Page 1 of 2 12 LastLast
Results 1 to 20 of 28

Thread: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

  1. #1

    Default [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    TROM3 1.7 BETA 3

    NOT COMPATIBLE WITH SAVEGAMES FROM EARLIER VERSIONS (v1.6 and below)!

    I made a version jump in the beta for the next release because v1.7 is no longer compatible with old saves. Reason are some changes to the tech tree and the esf files.

    I revisited all economy buildings and balaced their cost in a way that most of them will return their investment costs (break even) in 4-5 years. The higher the level of the building the earlier this will be, making higher level economic buildings a better investment then lower level ones.

    On the battlefield I rebalanced bow and matchlock units. Matchlocks are better against low number of troops in strong armor, while bows are better against lager numbers in weak armor because of their higher rate of fire. Pitted against each other matchlocks are slightly superior. Both have a high kill rate at close range and both are very weak against melee attacks.

    Here is the full version info:


    BETA 3 Changes (COMPATIBLE WITH BETA 2)


    - Fixed some missing units.


    BETA 2 Changes (NOT COMPATIBLE WITH BETA 1!)


    - Fixed some missing ships (tech requirement was wrong).
    - Fixed unbuildable buildings
    - Fixed range bug of elite horse archers
    - Some minor changes

    Fixes

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

    Battle Related Gameplay Changes

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





    Ashigaru Sharpshooters in light infantry formation


    Campaign Related Gameplay Changes

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

    RotS Compatibility Changes

    - All core gameplay mechanics of TROM3 now work with RotS.
    - Adjustments to the economy, building and technology effects.
    - Changed victory conditions for greater freedom of play.
    - Removed AI cheats that replace low level units with free high level ones (no more 19 samurai + general AI armies in the early game).
    - Extended length of RotS campaigns.
    - Added naval abilities (flaming arrows; warcry; battlespeed) to pirate ships.
    - Added unit caps for samurai (20) and monks (15).
    .
    Last edited by Yarkis de Bodemloze; February 18, 2012 at 02:27 PM.

  2. #2

    Default Re: [REL] TROM3 V1.7 BETA *17 FEB 2012*

    Thanks

  3. #3

    Default Re: [REL] TROM3 V1.7 BETA *17 FEB 2012*

    sweet but dam just started a new campain

  4. #4

    Default Re: [REL] TROM3 V1.7 BETA *17 FEB 2012*

    I seem to encounter two bugs:

    1) I can't build any sword schools. Bushido is researched, but the building option remains greyed-out.

    2) Yabasume Household cavalry has a range of zero, so can't use their bows.

  5. #5

    Default Re: [REL] TROM3 V1.7 BETA 2 *18 FEB 2012*

    confirmed i got those bug as well

  6. #6

    Default Re: [REL] TROM3 V1.7 BETA 2 *18 FEB 2012*

    Fixed Beta 2 uploaded. Made a few hundred edits to fix these problems (thank god that notepad++ can edit 200 files at once...).

  7. #7

    Default Re: [REL] TROM3 V1.7 BETA 2 *18 FEB 2012*

    that was fast

  8. #8

    Default Re: [REL] TROM3 V1.7 BETA 2 *18 FEB 2012*

    Yes, but another update is coming in few minutes. Will be compatible to beta 2 and fixes problems with recruitment of AOR and some other units. Sorry for the inconvienience, but I did some major changes to the mod structure and it's easy to overlook some stuff.

  9. #9

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    its all good

    but todofuken unlocks postroads

  10. #10

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Well spotted. Fixed, but since it's not gamebreaking no update for that. Keep the bugs coming.

  11. #11

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Is this AI modification - http://www.twcenter.net/forums/showthread.php?t=440700 - really fully compatible with current version of TROM? It hasn't been updated for quite a while (its creator haven't got any free time yet), so incompatible changes could have been added to TROM, unknown to him.

  12. #12

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Quote Originally Posted by Mori-mori-mori View Post
    Is this AI modification - http://www.twcenter.net/forums/showthread.php?t=440700 - really fully compatible with current version of TROM? It hasn't been updated for quite a while (its creator haven't got any free time yet), so incompatible changes could have been added to TROM, unknown to him.
    I fully respect The Hedge Knights work (he has done many great mods), but I am very much into AI modding myself, so TROM3 already contains the AI I think fits best to the mod. I can't guarantee that any third party mod gives good or even better results.

  13. #13
    Averroes19's Avatar Miles
    Join Date
    May 2011
    Location
    In the city of pigs
    Posts
    386

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    I am sorry for sounding noobish, but can someone provide an installation guide please?


  14. #14

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Unzip the archive and install TROM3_Campaign_and_Battle_Mod.pack and any other TROM3 submods you want to use into ...\Steam\SteamApps\common\total war shogun 2\data. To see all features of the mod you need to start a new campaign.

    Make shure to remove or disbale any other mods that may conflict with TROM3.

    To deinstall the mod, just remove all files starting with trom3.

  15. #15

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Sea Route Trade isn't working for me. Was it removed on purpose or something is simply broken either on my or mod's side? I checked if a clan has any trade agreements - nope, 0. I have a free trade port, yet it says that ports are full.
    Oh and something weird happened to ninja's pants. They have... Faces on them?
    TROM is the only mod i use.

  16. #16

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Quote Originally Posted by Kukki View Post
    Sea Route Trade isn't working for me. Was it removed on purpose or something is simply broken either on my or mod's side? I checked if a clan has any trade agreements - nope, 0. I have a free trade port, yet it says that ports are full.
    Oh and something weird happened to ninja's pants. They have... Faces on them?
    TROM is the only mod i use.
    Harbours had one entry missing. Other ports should work though. Which ninjas do you mean and which faction are you playing??

  17. #17

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Quote Originally Posted by Kukki View Post
    Oh and something weird happened to ninja's pants. They have... Faces on them?
    TROM is the only mod i use.
    Do you mean like pyjama ?

  18. #18

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Oh, i forgot to post a screenie. Here. Those are hattori ninjas.


  19. #19

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Fixed. Thanks for the reports!

  20. #20
    The Hedge Knight's Avatar Fierce When Cornered
    Artifex

    Join Date
    Oct 2009
    Location
    England
    Posts
    5,875

    Default Re: [REL] TROM3 V1.7 BETA 3 *18 FEB 2012*

    Quote Originally Posted by Mori-mori-mori View Post
    Is this AI modification - http://www.twcenter.net/forums/showthread.php?t=440700 - really fully compatible with current version of TROM? It hasn't been updated for quite a while (its creator haven't got any free time yet), so incompatible changes could have been added to TROM, unknown to him.
    Wouldn't try it. With the new and rebalanced units it won't work well, changed that now.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •