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Thread: Introduction to TROM2

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    Default Introduction to TROM2




    “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.

    Current release version is 2.3. You find it here.


    Contents 1. Main Features
    2. Battle Mechanics
    3. Campaign Mechanics
    4. AOR Recruitment System
    5. BAI and CAI Changes
    6. Gameplay Advices



    Version history: v2.3 (FEB 2011)
    Spoiler Alert, click show to read: 



    TROM2 2.2

    Spherical Case Shot (and other artillery changes)




    Spherical case shot is an advanced form of anti-personnel ammunition invented by the British Ltn. Shrapnel in 1784. Shrapnel's innovation was to combine the multi-projectile shotgun effect of canister shot, with a time fuse to open the canister and disperse the bullets it contained at some distance along the canister's trajectory from the gun. His shell was a hollow cast-iron sphere filled with a mixture of balls and powder, with a crude time fuse. If the fuse was set correctly then the shell would break open, either in front or above the intended target, releasing its contents (of musket balls). The shrapnel balls would carry on with the "remaining velocity" of the shell. In addition to a denser pattern of musket balls, the retained velocity could be higher as well, since the shrapnel shell as a whole would likely have a higher ballistic coefficient than the individual musket balls. It took until 1803 for the British artillery to adopt the shrapnel shell (as "spherical case"), albeit with great enthusiasm when it did. Henry Shrapnel was promoted to Major in the same year. The first recorded use of shrapnel by the British was in 1804 against the Dutch at Fort Amsterdam in Surinam. The Duke of Wellington's armies used it from 1808 in the Peninsular War and at the Battle of Waterloo, and he wrote admiringly of its effectiveness.

    Spherical Case Shot (Shrapnel Shot)
    • Introducing spherical case shot, which is a deadly form of ammunition for medium ranges. The spherical case shot explodes during flight and unleashes a hail of musket balls. Especially deadly against masses of infantry like the French infantry attack columns.
    • Britain can research spherical case shot with army buildings level 2. All other nations have to wait until they have a level 4 army building.
    • After researching the spherical case shot technology all howitzers can shoot that type of ammunition.
    • Britain can recruit a limited number of 6-pdr, 9-pdr and 12-pdr cannons with spherical case shot as additional ammunition.


    Other Changes to Artillery
    • Vanilla NTW issue with artillery finally solved (well...circumvented to be exact ): Solid shot no longer scatters infantry and will kill infantry (and not only cavalry) beyond the maximum range! This will help especially the AI which tends to shoot at maximum range without causing casualities to infantry.
    • Solid shots got a longer range.
    • Howitzer shells have a longer range, but less explosive power.
    • Canister range was slightly shortened and the amount of balls reduced, but canister balls now bounce on the ground and are much more deadly at close range!
    • Reload rate of rockets lengthened (for balance reasons).
    • Removed experimental howitzers from the game.
    • Removed accuracy ability for howitzers.
    • Improved ballistics of shrapnels from explosive shells and rockets.

    L'Aigles Unit Skins Part 2



    • Fantastic new unit skins for all French regular units by L'Aigle.



    New Basic Unit Sizes

    Thanks to Taw's excellent work on the esf files I was able to finally change all basic unit sizes in all campaigns within a reasonable amount of time. While the mod still supports the XL25 and XL50 submods, I recommend playing with the new basic sizes (a roughly 25% increase from vanilla) to avoid pathfinding issues and overcrowding.

    Note: TROM2 does not try to achieve historical unit sizes (companies or battalions) because this does not work very well with the 20 unit cap of armies in the game (nations with bigger companies/battalions would have an advantage over nations with smaller unit sizes). Therefore TROM2 strives to differentiate factions more in terms of stats, abilities and special units available (like the massed formation units).

    The new basic unit sizes for TROM2 are:

    Generals: 24 men
    Infantry: 200 men for line infantry, 150 men for light infantry/grenadiers, 100 men for skirmishers (voltigeurs; jaeger)
    Cavalry: 90 men for light cavalry and lancers; 80 men for medium/heavy cavalry; 100 men for mounted infantry
    Artillery: 24 men and 4 guns for foot artillery (guns, rockets, mortars) and horse artillery; 20 men and 3 guns for howitzer batteries; 24 men and 4 guns for russian unicorn batteries
    Massed formation units are 50% bigger then the basic unit

    Faction specific unit sizes (part of the new faction differentation; see below):

    Austria
    - German line infantry is 210 men strong
    - Hungarian line infantry has 220 men
    - Grenzer and grenadier units have 160 men

    Note: Since Austria lacks guard units, these changes will make it more equal to other nations. It's also somewhat historical, because many Austrian battalions were rather big.

    Britain
    - British line infantry is only 180 men strong (Scottish, KGL and elite units are unchanged)
    - British rifle units are 110 men strong
    - British artillery has only 3 guns per battery

    Note: Britain is a "shooter" faction with higher accuracy and quicker reload time then it's adversaries. The artillery, while technically advanced (spherical case shot; rockets), was always a weak and somewhat neglected part of the army.

    Ottomans
    - All Ottoman irregulars (Azzars; Albanian Warband; Haydut Irregulars) are 160 men strong.

    Additional Faction Differentiation

    • French infantry units have a 10% quicker marching speed on the battlefield reflecting their great tactical flexibility and the French doctrine of attack
    • British line infantry fights in two ranks (Scottish units, auxiliaries and elite infantry unchanged)
    • British infantry units start with an additional chevron of experience reflecting the superb British training, but all infantry units take one turn longer to recruit (auxiliary units are unchanged)
    • British armies are 10% slower on the campaign map and have 2% higher upkeep (British armies were considered to be slow because they liked to be well supplied)
    • British cavalry is cheaper to recruit (-6% cost)


    The Magnificent Rest!

    Improvements & Changes
    • Changed depth of light cavalry units to 3 ranks.
    • Reduced army upkeep by 5%.
    • Made the economic effects of the easier economy submods more pronunced to help players who struggle with TROM2's intentionaly harsh economy.
    • Removed big starforts from all campaigns (the smaller ones are still buildable)


    Fixes

    • Fixed wrong stats of British howitzers.
    • Added missing kneeling animations for Albanian Warbands and Haydut Irregulars


    New Units
    • 1st Polish Legion (France; recruitable in Torino; 2 regiments max)
    • British 6-lbr, 9-lbr and 12-lbr with spherical case ammunition



    TROM2 2.1

    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)


    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.


    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


    Naval Campaign Changes
    There are several changes to stimulate more naval action in campaigns:
    • Smaller ships of the line are available earlier and can be build at second level trading ports.
    • CAI will build more ships of the line and less frigates
    • Ships cost less upkeep (20% of build costs like land units). In addition Ship upkeep was reduced in the difficulty settings. Net result is that both the player and the AI are now able to support more ships.


    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.

    INCLUDED: TROM2 XL - Play TROM2 with larger unit sizes!

    TROM2 XL allows you to play TROM2 with larger unit sizes. It contains two submods that make shure that your artillery units have the right amount of guns if you play with either a 25% or a 50% increase in men.
    Read the readme of the mod for installation instructions and how to increase TROM2 unit sizes!

    INCLUDED: 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.


    INCLUDED: TROM2 Extras


    The popular TROM2 Extras mod is now part of the standard release. TROM2 Extras contains the following mods:

    • "Alternative minimap icons" by Being Earnest
    • "Bicorne Hat fix" for French Fusiliers in Italian Campaign by Oby
    • "No Camera Shake" by Moopere
    • Parts from "Brightworks 1.1" by Reiksmarshal: Fixes several graphicals glitches.
    • "Whiff of Sulphur WHITE 3.1" (basic tuned down "Moopere" version) by rikktherek: Adds realistic smoke to the battlefields an removes tracers.
    • "Ultimate Soundmod 3.0" by Lochkopf
    • "Bullet hits mod" by Pdguru
    • "New loadings screens" by Zbrozlo: A collection of historical battle paintings.
    • As an extra file it also contains trom2_tracers_mod.pack (based on "Tracer Effects Reduction Mod" by Scivian) for people who like the projectile trails back in a slightly reduced form.


    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
    • Fixed missing vanilla loading screens
    • 2.1: Fixed Portuguese AOR units.


    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)



    TROM2 1.9: L'aigles Imperial Guard Units & Gameplay Update

    L'aigles imperial guard units

    L'aigles fantastic imperial guard units are now available for TROM2! This pack contains reskins of all the existing French guard units as well as 12 brand new units.
    L'aigle did a fantastic job with the skins!

    New units (with recruitment locations):

    Artillerie à Pied de la Jeune Garde (Paris; also Peninsular Campaign)
    Artillerie à Cheval de la Jeune Garde (Paris; also Peninsular Campaign)
    Elite Gendarmes (French provinces)
    Gendarmes Lanciers (Brussels)
    Eclaireurs de la Garde (French provinces)
    Gardes d'Honneurs (Paris)
    Guard Genie (French provinces)
    Middle Guard Grenadiers (Paris)
    Flanqueurs Chasseurs (Brussels)
    Middle Guard Chasseurs (Paris)
    Old Guard Chasseurs (Paris)
    Young Guard Chasseurs (Paris; also Peninsular Campaign)

    Massed Formation units[/B]
    - New technoloy "Massed Formations" allows the recruitment of oversized units that represent specific tactical doctrines on the Napoleonic battlefields and require new tactics. France starts with this technology already researched.
    - Line Infantry Attack columns: With 240 men in 8 ranks and enhanced melee and moral, but weak shooting power, these units are meant to smash into the enemy lines after delivering a closed range volley or two. Available for France (unit limit of 8), Austria (unit limit of 4), Russia(unit limit of 6), Prussia (unit limit of 4), Spain (unit limit of 4), Sweden (unit limit of 2) and Denmark (unit limit of 2)
    - Tirailleurs en grande bande (France only): These 120 men strong voltigeur units represent the massed use of French skirmishers in many battles (unit limit of 4)
    - Grand/Great Batteries: With 8 12-lber instead of the standard 4 guns this unit stands for the tactical doctrine of massing artillery at one spot in offence and defence (for all playable nations; needs Grand Battery tech; unit limit of 2)

    Peninsular Campaign Finetuning
    - CAI is less defensive
    - More starting units for AI opponents
    - France has a additional home recruitment zone in Catalonia
    - France starts with a level 3 military building in Touluse

    BAI improvements
    - BAI controlled light infantry will no longer turn tails when charged and get easily routed. Instead they will stand and fight. This will help against attacks by cavalry somewhat.
    - Widened the shooting arc of all units which helps to keep BAI units in line (they turn and therefore block each other less when changing targets).

    The magnificent rest!

    Improvements & Changes:
    - All carbine armed cavalry (missile cavalry; mounted infantry/jäger) got a higher musket range (95 instead of 80). This makes them more usefull as skirmishing force especially against line infantry units when mounted as well as when dismounted.
    - Shifted the recruitment zones of several French units to avoid UI problems. Paris recruits mostly basic and guard units. Other French provinces have basic, veteran and some guard units. Brussels has some foreign and late guard units, while Marseille has Swiss units.
    - The French Guard Mamelukes are now a starting unit only in all the 1805 campaign variants. They can't be recruited again if they are destroyed, so take care.
    - Replaced the Battery of the Convention with the new grand battery unit.
    - The French army in the 1805 campaign starts with one chevron of experience for most of its units.
    - French lancer cavalry is available much later in the campaign (tier 4+ buildings with the exception of the Polish Guard Lancers) which is historically more accurate. All starting lancer units are replaced with dragoons and hussars.
    - Armed citizenry with muskets are now 180 men strong, without muskets 200.
    - Added technological requirements for several advanced buildings
    - Added faction specific CAI personalities to finetune construction and recruitment behavior of different nations
    - CAI is more agressive
    - Prussia no longer starts with excessive amounts of horse artillery
    - reduced the chance of ships catching fire (needs testing)
    - Shifted Prussian Landwehr Edict one tier up.

    Fixes:
    - Fixed recruitment of Dutch flanquers
    - Fixed missing rebellion/revolution unit spawns for Denmark and Sweden

    Additional new units
    - Line infantry attack columns (for France, Spain, Austria, Russia, Prussia, Sweden and Denmark)
    - Tirailleurs en grande bande (France)
    - 52nd Light Foot (Britain; also Peninsular War)
    - Finnish Line Infantry (AOR unit for all playable factions)




    v.1.8 (15 Oct 2010)

    Highlights of 1.8

    The Scandinavian expansion
    - Sweden and Denmark are now fully playable in the TROM2 custom campaign
    - New missions for both nations
    - New units for Denmark: Royal Lifeguards; Hussars; Norwegian Line Infantry; Norwegian Grenadiers; Mounted Jäger; City Militia (spawns as garrison)
    - New units for Sweden: Grenadiers; City Militia (spawns as garrison)

    Ottoman faction finetuning
    - Reduced religious unrest at campaign start a bit
    - Added the Nizam-i-cedid Religious Equality reform which lowers religious unrest even more and gives a bonus to diplomatic standing
    - Added +500 to other income (this represents income from the middle eastern provinces not on the map)
    - Ottoman militia and irregulars are 12% cheaper and have a 12% lower upkeep
    - Ottoman levy milita got the garrison ability
    - Ottoman old style artillery will be disabled when Nizam-i-cedid artillery is available (frees UI recruitment slots)
    - Kapikulu Ulufeciler Cavalry has +1 point added to all stats
    - Circassian Swordsmen Cavalry is now as strong as standard cuirassiers

    TROM2 custom campaign finetuning and CAI renovation
    - Added sveral missions for France
    - Added one more mission for Britain
    - Britain or France can capture some Danish ships if they invade Denmark first
    - Added some additional starting units depending on what factions the player is playing (for example more ships for the British CAI so it is no longer automatically overpowered by the combined spanish and french navies)
    - The Spanish CAI works properly now and will expand and try to take it's victory locations (like Gibraltar)
    - The CAI should be more agressive overall

    Further development of the AOR system
    - Recruitment of most unit types is now restricted to home regions
    - The homeland recruitment zones for France were split into a Paris and a provinces region to avoid user interface problems: Most Imperial Guard units are now only available in Paris, while veteran units are recruitable in the other french provinces. This will allow me to add some more French units in the future.
    - Dutch Guard Lancers are available in France (provinces)
    - French Guard Seamen are recruited at dockyards and are also available for the Peninsular Campaign
    - French Guard Mamelukes are also available for the Peninsular Campaign

    The magnificent rest!

    Improvements:
    - Added a slightly adapted version of PDGuru's "Much Lesser Rebels Mod": Rebellions and revolts will only spawn weak units like militia and no artillery
    - Removed one point of unrest from conscription technology and added one to mass mobilisation instead
    - Spain has a 8% cheaper upkeep for militia and irregulars
    - Conscription and mass recruitment technologies not only reduce militia/irregular unit costs but also the upkeep
    - Cavalry units have 30% more movement points on the campaign map
    - Redid some unit icons for the units from the British Cavalry Mod by Zaskar70
    - Austrian grenzer got +1 to defence and moral

    Fixes:
    - Ottoman Nizam-i-Cedit Rilfes no longer available all over the globe
    - Fixed Peninsular War DLC technologies showing up in the other campaigns when trading for tech
    - Fixed Admirals not getting killed when their ship surrendered

    New units
    - 27th Foot Inniskillings (Britain; also Peninsular Campaign)
    - Hussars (Denmark)
    - Danish and Swedish City Militia (spawns as garrison)
    - Norwegian Line Infantry (Denmark)
    - Norwegian Grenadiers (Denmark)
    - Mounted Jäger (Denmark)
    - Royal Lifeguards (Denmark)
    - Grenadiers (Sweden)
    - 4th Hussars "Hessen-Homburg" (Austria)
    - 5th Hussars "Radetzky" (Austria)

    v.1.71 (26 Sept 2010)

    Quick update:
    - Reverted some changes to moral and fatigue to bring the battle experience closer to 1.6
    - Fixed wrong projectile of the Ottoman siege canon and some other minor issues

    v.1.7

    IMPORTANT: Choosing the right difficulty with TROM2 1.7

    - Starting with 1.7 the difficulty levels in TROM2 only influence the aggressiveness of the AI toward the player. The economic and other game variables are the same on each difficulty level. So, if you want a cautious, less aggressive AI play on easy or medium. If you want a total war with everybody play on very hard. For the battles we recommend hard difficulty, but you can also play on very hard if you don't mind the BAI getting strong bonuses for it's units.

    - By default the economy in TROM2 is rather harsh to offer a challenge for experienced players. While 1.7 has an easier starting economy then previous versions, if you like to play with even more money at hand you can install the trom2_easier_economy_submod.pack on top of your normal TROM2 installation. This submod changes the economic penalties for the player (less upkeep; lowered unit and building costs). The bonuses for the AI are the same as in the standard version.


    IMPORTANT: Playing the TROM2 custom campaigns

    - The TROM2 custom campaigns are enabled with the trom2_enable_campaigns_01.pack. Enable the pack with the mod manager or the user script. While the custom campaigns are enabled you won't be able to start a Pensinsular Campaign because of a script conflict. Just disable the TROM2 custom campaigns if you wan't to play the DLC.


    Highlights of 1.7

    The Ottoman Expansion
    New challenging Ottoman campaign: Lead the weak Ottoman Empire through a series of reforms to be able to compede with your enemies! Reestablish the Ottoman hegemony in eastern Europe!
    - New missions!
    - 5 new technologies that represent the Nizam-i Cedid ("New Order") reforms of Sultan Selim III!
    - More the 20 new units for the Ottoman campaign with many units from the excellent 'Ottoman Unit Mod NTW' by md1453 (see the list below)!

    Things you should know when playing the Ottomans:
    - Ottoman Jannissary grenadiers still use grenades and hand mortars
    - Most Janissary units cannot form squares with the exception of the Sekban units
    - The old style Ottoman artillery is heavy, but less accurate, and moves slower on the campaign map. The Nizam-i Cedid artillery is more accurate and has a normal campaign movement rate.
    - The Ottomans cannot recruit most European AOR units (the infidels refuse to fight for them)

    Added Austria, Britain, Prussia and Russia to the TROM2 custom campaigns
    - Victory conditions of these nations no longer overlap, so it may be possible to keep alliances with them especially on the lower difficulty levels

    Revision of battle mechanics
    - New combat mechanics for muskets and rifles: Bullets will less likely travel far beyond their range and kill units in reserve. Putting skirmishers in front of your line is much more feasible now.
    - Shock threshold lowered (not shock resistant units will rout if suffering a lot of casualities in a short time frame)
    - Raised fear effect to -3 moral (inspire gives +3 moral)
    - All cavalry causes fear. This was done because the variable that should cause a moral penalty for infantry fighting cavalry is not working against elite/well-trained units and all units in square formation. Now elite/well-trained units or units in squares suffer a -3 moral penalty, while non-elite units otherwise suffer a -6 penalty fighting cavalry.
    - Charge behaviour altered: units charge from further away

    Revision of all unit stats
    The main changes are:
    - Higher caliber guns are more accurate then lower caliber guns (in vanilla NTW it is the other way round for whatever reason). You want that 12-lber now for taking out enemy guns and cavalry far away, while the cheaper 6-lber guns are equally good at close range with a higher rate of fire.
    - Skirmishers are a bit stronger in close combat (historically many skirmisher units were considered crack troops; we don't go that far in TROM2 to perserve the rock-paper-scissor mechanics but at least they can hold out longer in close combat).
    - Grenadiers and elite infantry have very similar stats, but grenadiers have a higher charge factor and a fear effect, while elite infantry due to their higher men count (160 vs 120) is more powerfull overall but more expensive also.
    - Lancers are less overpowered (lowered charge factor, but raised other stats somewhat). They are still the best shock cavalry.

    Revision of unit costs
    The new cost structure better represents the effectiveness of units on the TROM2 battlefield. It's done with formulas that take all stats, performance of weapons, formations, and unit abilities into account (it's a bit work in progress though; expect some more adjustments in the future).

    BAI Improvements
    - The AI uses many (not all) of its light infantry units in skirmish formation (campaigns only). This makes them much stronger in a firefight. This was done by making copies of existing unit, giving them an open formation, and disabling them for the player. In addition the AI-only light infantry units can setup freely on the battlefield whch can make battles more interesting.
    - Further improvements to BAI behaviour when attacking.

    Improved agent warfare
    - All agents are now better protected from assassinations (-20% chance of assassination). This should make the agent warfare, especially in the Peninsular Campaign, more interesting. Also dueling is more important now to get rid of enemy agents.

    Easier economy submod
    - A submod for those of you who like having all the TROM2 game mechanics and units, but struggle with the harsh economy. Lowers the economic difficulty for the player on all difficulty settings.

    The magnificent rest!

    - Sweden, Danemark and Russia have starting fleets in the TROM2 custom campaigns
    - Playing the French in the Peninsular campaign is a bit harder now (they have one point less repression)
    - New faction selection screen for the TROM2 custom campaigns (Thanks to Alpaca for making this possible)
    - Added Trafalgar Fleet fix v1.1 by Thomas Cochrane (historically correct ship names for Nelson's and Villeneuve's fleets)
    - Autoresolve: Reduced difficulty advantages for the AI on hard and very hard by 50%
    - Autoresolve: Reduced the amount of casualities for the loser
    - Swedish tophat textures from Pro Lurker's 'Fäderneslandet' unit pack
    - French Guard Mamelukes and Ottoman Mamelukes use pistols when charging
    - Removed the rather unhistorical Ottoman melee only units (with the exception of the peasants) from the European campaign
    - Removed the ahistorical and useless diamond formation
    - Number of pellets for naval grapeshot increased according to gun size
    - Speeded up the research rate a bit
    - Added more units to custom battles
    - Many smaller adjustments and fixes

    New units

    - Nizam-i Cedid 6-lber Foot Artillery (Ottoman)
    - Nizam-i Cedid 12-lber Foot Artillery (Ottoman)
    - Nizam-i Cedid 6-lber Horse Artillery (Ottoman)
    - Nizam-i Cedid 7-lber Howitzer (Ottoman)
    - Provincial Nizam-i Cedid Line Infantry (Ottoman)
    - Ottoman merchant ships (Ottoman)
    - 122-gun Ship-of-the-Line (Ottoman)
    - Swedish Cuirassiers (Sweden)
    - Finnish Line Infantry (Sweden)
    - Light Infantry (Sweden)
    - Närke-Värmlands Regiment (Sweden)
    - Mörnerska Hussars (Sweden)

    From the Prussian Mounted Jager mod by md1453(Pics here):

    - Jäger zu Pferd (Prussia)
    - Silesian Jäger zu Pferd (Prussia)
    - Gardejäger zu Pferd (Prussia)

    From the Ottoman Units Mod NTW by md1453 (Pics here):
    - 64-lber Heavy Cannon (Ottoman)
    - Provincial Auxiliaries (Ottoman)
    - Mamelukes (Ottoman)
    - Cemaat Janissary Grenadiers (Ottoman)
    - Beylik Janissary Hand Mortars (Ottoman)
    - Circassian Mounted Swordsmen (Ottoman)
    - Balkan Irregulars (Ottoman)
    - Kapikulu Ulufeciler Armoured Cavalry (Ottoman)
    - Provincial Sipahi (Ottoman)
    - Wallachian Boyars (Ottoman)
    - Deli Lancers (Ottoman)
    - Elite Nizam-I Cedit Infantry (Ottoman)
    - Sekban Janissary Musketeers (Ottoman)
    - Sekban Janissary Grenadiers (Ottoman)

    From the British Cavalry Mod by Zaskar70(Pics here):
    - 1st Life Guards "The Cheeses" (Britain)
    - Royal Horse Guards "The Blues" (Britain)
    - 2nd Royal North British Dragoons "The Greys" (Britain)
    - 18th King's Irish Hussars (Britain; Peninsular Campaign also)
    - 7th Queens' Own Hussars (Britain)
    - 1st Hussars Kings German Legion (Britain; Peninsular Campaign also)
    - 1st King's Dragoon Guards (Britain)
    - 2nd Queen's Dragoon Guards "The Bays" (Britain)
    - 6th Inniskilling Dragoons "The Black Dragoons" (Britain)


    v.1.6

    Highlights

    Viva Espana! The Spanish Campaign!
    - Play as Spain and bring it back to it's old glory
    - New missions: From conquering Gibraltar to aiding Irish nationalists!
    - Expanded unit roster with units from the peninsular campaign!
    - Scripted gameplay features: Guerillas are not available at the beginning but will automatically spawn if Spain loses one of it's core cities (and will be available for recruitment as long as Spanish home territories are in foreign hands)!
    - Gibraltar starts as fortress and is better defended (the British AI receives scripted reinforcements in the second turn)!
    - New spanish units: Regimiento Suizo (Swiss Line Infantry); Regiemento de Voluntarios de Irlanda (Irish Volunteers; mission related); De La Romana Grenadiers; Rocket Artillery

    Alternative French Campaign
    - Follow Napoleons original plan and defeat GB and it's allies!
    - New victory conditions: Conquer Portugal, Naples, Tyrol, Westphalia, Hessen and England!
    - The Kingdom of Italy and Württemberg are French protectorates from the start
    - New French AOR units (in cooperation with the Foreign Legions mod by EmperorBatman999): Tirailleurs du Po; Dalmatian Carabiniers; Legion Midi; Regiment d'Isembourg; Regiment de La Tour d'Auvergne; Regiment de Prusse; De La Romana Grenadiers

    The Spanish and the alternative French campaigns are available under the campaigns of the coalition entry.

    Privateers!
    - New tech: Privateers! This tech lowers the upkeep of sloops and brigs considerably (-40%) so they can be used to gain a substantial income from raiding enemy shipping lanes (Thanks to the NER mod for the basic idea!)
    - Brigs and sloops now have 20% upkeep instead of 25% but are capped to 4 units each (reason see above). Even without the Privateer tech they can get you a marginal income from pirating shipping lanes.

    Animation changes for skirmishers, irregulars, light infantry, and dismounted cavalry (indirect BAI improvement)!

    - By default skirmisher fire from kneeling. This makes them more powerful in the hands of the BAI. Before only the player could let skirmishers kneel down by using light infantry behaviour (units kneeling are harder to hit).
    - Light infantry and irregulars load while kneeling and stand up to shoot
    - Dismounted cavalry has a more open formation and also fires from kneeling, which makes it more usefull as a kind of mobile skirmisher force

    Generals are better protected from assassinations!
    - After the first turn generals will automatically aquire a new trait that reduces the chance of assassination attempts by 50% (Note: Napoleon gets this trait only in a new campaign since the game does nor recognize him as general and the trait script does not work for him).

    More dynamic naval battles
    - Round shot damage slighly increased
    - Range of roundshot/shells/rockets reduced by 10%
    - Reload times reduced accordig to caliber
    - Hit probability slightly increased
    - Carronade reload time reduced
    - Overall naval moral reduced by 1
    - Ship repair rate reduced

    The magnificent rest!

    - Further improved naval CAI (better balance between trading and attacking)
    - Inspire unit is now available earlier with the conscription technology
    - Merchant ships and dhows are capped to 12 units, indiamen to 4. This was done to prevent the excessive use of trade ships somewhat (you can still raise your numbers by capturing enemy ships).
    - The Irish Legion is now recruitable at all French home regions with a trading port
    - Skirmishers and irregulars with muskets use socket bayonets instead of rifle butts
    - Ski troops use sabres in close combat (historically correct)
    - Fixed missing cold resistance for Pavlograd Hussars
    - Nizam I Cedit Rifles no longer require the rifle tech
    - All cavalry with carbines/pistols got +10 to reload skill but the base reload rate of the weapon is now the same as muskets (makes stats a bit more transparent)
    - All cavalry that can dismount got +5 accuracy; together with the animation changes dismounting cavalry is more of an option now
    - Adjusted stats for lancer cavalry: less charge value, more defence and moral (they still are superior chargers and don't last long in melee)
    - Adjusted unit cost for all cavalry units: light cavalry is overall cheaper; lancers are more expensive; heavy stayed more or less the same
    - Fixed vanilla bug with some technologies (trade union; code napoleon; complete annexation) not giving proper happiness bonuses/penalties
    - Lowered inspire bonus to +3 moral
    - Rocket troops are 10% cheaper and quicker to build
    - Skirmishers are 10% cheaper
    - Skirmishers have better melee stats
    - Marshall Blücher provides a +3 moral bonus
    - Bomb ketches and rocket ships are much cheaper (they are not that effective in TROM2)
    - Kingdom of Italy is a French protectorate in the vanilla French campaign (and the Coalition campaign). This was a done to give France a better economic start.
    - Increased the effect of state gifts once more
    - Mortar fire is more accurate
    - Grenadiers got the 'scare enemies' ability
    - All irregulars (this includes guerilla units) and militia have 20% cheaper upkeep
    - Guerilla generals can hide better on the campaign map
    - Added several versions of Landwehr Infantry with slightly different stats for Prussia (Silesian; Pommeranian; West Prussian; East Prussian; Westphalian)
    - The 95th and the 60th Rifles (new unit) are available without the rifle tech (they are experimental units before the widespread introduction of modern rifles)
    - France can recruit Swiss infantry and Swiss grenadiers in Piedmont, the Provence or in Switzerland
    - Several adjustments to traits/ancillaries, unit stats, economics and other small changes

    New units

    - Regiemento Suizo (Swiss Line Infantrie; Spain only)
    - Regiemento de Voluntarios de Irlanda (Irish Volunteers; Spain only; mission related)
    - Balkan Skirmishers (AOR rifle unit for all majors)
    - Rocket Artillery (Spain)
    - 5 different Prussian Landwehr Infantry units from Silesia, Pommerania, West Prussia, East Prussia, and Westphalia (Prussia)
    - 60th Rifles (Britain)
    - Swiss Grenadiers (Switzerland; France)

    In cooperation with the Foreign Legions mod by EmperorBatman999:
    - Tirailleurs du Po (France)
    - Dalmatian Carabiniers (France)
    - Portugese Legion Chasseurs (France)
    - Legion Midi (France)
    - De La Romana Grenadiers (France; Spain)
    - Regiment d'Isembourg (France)
    - Regiment de La Tour d'Auvergne (France)
    - Regiment de Prusse (France)


    v1.52

    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!

    v1.51

    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!

    v1.5

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

    v1.4

    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)

    v1.3
    - Added support for the Coalition Battle Pack DLC
    - Bugfix: building requirements of several regional units

    v1.2
    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

    ---------------
    v1.1

    - 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




    TROM2 Teaser Video by Ltflak


    Credits 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
    L'aigle for his unit skins
    JFC for his Napoleon Total Flags Mod
    Everybody else who contributes to the development of the mod in the TROM2 forum of TWCenter
    Last edited by Yarkis de Bodemloze; February 27, 2011 at 02:20 AM.

  2. #2

    Default Re: Introduction to TROM2

    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 NTW.
    TROM2 is designed to work with all campaigns of NTW.
    This mod has been optimised for Easy to Very Hard (campaign) and Hard (battles) difficulty settings.


    Main features
    • No changes without historical rationale, gameplay balance, and consideration for AI decision making.
    • Much more challenging gameplay.
    • New TROM2 custom campaign with new playable nations, new missions and other scripted gameplay features.
    • 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 differentiated, 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.
    • Many new units (around 250 in v2.2)
    • New skins and improved animations.
    • Dozens of other small improvements to improve gameplay, including corrections to text descriptions: no more "Voltiguers" or "Hapsburger"!


    Examples of new, high quality units:
    Spoiler Alert, click show to read: 














    Last edited by Yarkis de Bodemloze; February 05, 2011 at 02:32 AM.

  3. #3

    Default Re: Introduction to TROM2

    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:
    • Movement speed reduced to more realistic rates (around 60-70% of vanilla)
    • Loading times of artillery and small arms increased to more historical rates
    • All regular infantry units use volley fire (up to 2-3 ranks can fire), which is also more historical
    • Weapon effectiveness greatly reduced to achive realistic hit rates per volley
    • Ammo load changed to 24 for Line/Grenadiers/Elite, 32 for Light Infantry and 44 for Skirmishers/Irregular infantry to compensate for the lower hit rates
    • Projectile ranges for light infantry, skimishers and artillery increased
    • Animation changes: Light infantry and skirmishers kneel down even when not in skirmish formation (helps the BAI)
    • The AI will use Light Infantry in skirmish formation (campaign only)
    • Units will fatigue much quicker in combat (shooting/melee) and will recover slower from fatigue (known bug: artillery is unaffected)
    • Artillery crews are easier to hit by musket fire
    • Skirmishers/Irregulars have full hiding abilities (but not while moving/firing), other units are more restricted
    • Light Infantry can form squares
    • Squares of weak units can be broken by heavy cavalry
    • Fire and advance, stakes, and grenades removed (with the exception of some Ottoman units)
    • Gabionades removed (this helps the AI when defending: it will no longer abandon its guns while repositioning)
    • BAI forms neat battle lines
    • Spherical case shot for artillery


    Naval combat:
    • 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 Yarkis de Bodemloze; February 05, 2011 at 02:36 AM.

  4. #4

    Default Re: Introduction to TROM2

    Campaign Mechanics

    Main features (the list is not exhaustive):
    • Reworked the whole economy: Money is more scarse now and economic descisions important
    • Increased policing costs, unit recruitment and upkeep costs for the player and reduced repression bonus
    • Reduced research rate
    • Added new technologies and faction specific reforms
    • 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
    • Agent spawn rate reduced
    • Generals and agents have new traits that protect them against assassinations
    • Many aspects of the CAI improved (like less desire to raid, more desire to help allies, better recruitment behaviour)
    • Aggressiveness of AI fleets much increased
    • AI units suffer much less attrition (the AI can't handle attrition), while the attrition for the player has been increased (take care!)
    • All factions have additional reserve infantry, militia units and local troops as garrison units for city defences beside the armed citizenry
    • Spanish guerilla is only available if a Spanish core territory is occupied. Also, some guerilla units will spawn automatically in this case.


    Example of new gameplay mechanics: Generals and agents receive traits that protect against assassinations:
    Spoiler Alert, click show to read: 


    Example of one of the many new missions:
    Spoiler Alert, click show to read: 


    New garrison troops:
    Spoiler Alert, click show to read: 
    Last edited by Yarkis de Bodemloze; December 23, 2010 at 06:01 PM.

  5. #5

    Default Re: Introduction to TROM2

    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.


    Austrian Provisional Regiment
    Last edited by Yarkis de Bodemloze; September 27, 2010 at 10:08 AM.

  6. #6

    Default Re: Introduction to TROM2

    BAI and CAI changes

    Since providing a challenging gameplay is one oft the main goals of TROM2, improving the BAI and CAI of NTW is one of the cornerstones of the mod. All changes to unit stats or game mechanics are done so the AI is not penalized by them. In addition, we added many AI improvements to the mod, some of them unique to TROM2.

    BAI improvements (you need to play campaign battles to see them all)

    - AI only units in campaigns: These units have the same stats as their human controlled counterparts, but have better default formations or behaviour sets to maximize their effectiveness in the hands of the AI. For example AI-only light infantry in TROM2 fights in skirmish formation by default and does not run from cavalry attacks (which only leads to a quick rout), but stands and fights.
    - AI friendly animation changes: All light infantry and skirmishers in TROM2 use kneeling by default. That way the AI is not at a disadvantage in a firefight against player units in skirmish formation.
    - Generals have two hitpoints instead of one, and therefore AI generals are less prone to get killed early in the battle.
    - Cavalry units charge from outside the shooting range of line infantry.
    - The BAI forms better battle lines and units overlapp less.
    - Guns have sligthly higher trajectories and shoot better over obstacles, which helps the AI in many cases.

    CAI improvements


    - The land CAI in TROM2 is more agressive then it's vanilla counterpart. This was done by reducing it's bias towards a overly defensive stance.
    - Allies help each other out more if they have the means to do so. For example, after eliminating the British in Gibraltar, Spain will send armies to assist France against Austria, Prussia and Russia.
    - Lesser and proper raiding: The CAI will not waste so many units in raids, and will often use cavalry for that purpose.
    - Scaled AI opponents: Depended on which nation you play the CAI gets additional starting units to make gameplay more challenging(like a bigger British garrisson in Gibraltar and a stronger British starting fleet when you play Spain).
    - Naval supremacy: The naval CAI in TROM2 can be characterized as "agressive trader": It will attack enemy trading nodes and occupy them for itself. For example, unlike vanilla NTW, the British fleet will try to dominate the mediterranian sea.Even smaller nations will engage in naval warfare if they succeed in building up a fleet.
    - The CAI will suffer less from attrition and has a higher rate of replenishment for its units. This was balanced so both effects still have an impact on the AI.
    Last edited by Yarkis de Bodemloze; November 14, 2010 at 03:39 AM.

  7. #7

    Default Re: Introduction to TROM2

    Gameplay Advices

    Choosing the right difficulty Starting with 1.7 the difficulty levels in TROM2 only influence the aggressiveness of the AI toward the player. The economic and other game variables are the same on each difficulty level with the exception of the Peninsular Campaign, where you get more starting money and higher money boosts the lower the difficulty. So, if you want a cautious, less aggressive AI play on easy or medium. If you want a total war with everybody play on very hard. For the battles we recommend hard difficulty, but you can also play on very hard if you don't mind the BAI getting strong bonuses for it's units.

    By default the economy in TROM2 is rather harsh to offer a challenge for experienced players. While 1.7 has an easier starting economy then previous versions, if you like to play with even more money at hand you can install the trom2_easier_economy_submod.pack on top of your normal TROM2 installation. This submod changes the economic penalties for the player (less upkeep; lowered unit and building costs). The bonuses for the AI are the same as in the standard version. For the Peninsular Campaign just lower the difficulty to get more money.



    Gameplay tips for Spain Army: With the exception of the guards and the swiss infantry the spanish army is rather mediocre and needs good generalship to be successful in battle. The Spanish line infantry is inferior in firepower to most other nations, but has decent melee stats. Use them accordingly. The Swiss line infantry is better in ranged combat, but is limited in numbers. If you conquer Portugal, you can recruit some Portugese line infantry with good firepower, but low moral. It helps if you use them in conjunction with grenadiers or elite units to raise their spirit. The spanish cavalry lacks heavy units until later in the game, and the artillery is average at best. If Spain itself should get invaded, you can count on the help of guerilla units that can harrass the enemy. Otherwise Spain lacks skirmishers, but some Portugese Tiradores are at your disposal after you unite the Iberian peninsula.

    Navy: Spain has a strong navy with some heavy ships. If you can avoid a second Trafalgar the Spanish navy could rule the seas again.

    Economy: Spain is a rather poor country and gaining income through trade is vital for the Spanish economy. Build up a trade fleet and secure the lucrative trade nodes in the atlantic and the mediterranian sea. Use your own fleet to pirate enemy trade routes. Build trading ports and roads or lower the taxes to stimulate long term economic growth. And don't forget to choose the right people for your government.

    Securing victory: Your ally France protects you from your continental enemies, so in the beginning Britain is the only threat. Destroy the British fleets and secure your northern coasts against invasions from the sea, or even bring the war to the British home territories. After the unification of the Iberian peninsula you need to secure some spread out territories all over Europe to bring Spain back to it's former glory: Flanders-Wallonia, Sicilia, and some others of your choice. Use military might or your riches to gain these.
    Last edited by Yarkis de Bodemloze; November 13, 2010 at 11:26 AM.

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