Since the new TROM2 v2.0 has a lot of gameplay changes and I can't test everything extensively, I decided to release a BETA before the final release. If you dare to download it, please provide some feedback. IMPORTANT: If you use the Battlefield Smoke Mod (BSM) for TROM2, deactivate it if you play the BETA! Otherwise all the changes to the weapons won't show up. You can check if the BETA is installed properly by looking at the range of the line infantry: If it says 95, everything is fine. Enjoy the BETA!
TROM2 2.0 BETA
MANY CHANGES IN 2.0 ARE NOT SAVEGAME COMPATIBLE! I STRONGLY RECOMMEND FINISHING ANY ONGOING CAMPAIGN BEFORE INSTALLING THE NEW VERSION TO AVOID BUGS AND GLITCHES!
Highlights
New Playabel Nation: Portugal
- Portugal is now fully enabled as playable nation with access to all TROM2 AOR units
- New campaign missions
- 8 new units for Portugal (see below)
- Portugal starts allied with Britain and has a bad relationship with Spain
- Militia and Ordenza got their stats increased (historically Portugal had a strong militia tradition to defend against Spain)
Gameplay Tips: Surviving the Napoleonic wars as Portugal is a feat in itself. In the early game your only hope is that your ally Britain can dominate the sea, so you are not cut off from the crucial trade income. Build up your land forces quickly to be able to counter any Spanish or French invasion. Your army lacks heavy cavalry, but your light troops are rather good. Your militia is another asset, because it is cheap and better trained then militia of other nations (due to the long standing tradition of militia troops in Portugal).
All Garrison Units Revamped
Revised the garrison troops the game spawns when cities get attacked. Instead of having only armed citizenry as defenders, there are now 4 types of troops. This makes playing with and against garrison units more interesting:
- Armed Citizenry: represents 2nd rate town militia (140 men strong)
- City militia: regular militia (140 men strong)
- Reserve infantry: represents reserve, depot and fortress infantry; stats are equal to standard line infantry (120 men strong)
- Region specific units: Tiroler Landesschützen Reserve (60 men strong; Tyrol only); British Fencible Cavalry (45 men strong; British homelands only); Cossack Reserve Cavalry (45 men strong; Russian provinces with cossack resource)
Massed Formations Part II: Cavalry Attack Columns and Massed Cavalry
Napoleonic battlefields not only saw the use of massive formations of infantry but also the massed use of cavalry, sometimes in gigantic proportions, like the French cavalry column at Eylau with estimated 9000 horses. In TROM2 on a much smaller scale the concentration of cavalry will be represented by two kinds of oversized cavalry units: The cavalry column and massed cavalry.
Cavalry columns are composed of heavy cavalry (cuirassiers or heavy dragoons) and are 90 men strong. They come in a 5 rank deep default formation. Cavalry columns are less manouvreable then normal cavalry units, and both their run and charge speed is lower. Their charge value is lowered by -2, but they got +1 point in defence and moral. Cavalry columns are too clumsy to be used against other cavalry and are very vulnerable to artillery. However, they can smash enemy infantry in line formation and may even overpower squares. The massed formations technology is needed to recruit them, but France will have this technology right from the start.
- France: Attack Column of Cuirassiers (3 units); Attack Column of Heavy Dragoons (3 units)
- Austria: Attack Column of Cuirassiers (1 unit); Attack Column of Heavy Dragoons (2 units)
- Prussia: Attack Column of Cuirassiers (1 unit); Attack Column of Heavy Dragoons (2 units)
- Russia: Attack Column of Cuirassiers (1 unit); Attack Column of Heavy Dragoons (2 units)
- Britain, Spain, Denmark, Sweden: Attack Column of Heavy Dragoons (2 units)
Massed cavalry represents hordes of light cavalry used by the Ottomans and the Russians (cossacks). They don't need to be researched and are available right from the start. They are made up of 90 men strong units in a 4 ranks deep loose formation. Otherwise their stats are unchanged.
- Russia: Cossack Horde (2 units)
- Ottomans: Massed Dehli Horsemen (4 units)
Naval Combat Changes
Most major naval engagements between ships of the line were decided at very close ranges. While heavy guns could theoretically fire over distances of 1-2 miles, the accuracy as well as the penetration power at that distances was so low, that long range fire against heavy warships was useless. This was best demonstrated at the battle of Trafalgar, were the French/Spanish fleet fired on the British ships from long range for over an hour, but couldn't prevent them from closing in. For TROM2 I decided to have a maximum effective range of 700 for all guns with the exception of carronades.
Changes to Guns and Ranges
- Maximum effective range of solid shot is uniformly set to 700 for normal guns.
- Carronades have a range of 300.
- Maximum effective range of grape shot is uniformly set to 150 regardless of gun type.
- Chain shots have the same range as solid shots (chain shot now represents gunners aiming at masts and sails with solid shot AND chain shot).
- Fixed a vanilla NTW bug: Chain shots do proper hull damage now and no longer just fly through the hull and cause massive losses of guns.
- Chain shot does 50% of the damage of solid shots to the hull, but 200% damage to sail and rigging.
- The damage of solid shots to sail and rigging was increased.
- Small guns do proportional more damage to sail and rigging then big guns (bigger guns still do more absolute damage).
Changes to Ships
- Bow and stern guns of all ships are changed to slightly more accurate long range guns.
- Accuracy of all ships is reduced. You need to go very near to make your broadsides count.
- Ships cost less upkeep (20% of build costs like land units).
Changes to Naval Moral
- Overall ships will fight longer before routing or surrendering compared to previous TROM2 versions
- Reduced moral penalties caused by fire and the death of admirals
Gameplay Tips: Use frigates and smaller ships at long range with chain shot to dismast bigger enemy ships. Grape shot is very effective to sweep the open decks and disable the guns there by killing the crews. However, it's useless if you can not hit the open deck or there are no more targets to hit there.
Additional Optional Submods
These three 3 submods are purely optional and make different aspects of the game easier. Don't use them if you are a happy with the challenge TROM2 provides.
trom2_easier_economy_submod.pack: Reduces the upkeep, policing costs and building prizes for the player.
trom2_even_easier_economy_submod.pack: Same as above but with a stronger reduction of costs for the player.
trom2_stronger_moral_effects_submod.pack: Casualities have a stronger impact on moral and units will rout with less casualities. Will make battles and the campaign a bit easier for the player.
ALL MODS LABELED "SUBMOD" MUST BE ABOVE TROM2_CORE.PACK IN THE FILE LIST
The Magnificent Rest!
Improvements & Changes
- Changed range of muskets to 95, carbines to 110 and skirmishers muskets to 125. This will improve the formation behaviour of the AI and prevents excessive melee.
- Changed the minimum unit strength to 15% (a unit below this threshold gets disbanded)
- Moral reworked: artillery and musket fire has a stronger effect on moral (-6/-3)
- Some ships of the line are available earlier
- Some changes to recruitment behaviour by the CAI (will recruit less cavalry and grenadiers; will only recruit the AI only light infantry and infantry columns)
- Added unit limits for grenadiers and cuirassiers
- Reduced unit limits for some AOR units
- Added new aiming animations by Oby for skirmishers and light infantry. They will aim longer before fireing their muskest and rifles (adapted the reload times, so the rate of fire is unchanged).
- Hungarian units are now also available in Croatia and Transylvania, which is historically more correct
Fixes
- Fixed Napoleon not starting with the guarded trait in the TROM2 campaign
- Capturing the Danish fleet mission should now work
- Fixed several issues with unit recruitment in the Egypt campaign
- Fixed AI missile cavalry not skirmishing
New Units
- 1st Cacadores (Portugal; also Peninsular War)
- 6th Cacadores (Portugal; also Peninsular War)
- 1st Portuguese Cavalry (Portugal; also Peninsular War)
- Loyal Lusitanian Legion Infantry (Portugal; also Peninsular War)
- Loyal Lusitanian Legion Artillery (Portugal; also Peninsular War)
- Loyal Lusitanian Legion Light Dragoons (Portugal; also Peninsular War)
- Corps of Mounted Guides (Portugal; also Peninsular War)
- Royal Militia Volunteers (Portugal; also Peninsular War)
- Massed Deli Horsemen (Ottomans)
- Cossack Horde (Russia)
- Attack Column of Cuirassiers (Austra, France, Prussia, Russia)
- Attack Column of Heavy Dragoons (all playable nations with exception of Ottomans)
- Several new garrison units (all nations)
Credits & Thanks
LtChambers, Alpaca, Erasmus777, husserlTW, The Vicar, and others for their work to make moding NTW possible
Bart07 for some unit variant files and text descriptions
EmperorBatman999 for some unit variants and texts from his Foreign Legions mod
Lutland for some unit pics from his artillery mod
Thomas Cochrane for his "Trafalgar Fleet Fix"
ProLurker for parts of his "Fäderneslandet" mod
md1453 for letting us use many units from the "Ottoman Units Mod NTW" and the "Prussian Mounted Jager" mod
Zaskar70 for the units from the British Cavalry Mod
PDGuru's for the "Much Lesser Rebels Mod" and for his nice screenshots
Ltflak for promoting the mod with his videos
Oby for new aiming animations for muskets and rifles
Everybody else who contributes to the development of the mod in the TROM2 forum of TWCenter
INSTALLATION
IMPORTANT: Choosing the right difficulty with TROM2 2.0
IMPORTANT: Playing the TROM2 custom campaigns
The full version is out! See the TROM2 2.0 release thread!