CAFE

쇼군2: 자료실

Shogun 2: Art of War [1.0.3]

작성자비타튼튼|작성시간12.02.20|조회수4,640 목록 댓글 2

Art of War 모드는 기존 쇼군 2를 급진적으로 바꾸지는 않고 게임플레이를 개선하고 캠페인을 다듬는 데 초점을 맞춘 모드입니다. 신규 유닛, 각 유닛들 간의 밸런스, 새로운 건물 및 향상된 경제 밸런스, 새로운 기술, 그리고 이 같은 변경에 대응하는 업데이트된 백과사전이 포함되어 있습니다. 자세한 사항은 아래 영문 참조

 

이 모드 역시 세키가하라 캠페인 모드, 트롬 모드, 다쓰 모드와 같은 오버홀 모드이므로 되도록 이 같은 오버홀 모드랑 동시에 설치하지 않길 권장합니다. 서로 충돌이 일어날 가능성이 매우 높습니다. 

 

이 모드 역시 귀차니즘으로 한글 패치는 작업하지 않을 생각이라 모드 적용해서 해볼 거라면 영문판으로 모드를 실행해야 정확한 텍스트가 뜰 것입니다..

 

http://www.twcenter.net/forums/showthread.php?t=520567

 

Total War: Shogun 2 - Art of War
Latest version: 1.0.3 - 26.Feb.2012

Download
Mirror 1 - Mirror 2
Do not play multiplayer with the modification activated, deactivate it first via the Start Menu shortcut.
Upgrade instructions from previous version: Just run the installer and install as normal, it takes care of the upgrade automatically, you don't have to do anything!


ChangeLog

Version 1.03

  • Reworked Katana, Yari and Bow Ronin units. They are now slightly more expensive than Ashigaru units, and somewhat cheaper than Samurai units but with a smaller unit size compared to Samurai units. Ronin units beat their Ashigaru counter-part units in a duel while they lose to Samurai units.
  • Ronin Training Grounds separated from the Encampment chain. It is now a stand-alone building that requires the Bushido technology, costs 2000 koku and enables recruitment of all three Ronin unit types.
  • Buffed the General Warrior tree. A General fully invested in the Warrior tree should now fight on the level of a hero unit, if not better.
  • Agents and Generals now receive three skill points per level instead of two.
  • Normalized the amount of experienced required to achieve each consecutive general/agent level.
  • Fixed several missions and incidents triggers that related to constructing buildings and researching technologies.
  • Fixed some Monk units building recruitment not being met when building the required building.
  • Tweaked CAI building construction policies slightly (less markets).
  • Fixed the installer not installing to a custom directory (if you just want to see what's in the package instead of installing it to your shogun data folder).
  • Fixed the installer not removing some files on uninstall.


Version 1.02

  • Introduced a new unit: Naginata Ashigaru
  • Military buildings (i.e. sword dojo) now provides research bonus for Bushido arts per level (1%,2%,4%,8%).
  • Turns to become Shogun increased from 4 to 8.
  • Incorporated the Missing Siege Wall fix.
  • Castle garrisons increased slightly (by 1).
  • Castle garrison unit types changed. Can't have more than 3 different unit types as otherwise the building tooltip gets bugged (not enough space I imagine); therefore Samurai Retainers and Onna Bushi had to be removed. Considering adding these retainers to military dojo's. Feedback wanted.
  • Balance overhaul for all Ashigaru units.
  • Recruitment cost and upkeep cost re-balanced for Samurai units.
  • Created Shimazu Katana Ashigaru variant.
  • Created Long Yari, Katana, Naginata Hattori variant.
  • Created Long Yari, Naginata Ikko Ikki variant.
  • Changed Takeda mission two from research form to Cavalry Tactics. Changed reward to Yari Cavarly from Bow Cavarly.
  • Changed Hojo mission two from research strategy of attack to attack by fire.
  • Changed Oda mission way of the spear, now rewards Yari Samurai.
  • Luxurious Markets now require silk as the Encyclopedia suggested.
  • Replenishment rates bonuses lowered for buildings and technologies.
  • Fixed bug with Ikko Ikki Shinshu Temple
  • Fixed Gold Mine in Hojo Province
  • Increased Blacksmith chain building cost again to 1.0.0 values.
  • AI/Player difficulty bonuses restructured. I'll say this much; good luck with legendary
  • Increased the likelihood of the AI recruiting Ninja agents
  • Re-done much of the CAI tweaking from scratch.
  • Diplomacy attitudes adjusted slightly.
  • Fixed an issue with the Nanban Trade Port not being able to recruit ships.
  • There may be additional changes that are not documented.

Version 1.01

  • Mission's related to technology research was broken (would never trigger reward), now fixed.
  • Cavalry units other than Light Cavalry had a building requirement ID that did not exist, therefore the units could not be recruited. Now fixed.
  • Cavalry Tactics now required to build Warhorse Stables as intended.
  • CAI tweak; tried to reduce AI Archer spam even further.
  • CAI tweak; increased the likelihood the CAI would build military Dojo's. Too much focus was put on economy buildings. Whether or not this makes the AI easier or harder to play against is anyone's guess.
  • CAI tweak; tried to make Ikko-ikki build Ronin Training Grounds as they cannot recruit regular samurai. This might still be a weakness with the mod that must be looked at further, however.
  • Reduced cost for Blacksmith chain slightly.
  • Blacksmith chain now provides +bonuses for the intended unit types (this was broken, would only apply bonus for archers).
  • Fixed a few encyclopedia errors.

 

Overview

Art of War is a complete overhaul modification to Creative Assembly's excellent Total War: Shogun 2. Without radically altering the original game Art of War aims to further improve gameplay and polish the Shogun 2 campaign. This includes new units available for recruitment, complete overhaul of unit balance, new buildings and improved economy balance, new technologies and updated and improved encyclopedia files. Additionally Art of War puts tremendous focus on delivering a challenging campaign experience for the player. Legendary difficulty now truly bears the weight of the word.

  • Easy to install - Available as a complete installer, which when uninstalled leaves no trace and restores your game to its pre-installed state.
  • Stays true to the original game - The primary focus is placed upon improving and polishing the original Shogun campaign instead of radically altering it.
  • Balance overhaul - Units, buildings, technologies and the Campaign AI (CAI) have been tweaked and balanced to provide a challenging experience for the player.
  • New content - The modification introduces new units available for recruitment, new buildings and new technologies.
  • Updated and improved Encyclopedia - All changes to units, buildings and technologies have been updated and is reflected in the encyclopedia (English only).

 

New Units:

New Buildings:

New Technologies

Visual Changes

  • Yari Ashigaru is now equipped with the short (cheap-looking) yari.
  • Yari Samurai is now equipped with the trident (expensive-looking) yari.
  • Yari Ashigaru and Long Yari Ashigaru now always fights with their yari and not with their katana sidearm.
  • The General's Bodyguards no longer wear the Horo on their backs.
  • The General now wears a Horo instead. This serves two purposes; 1. Looks better and 2. Enables easy identification of your general.

Main Balance Concepts

  • Land units no longer receive experience bonuses (veterancy) from buildings and technologies. All unit experience must now be earned on the battlefield.
  • Rock-Paper-Scissors counter system remains, but has been softened. All unit classes have their place.
  • Yari Ashigaru are well-rounded and cheap fighters, they have a decent charge and a small bonus versus cavalry but will lose to Katana Ashigaru in a prolonged melee.
  • Long Yari Ashigaru are poor melee fighters (long cumbersome pike) but has a large bonus versus cavalry. Their long yari also gives them a fearsome charge.
  • Katana Ashigaru has a virtually non-existent charge but excel in melee combat versus Yari units. (Stats wise an equal-stat Katana unit will easily beat another equal-stat Yari unit due to hidden bonuses or something to do with their attack animations).
  • Yari, Long Yari, Bow and Katana Ashigaru can be recruited from all castles.
  • Ashigaru units get reduced upgrades from buildings and technologies compared to their Samurai counterparts. This prevents Ashigaru becoming stronger and stronger relative to Samurai in the late game. In the vanilla game there was virtually no point in recruiting quality units in the mid to late game. Ashigaru units are still useful however, especially if mixed with quality units.
  • Economy buildings have been changed, it should no longer be a disadvantage to upgrade the Market chain in terms of growth. There are two building paths you can take with the Market chain. Immediate access to increased wealth and the ability to recruit Metsuke agents (Rice Trader) or focus on town growth both local and across all of your provinces (Rice Exchange).
  • Castle home regions no longer start with an additional recruitment slot. Castle upgrades now provide additional recruitment points in a linear fashion.
  • Starting regions no longer start with a default building. You can now always choose your first building to construct without having to disassemble the one already built by default.
  • Prestige gain (Realm Divide) has been slightly changed. You now have a bit more "time" before Realm Divide hits (there's no timer, it depends no prestige level and prestige will be gained and lost by conquering provinces, famous battles, improving infrastructure and daimyo honour).

    There are many, many changes that will not be documented here. All unit, building and technology changes can be viewed in the encyclopedia, however.

Difficulty Levels

  • Easy difficulty is now the baseline difficulty where neither the AI nor the player has any economic bonuses. For normal and above the AI gets increased levels of economic bonuses.
  • Note that on Very Hard and Legendary the AI gets an additional free recruitment slot for both land and naval recruitment (same as vanilla really).

Campaign AI

  • Fine tuned AI recruitment and building construction policies for better amry compositions *work in progress*
  • Fine tuned the AI technology research choices. *work in progress*
  • Reduced aspects of the CAI that enables it to virtually cheat. The goal is to eliminate AI cheating and simply scale up the AI bonuses instead. *work in progress*

Future Plans

Development priority is as follows:

  1. Unit stats and cost/upkeep balance.
  2. Building stats and cost balance.
  3. Technology stats and research time balance.
  4. Campaign AI improvements.
  5. New units.
  6. New buildings.
  7. New technologies.
  8. Making additional clans playable.

Feedback

All user feedback is welcome! If you feel the mod is great, awesome! If you feel it bloody stinks for whatever reason, that's fine. You are free to speak your mind here.

Unit, building and technology balance suggestions are encouraged. However, if you as an example feel a certain unit is overpowered or underpowered, please provide custom battle examples that can be reproduced and add some basic mathematical calculations to support your arguments. Posts that rely on the "I feel" argument without any real data to back it up won't be taken very seriously.

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