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Thread: Clan Might Mod - Version 1.0

  1. #1

    Icon14 Clan Might Mod - Version 1.0



    Clan Might Mod 1.01 [BETA]


    Download Link:

    Version 1.01: Clan Might Mod - version 1.01.rar
    Version 1.00:
    Clan Might Mod - version 1.0.rar


    - This mod adds units, buildings, and changes. Having historical units, and possible units. The Ikko-Ikki are combined with the Saika group, as such so also follows the history in Japan. While having a much more flexible kinds of buildings that could be made, that doesn't only follow 1 kind of upgrade such as within the market.
    -
    Since this is my first and still new mod, some errors may be expected. Although I tested for how many days, it still works for me.




    Changes:

    Land Units:

    - Specialty units of their respective clan is improve slightly. Gaining and losing some of it's stats.
    - Projectiles of arrows, bullets, explosives, and siege has been improve. Namely it's damage and range.
    .....- Muskets has increase it's range
    and damage.
    .....- Bow & Arrows
    has increase it's range and damage.
    .....- Siege Weapons has increase it's range and damage.
    - Cost and upkeep of unit changes. Depending on what the clan's bonus.
    - 15 New Units from different clans, can be played in the campaign and custom battle.


    .....- 2 Ashigaru/Mercenary Units.


    .....- 1 Date Unit


    .....- 3 Hattori Units


    .....- 1 Hojo Ninja Unit

    .....- 1 Ikko-Ikki (Saika) Unit


    .....- 1 Mori Unit


    .....- 3 Oda Units


    .....- 2 Shimazu Units


    .....- 1 Uesugi Unit

    - New Units Encyclopedia see-able unit stats.
    - Recruitable generals from the Mercenary shop.


    Buildings:


    - 11 New Buildings
    , can be played in the campaign and custom battle.

    ...- Trading Open Port, Trading Red Seal Port, Trading Opium Port, Trading Fishing Port, Trading Fishing Dock, Trading Fishing Whale


    ...- Office, Metsuke Office


    ...- Mercenary Shop, Flee Market, Bazaar

    - Building effects has been change.
    - Regional Building, has a greater effect bonus.
    - Naval Trading improved better.
    - Different kinds of Trade Ports/Ports are available.
    - Different kinds of markets may be build. Not only 1 kind of market you can make. Each market has it's own specialty.


    Diplomacy:

    - Clan relationship improve. Easier way to negotiate with the other clans. Depending on the relationship of course.
    - Realm Divide impacts the clan lessens.
    - Trade Negotiations improves the relationship better.
    - Marriages improves the relationship better.


    Characters:

    - All Agents and Generals 3 skill points for every level.
    - Experience gain is much higher, depending on the kind of victory you have.


    Technology:

    - Faster and Balance Research, so it wouldn't take that too long.
    - Technology effects improves, has a better effect to the clan.

    Special thanks:

    Scope2007 - For granting me the permission to us his Ninja Hero model.

    KaiserinaKratos - Giving me ideas, and supporting my mod.
    Last edited by kenichinsfs; October 12, 2014 at 06:07 AM. Reason: Update those missing photos, and giving out some more info

  2. #2
    Audacia's Avatar Give Life Back to Music
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    Default Re: Clan Might Mod - Version 1.0

    Nice work! Keep up the strong effort and be sure to check out the next issue of the Eagle Standard. I think you'll be pleased!

    Under the patronage of Inkie Pie: Text Editor for The Great War
    Roma Surrectum II





  3. #3

    Default Re: Clan Might Mod - Version 1.0

    any screenshot?

  4. #4

    Default Re: Clan Might Mod - Version 1.0

    Pretty awesome! BTW, do you still update?

  5. #5

    Default Re: Clan Might Mod - Version 1.0

    I've already stop updating it already, due to an unsuspecting turn of events. A lot of files for the new update got corrupted, so I might stop for awhile. sorry though

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