mod này ông Darth có review mod của ổng rồi , paste vô là xong
The speed, accelerations and physics of the units are taken to realistic levels so not only the battles feel more realistic but now you must plan your tactics more carefully because the units do not rush like "Fast Forward Benny Hill" to cover your mistakes.
Various changes to morale and battle mechanics create more lasting battles which are not only an enjoyable experience, due to the fantastic combat animations but also they are very challenging, because the AI benefits from carefully made modding techniques.
Projectiles are not homing to the targets but more realistically spread and can miss. Their lethality and accuracy are not as high as in vanilla in a few words.
Increased unit sizes for epic battles, if the user wants them. Later the sizes will be changed by default without multiplier scripts, when the relevant file is unlocked for modding.
Removed all the insane cheats for the CAI, which provided a "fake" challenge and kept a moderate handicap system that reflects better the actual difficulty level.
Diplomacy and campaign AI have been improved significantly to cover the gap of the reduced handicaps. For example the AI invades with large armies consisted of more samurai than archers (vanilla problem), uses ships better, allies are more trustworthy, realm divide effect is reduced so that the clans do not berserk against you, and so on.
Autocalculation of battles works better.
Fortifications have more garrison troops, so now the major AI clans can survive and become very powerful opponents, like the Oda clan.
The economy system is slightly improved to encourage the recruitment of larger armies for both the AI and human player.
Upgrade points for characters are increased from 2 to 3 for a better and quicker character creation.
Several annoying things, for the majority of players, are removed like the projectile trails (laser trails) and the Horo (Balloon). The removal of laser trails in combination with the reduced speeds brings a significant FPS increase.
Increased army and navy control radius in the campaign map for a more strategic positioning system. An army cannot so easily pass by another army and has to fight it, or several small armies can trap other armies.
Better naval battles because now ships turn and accelerate not like motorships but like wooden vessels full of soldiers and also there are many other factors affecting the naval battles including the more realistic projectiles.
Ships have much more movement points that makes AI to launch powerful naval invasions.
Clans have more diversity for their special units, so the AI makes the right choice and builds characteristic armies, for example the Takeda raise powerful cavalry, the Date a lot of No-Dachi, Shimazu their deadly Katana, etc.
Version 2.05 :
Retinue abilities increased in some occasions that were very low.
Some low character abilities increased.
Yari Ashigaru fight with their pike and not with their sword.
Sengoku Bune cost and upkeep increased because it values more (has large boarding crew) and the CAI preferred it too much due to this.
Wako medium Bune gained more crew.
A new melee mechanics system which creates more chaos and 1vs1 fightings. The soldiers can penetrate formations in small teams and fight realistically back to back against their enemies. Battles last more and are more enjoying to watch that way. Morale has been tweaked for compensation to the new system.
Inserted option of the Sashimono removal mod which is created and first introduced by Radius (compatible version with the latest AUM).
Inserted an option to custom edit your mod script.
Lowered the diplomacy penalties when not accepting to follow a war or break an alliance (possibly affecting the hard coded diplomacy bug positively)
Realm Divide appears sooner (it needs aprox. 13, 14 annexed provinces instead of 18).
Mangonels more effective.
Cannons more effective by far (vanilla had not enabled explosion effects for them and I enabled them).
Increased ammo for cannons and mangonels.
Multiple changes to projectiles for realistic trajectory improvements which affect also their lethality.
Projectile and artillery shots affect morale more.
Fire arrows provoke ignition with more probability (affects naval battles).
Ships have gained more crew (This was from 1.95 version as well but not mentioned) and there are some changes affecting their boarding behaviour especially Sengoku Bune.
Combat animation mechanics improved together with new combat lethalities making battles more lasting and the visuals more realistic and cinematic.
Horse archers can now evade and run away more effectively.
War monks have even better physical abilities than before (run and accelerate faster than the average) to help them win their 1vs1 battles more.
Cavalry charge penetration enhanced.
Several changes to mass and battle models to create more prolonged melees, better battle behaviour of the units, more powerful charges.
Uesugi and Ikko-Ikki can now build their warrior monks without the dojos, so that they can finally unleash them sooner.
Takeda can build sword cavalry and cavalry archers without the dojos, so that they can build them sooner.
Kisho Ninja are cheaper for Hattori so that AI can build more of them.
CAI should build more heavy ships and less light and medium ships.
+5 Anti-cavalry bonus for the No-Dachi.
Mass and radius of ships lowered for better behaviour, ship pushes and less stacking around.
Mass, radiuses and some other physics values changed to make melees more realistic.
-1 morale for frontal attacks to improve the dynamic morale system. (Ashigaru should waver or get shocked more but not break too soon).