with level 3 buildings. This will result in more capable AI armies throughout the campaign.
    • A set of basic units (Dragoons, Line Infantry and 6-lber Foot Artillery) is available from all building lines to allow smaller nations to recruit better armies
    • Increased build times for all land units by +1
    • Agent spawn rate halved
    • New technologies: McAdamized roads and Artillery live fire exercises
    • Reduced AI desire to raid
    • Increased AI desire to help allies
    • Reduced AI tendency to recruit artillery
    • Reduced AI desire to blockade ports; aggressiveness of AI fleets increased
    • Increased unit recruitment and upkeep costs for the player on H/VH (20%/30%)
    • Increased policing costs for the player on H/VH
    • Reduced repression bonus for the player on H/VH
    • AI units suffer much less attrition (the AI can't handle attrition), while the attrition for the player has been increased up to 30% on VH (take care!)
    Last edited by Johan217; April 16, 2010 at 03:48 PM.
    Rock 'n' roll is the only religion that will never let you down

  5. #5
    Johan217's Avatar Kei kihei
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    AOR recruitment system

    Introduction A special feature in The Rights of Man II is the Areas of Recruitment (AOR) system. This allows nations to recruit foreign troops when they have captured a particular region. Historically, many armies also included foreign contingents in their ranks. This is somewhat reflected in NTW through the use of unique units such as the Polish Legion, but in The Rights of Man we are expanding this system, giving a more authentic and hopefully more fun representation of the multinational armies that fought on the battlefields of Europe.

    Goals
    • Our chief aim is to represent the multinational character of 19th century armies, making the battles more colourful by giving these units their own uniform.
    • Make existing foreign units available for recruitment when a nation conquers another nation’s capital.
    • Create new units that can only be recruited in a particular region.


    How it works
    When for example you play as France and capture the territory of the Netherlands, you will be able to recruit a limited number of Dutch Line Infantry (provided you have the required building for line infantry). This unit will have its own distinctive uniform and unit card, so that you’ll be able to recognise it on the battlefield. Now your infantry will not all be wearing the same uniforms, but you’ll also see guys in red, green, blue, or whatever!
    Spoiler Alert, click show to read: 



    Uniforms/Unit cards
    Every foreign unit you recruit will have its own distinctive uniform and unit card, so you can recognise it easily on the battlefield as well as on the campaign map. These units use the game's default models and textures so that they blend in nicely with the rest.



    Walloon, Saxon and Piedmontese Line Infantry in Austrian service


    Hanoverians in British service

    National Regiments/Provisional Regiments
    "National" Regiments: these regiments are only recruitable in a nation's home regions.
    "Provisional" Regiment (or Régiment Étranger): this is a generic infantry unit that is recruitable in provinces where no "national" regiments are available. These units are generally cheaper, but have lower morale. In German and Italian territories, these units appear as generic "German" or "Italian" Infantry. Provisional regiments use a different model and texture, so that it is easy to distinguish them. Typically, you will also be able to recognise them by the fact that they are wearing their full equipment.


    Austrian Provisional Regiment
    Last edited by Johan217; April 16, 2010 at 03:49 PM.
    Rock 'n' roll is the only religion that will never let you down

  6. #6
    Yoshihara
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Looks really nice indeed. will download it to take a look.

  7. #7
    Armatolos's Avatar Murakawa
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    im trying to use ur link to download the mod but it just wont work.... im pressing the download button and it keeps sending me back to the same first page.... any ideas?

  8. #8
    WilliVonBill's Avatar Shisai
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Quality work as usual, Johan. Particularly like the snare drum cadences for the infantry. Really nice balance to the units - feels just right. First rate all around!

  9. #9
    gord96's Avatar Banzai jūden-ki
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    looks good. will give it a go soon! nice work!

  10. #10
    Gora sahib's Avatar Wimmer
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Wow, this is just the sort of thing Ive been waiting for!

    Cheers.
    Danny: "They thought we was devils?"
    Billy Fish: "Oh, Kafiristan people's very ignorant. I say to headman, Uta, I say 'Oh no, by jove! They're not devils, they gora sahibs, British soldiers!'"
    Danny: "Good man Billy Fish."
    Peachy: "And now, if you'll take us to this Uta bloke, we will begin his education."
    -The Man Who Would be King (film, 1975)
    http://www.youtube.com/watch?v=3foojqh_Qm0

  11. #11
    Johan217's Avatar Kei kihei
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Quote Originally Posted by Armatolos View Post
    im trying to use ur link to download the mod but it just wont work.... im pressing the download button and it keeps sending me back to the same first page.... any ideas?
    Could be that Filefront is slow at the moment. I'll find an alternative location later. In the meantime, keep trying.
    Rock 'n' roll is the only religion that will never let you down

  12. #12
    Dogmeat's Avatar Shuei
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    looks Outstanding Johan

    The hard work of setting up an AOR is a big task but is kinda essential to get the best out the rather small NTW world imho - Congrats

    only problem now is I got more distractions from Tyrant hehe, will probably make a frankenstein of em both for my personal use i suppose.

    Glad to see TROM made it too NTW

    EDIT: download is workin for me a slow but steady 150 kps

  13. #13
    Ishiyumi no shashu
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Would love to give this a try, but a question first. Is it possible to remove some (but not all) of the 3rd party content? I really must be the only person that likes tracers LOL

  14. #14
    Johan217's Avatar Kei kihei
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    It's either all or nothing... sorry. What you could do is to disable the extras pack through Mod Manager and then download the third party mods you want to keep separately. They are compatible.
    Rock 'n' roll is the only religion that will never let you down

  15. #15
    Count von Orlok's Avatar Taihō no heishi
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Any pic with Hoch- und Deutschmeister regiment?

  16. #16
    Yarkis de Bodemloze's Avatar Artifex
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Quote Originally Posted by Tilarium View Post
    Would love to give this a try, but a question first. Is it possible to remove some (but not all) of the 3rd party content? I really must be the only person that likes tracers LOL
    Use the pack file manager and open trom_extras.pack. In the directory 'fx' there is a file 'projectiletrail.fx'. Just delete that one and the tracers are back.

  17. #17
    altbzat's Avatar Ashigaru
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    great stuff !
    Gloria Finis

  18. #18
    Gora sahib's Avatar Wimmer
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Are there any recommended campaign/battle difficulty settings for TROM?
    Danny: "They thought we was devils?"
    Billy Fish: "Oh, Kafiristan people's very ignorant. I say to headman, Uta, I say 'Oh no, by jove! They're not devils, they gora sahibs, British soldiers!'"
    Danny: "Good man Billy Fish."
    Peachy: "And now, if you'll take us to this Uta bloke, we will begin his education."
    -The Man Who Would be King (film, 1975)
    http://www.youtube.com/watch?v=3foojqh_Qm0

  19. #19
    Gora sahib's Avatar Wimmer
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    I think something is off with the taxes in TROM - that or I have all the skill of the US government in finance.

    I started a 'Europe' campaign as France and Im already on the slippery slope to bankruptcy. No matter how I try to adjust my taxes (up or down for either class) it just throws me into deeper projected debt. I tried carefully building the economy for a few turns but just sank deeper and deeper into the red. Any suggestions? Is this possibly something broken in TROM?

    PS - just tried starting a campaign as Britain and its the same story ... projected debt, no way to tax my way out of it.
    Last edited by Gora sahib; April 17, 2010 at 12:23 PM.
    Danny: "They thought we was devils?"
    Billy Fish: "Oh, Kafiristan people's very ignorant. I say to headman, Uta, I say 'Oh no, by jove! They're not devils, they gora sahibs, British soldiers!'"
    Danny: "Good man Billy Fish."
    Peachy: "And now, if you'll take us to this Uta bloke, we will begin his education."
    -The Man Who Would be King (film, 1975)
    http://www.youtube.com/watch?v=3foojqh_Qm0

  20. #20
    Pachinko's Avatar Ishiyumi no shashu
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    Default Re: The Rights of Man II (current version: v1.00 - 16 Apr 2010)

    Glad too see the TROM II. Im gonna try it now. Trom was one of my faves.


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