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The Rights of Man II (v1.01 - 22 Apr 2010)

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“Death is nothing, but to live defeated and inglorious is to die daily.” - Napoleon Bonaparte


 

Mod teamYarkis, 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.


 

ContentsMain features
Battle mechanics
Campaign mechanics
AOR recruitment system



 

DownloadThe self installer will install all components needed to run TROM2 into your NTW directory. After the installation procedure is completed, start Napoleon: Total War by doubleclicking the The Rights of Man icon on your desktop.

The Rights of Man II v1.01 (complete package with self installer) - FileFront

Updates are save-game compatible unless explicitly stated otherwise



 

Installation:Before installing The Rights of Man II, please make sure that:
  • The latest version of NTW is installed and working properly
  • You have no other mods installed
Follow the instructions in TROM2_installation_instructions.txt included in the download.

You do not need to uninstall TROM2 if you are upgrading from an earlier version.
Spoiler Alert, click show to read: 
INSTALLATION
To install The Rights of Man II, run the installer program by doubleckicking the TROM2_Setup.exe file. The installer program will install all components needed to run TROM2 into your NTW directory. The installer will guide you through the installation process. When promted, point the installer to the directory in which you installed Napoleon: Total War. Usually this directory is:
[drive]:\Program Files\Steam\steamapps\common\napoleon total war\data

After the installation procedure is completed, start Napoleon: Total War by doubleclicking the The Rights of Man II icon on your desktop.

NOTE
A backup copy of the original campaign files will be placed into the napoleon total war directory. Do not remove this file!
If at some point you wish to uninstall TROM2, you need this file to restore the original NTW campaign.

You do not need to uninstall TROM2 if you are upgrading from an earlier version.

UNINSTALLING AND RESTORING THE ORIGINAL NTW CAMPAIGN
Locate the Napoleon: Total War directory on your computer, and doubleclick TROM2_Uninstall.exe. Follow the on-screen instructions.

After the uninstall process is completed, you need to restore the backup of the original campaign files.
Open the file Original_NTW_campaign_backup.zip (located in your napoleon total war directory). Extract the contents into napoleon total war\data\campaigns\eur_napoleon and napoleon total war\data\campaigns\mp_eur_napoleon respectively.

USING DIFFERENT TROM CONFIGURATIONS
By default, TROM2 uses a number of third party mods, included in the trom2_extras.pack.

If you wish to use a different configuration, you will need LtChambers' ModManager for NTW utility. This can be found at http://www.twcenter.net/forums/showthread.php?t=344757


NOTES FOR USERS OF NON-ENGLISH VERSIONS
Please note that the custom text strings used for The Rights of Man II will overwrite any localization in your version of the mod. This means that you will be presented text in both your language of choice, and English. Please delete trom2_text.pack from the \data directory if you do not want to see the English text strings



 

Version history:v1.01 (22 Apr 2010)
Spoiler Alert, click show to read: 

v1.01
- 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

 

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 ETW.
For the moment, TROM2 is designed to work with the Grand Campaigns (France and Coalition) only. Later releases may include more changes to the other campaigns.
This mod has been optimised for Hard (campaign) and Hard (battles) difficulty settings.


Main features
  • No changes without historical rationale, gameplay balance, and consideration for AI decision making.
  • 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 differeniated, 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.
  • Addition of carefully selected new units
  • Dozens of other small improvements to improve gameplay, including corrections to text descriptions: no more "Voltiguers" or "Lonian Sea"!

Featured third party content

These third party modifications enhance the look and feel of the game. They are included in the trom2_extras.pack, which is installed together with the core TROM2 files. If you wish to disable the extras, use LtChambers' ModManager for NTW utility which can be found at http://www.twcenter.net/forums/showthread.php?t=344757
  • Alternative minimap icons (Being Earnest)
  • Complete removal of tracers (Ftmch)
  • Bicorne Hat fix for French Fusiliers in Italian Campaign (Oby)
  • No Camera Shake (Moopere)
  • Blood effects (Mech_Donald)
  • No leaves, seeds and pollen (Zaitochisan)
  • No Dust (Radious)
  • Brightworks (Reiksmarshal)
  • Weapon Sound Effects (Radious)
  • Additional units (Bar07)
  • All Battle Maps (Baron von Beer)
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:
  • Accuracy of all weapons greatly reduced
  • Movement speed reduced to around 60-70%
  • Loading times of artillery and small arms increased
  • Weapon effectiveness reduced
  • Projectile ranges increased
  • The AI will use Light Infantry in their main attack line instead of wasting them on the flanks
  • Units will fatigue much quicker in combat (shooting/melee) and will recover slower from fatigue (known bug: artillery is unaffected)
  • Artillery easier to destroy
  • All regular infantry units use volley fire (up to 3 ranks can fire)
  • Fire and advance removed
  • Gabionades removed (this helps the AI when defending: it will no longer abandon its guns while repositioning)
  • Ammo load changed to 16 for Line/Grenadiers/Elite, 24 for Light Infantry and 36 for Skirmishers/Irregular infantry
  • Skirmishers/Irregulars have full hiding abilities (but not while moving/firing), other units are more restricted
  • Light Infantry can form squares
  • Stakes removed
  • Grenades removed

Naval combat:
Work in this area is still in progress...
  • 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
Campaign Mechanics

Main features (the list is not exhaustive):
  • Reduced research points of all research buildings by 20%
  • 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 by +1
  • Agent spawn rate halved
  • New technologies: McAdamized roads and Artillery live fire exercises
  • Reduced AI desire to raid
  • Increased AI desire to help allies
  • Reduced AI tendency to recruit artillery
  • Reduced AI desire to blockade ports; aggressiveness of AI fleets increased
  • Increased unit recruitment and upkeep costs for the player on H/VH (20%/30%)
  • Increased policing costs for the player on H/VH
  • Reduced repression bonus for the player on H/VH
  • AI units suffer much less attrition (the AI can't handle attrition), while the attrition for the player has been increased up to 30% on VH (take care!)
AOR recruitment system

IntroductionA 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. Typically, you will also be able to recognise them by the fact that they are wearing their full equipment.


Austrian Provisional Regiment
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