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Thoros of Myr
02-11-2004, 23:40
Thank you for the update Gregoshi, and Barocca.

Sorry to hear about the lightining strike What a turn of events I think most of us can relate to the lack of free time for MTW related things, no worries there http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

Great to hear that despite the forces of nature being against Barocca he will still devote some time to it http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

insolent1
02-25-2004, 19:00
I've played some campaigns & its cool looks really good, nice work Barocca.

Some things I noticed where 2 generals for Uesgi had 0 command rating. I had a quick look in the smap_heroes.txt & noticed that they where given 9 command. I've messed around with the mtw equivalent file & the command shown in file is always one less than appears on map.
I've seen people complain about Kensai but I have found them to be kinda useless as they die very easily in melee & are very susceptible to missile fire. I had the first Mori general "Kami" as a Kensai & he was killed by 1 salvo from one unit of samurai archers. The MTW engine is a lot different than the STW one & a 1 man unit is nowhere near as powerful as it was in STW. I would recommend removing Kensai as a build able generals unit. I also noticed WM's where not preferred as generals which should be changed.
YS can only produced with +1 valour which makes them less useful since ND & WM can be produced with +2 valour.
Date & Otomo clans have a tendency to die out due to no heirs only princess's.
Shimazu Daimyo starts with 8 command & has a tendency to produce a lot of dud heirs which makes them easy pickings for the otomo clan & any other clan that might end up on the island.
Both swordsmith & armourer are tied to iron at the moment which negates some of the province bonuses for certain troops. Japanese teppo & nag's are the 2. A solution for this could be to do it as it is in MTW where iron will only enable you to build sword-smiths & armorers are available everywhere. This would be kinda true aswell as most Japanese armour did not use metal.
Iyo is the only rebellious province I have encountered & I think some more are needed Kaga should be included.
Revolts seem to have an awful lot of cav archers which is very annoying.
I would also like to see another kind of ship available later maybe a war galley.
I really like the way you have done the income but I think it is a bit much as I was able to make a 1,000,000+ with mori in just over a 100 years.
Assaulting Higo castle gave me a flat map, I also had a rebellion in mikawa that was on the same map.
I have a suggestion for a new unit that can only be produced in Yamashiro which makes the province worth acquiring as was in STW.
Light of Heaven's guard
Very good defense
Good attack
excellent morale
Strong charge
armoured
& +1 valour in Yamashiro & its the only province they can be produced in.

Theres loads more that I can't remember & If you need someone to do the smap_heroes.txt I would be happy to help.

Seven.the.Hun
02-26-2004, 18:24
looks very promising barocca, good work, i just downloaded and looking to play it out a bit later...
http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif

MiniKiller
02-29-2004, 03:38
I just put it stw for old times sake and I cant play it, the graphics and the map? eww lol I have to much of mtw in me.

cant wait to try this mod.

Julius Caesar
03-01-2004, 01:38
Damn it i got a dead bodies problem. Any Help?

buujin
03-09-2004, 03:09
barocca i was wondering if, for the purpose of enjoyment wether any seige weapons will be added to the final version?

i know it may not be historicly accurate but it could add the gameplay and overall feel of the thing.

if not i was simply thikning how hard it would be to do my self or if theres a guide somwhere that can tell my how

thnx

Lord Of Storms
03-15-2004, 02:34
Moved to the new mod development forum currently called Edit3 you may follow this topic there. thanks...LOS

The Blind King of Bohemia
04-04-2004, 13:09
Barocca, i just had the chance to download your mod last night and it is wonderful You should be proud mate. Really great job http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

Duke Dick
04-05-2004, 19:37
sorry for being a bit off topic, but barocca, do you know how to make the rebels playable in STW. i have made my own liitle scenario in the game, and i would really like this. i can't seem to find an good info.

Tama
04-10-2004, 21:06
Question for Barocca or someone else on the team:

Would you mind if I were to use the units/pieces/buildings for something I'm working on? I am by no means an artist and some of the stuff in STW would fit in more nicely than the defaults. The setting is in China, 3 Kingdoms timeline but will have more in common with the RTK games by Koei.

I wouldn't really call it a mod yet as I would like to get more done before fully committing to it and posting some details about it. But if I was to go ahead with it, it would be nice to know if it's ok to use some stuff from the STW mod.

http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

DeadRunner
04-12-2004, 20:02
I have to try this mod http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Just a fool question where i can make the dl ??

Dagsby
04-15-2004, 18:11
The mod looks good... but i wonder... has anyone thought of making a WHOLE WORLD mod... with the MTW units... Shogun Units... and so on for each country or continent in the world... THAT WOULD ROCK... anyways that is a little of topic so i am sorry...
but the mod looks good... good luck in making it

Dagsby
04-15-2004, 18:19
one more thing... would it be possible to make it so that if say a general ran away from a battle... or something elce... he could commit sepuku to redeem his honour. as although that may be annoying at times it would make the mod a little more realistic i think.
Just an idea

Tama
04-16-2004, 17:44
The world map idea, I've thought of it a few times myself and I'm sure many others have as well. I think it would require a lot of work with so many cultures...imo

As for the seppuku thing, not possible I'm sure as most of the modding in this game deals with aesthetics. A lot of the features in the game are hard-coded and we can only do so much without sourcecode unfortunately. http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

I guess you could disband the general's unit after the battle though if you pity him. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Steppe Merc
04-17-2004, 15:26
Wait... so no mongols yet? http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

Steppe Merc
04-17-2004, 16:01
Where exactly can I dowlaoad the beta 5? I'm looking but can't find it http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

Julius Caesar
04-18-2004, 00:34
Quote[/b] (Steppe Merc @ April 17 2004,19:01)]Where exactly can I dowlaoad the beta 5? I'm looking but can't find it http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
http://www.mizus.com/Files/k0rgs8gVt/Files.shtml

Julius Caesar
04-18-2004, 00:35
rite here. (http://www.mizus.com/Files/k0rgs8gVt/Files.shtml)

Sir Zack de Caldicot
04-18-2004, 00:38
Quote[/b] ]The world map idea, I've thought of it a few times myself and I'm sure many others have as well. I think it would require a lot of work with so many cultures...imo


Not possible, not enough sea regions and land regions avaliable (you have a limited number of 100 land zones and 40 sea)

PITY. but http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

Dagsby
04-18-2004, 09:14
Quote[/b] (Sir Zack de Caldicot @ April 17 2004,18:38)]Not possible, not enough sea regions and land regions avaliable (you have a limited number of 100 land zones and 40 sea)

PITY. but http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
100 land zones... hmmm...
Surely you could then just make it so that each country is less divided up. So England (for example) would have only 2 or 3 divisions compaired to the number it has. That would make England into a division for England, One for Scotland and one for Wales. Then Have Ireland as only one Place instead of two...
And the sea doesn't need all that many devisions, 40 is plenty
If this was done then surely the whole map would become pheasable (spelling?)
Just an idea...

Steppe Merc
04-18-2004, 15:45
Thank you. I was looking under mods, rather than stats, so I had a bit of trouble their.

Kaatar
05-02-2004, 01:07
Where'd Barocca go? Haven't seen him for a while.

Gregoshi
05-04-2004, 04:35
Real life still has him working his butt off on the job.

Spartacus
05-05-2004, 18:08
is it really patch 2.01 and copy the S:TW extracted files into the medieval total war directory http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
if it is cool

ChErNoByl
05-09-2004, 03:28
is there a deadpage for this mod?

The Blind King of Bohemia
05-09-2004, 20:41
Unfortunately no but i'm sure Barocca will look at it when he has time. Its still a great mod though, love the 2 new factions http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

Puzz3D
05-12-2004, 18:01
Quote[/b] (ChErNoByl @ May 08 2004,21:28)]is there a deadpage for this mod?
Yes, I made a deadpage for barocca's STW mod which also fixes some of the missing corpses in the regular game using DnC's posted info. I forwarded it to TosaInu who modified the mod's prod file to make use of it, and that I believe has been forwarded to barocca along with a few fixes to the unit stats. I did not make new graphics for the corpses, but I did choose the best looking existing corpse entries after trying all of them. The deadpage entry I chose does produce a corpse with the faction color clearly visible so you can tell to which army the corpse belongs. The horses look fine, but infantry corpses have a more noticable difference from the live unit, and there is a noticable motion discontinuity in the death animation. I don't know if barocca intends to make new corpse graphics, but at least corpses should be visible in the next beta. I just hope another beta is released before RTW comes out because online will become a ghost town after that. Right now you can't use this mod online because of the error in no-dachi run speed.

DeadRunner
05-13-2004, 01:12
hmm i think i will back conquer japan with this mod http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

+DOC+
05-19-2004, 11:23
This mod is excellent. Long have I been contemplating a return to STW, just to indulge in the glorious atmosphere of the game (I still think Japan's samurai setting is fairly hard to compete with regarding pure atmosphere and imagery). What's always stopped me before was that the original STW game just had too many irritating strategy map elements - heirs disappearing, heirs with Yari Ashigaru, infrastructure damage. I do miss the weather system though.

Anyway a few comments, some of which have probably been mentioned before:

No Dachi - too fast ;)
Cavalry Archers - too slow ;)

Are the hatamoto (11 man HC units) supposed to be so readily buildable?

Too many Uesugi ships?

Why are there so many super generals? There doesn't seem to be much point in continually training a general, as one seems to be inundated with super gens from the start. This also means that rebel uprisings are usually worthless events as they often have 0 star generals.

Why are there no rebels in the rebel provinces? This can make it too easy to expand quickly, as the AI may not take advantage of this as readily as the human player.

Weren't the YS spears taller and more menacing looking in STW? They look poorer and less distinguished than the YA spears.

I miss the ninja movies ;)

And lastly, a question unrelated to the mod in general. Is it possible to improve the visual quality of the imported unit graphics, say, by having them in higher resolution? They do look a little shabby compared to the MTW models.

Great work B :)

Doc

Orda Khan
05-19-2004, 17:53
STW units look shabby compared to MTW units?? http://www.totalwar.org/forum/non-cgi/emoticons/gc-confused.gif http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif I can't say I agree, the STW units are so much more detailed than MTW I couldn't believe my eyes, from the glossy, metallic sheen of the helmets to the details like 2 swords in the Samurai archers' belt.

I had rebel taisho of 2 and 3 stars.

I do agree that Hattamoto and Kensai are too buildable.

Finally, it's so good to know that Barocca is such a determined individual...I really hope you find some quality leisure time soon ..... I eagerly await the next installment

.....Orda

barocca
05-20-2004, 13:22
Quote[/b] (+DOC @ +May 19 2004,05:23)]I do miss the weather system though. Me Too - but we cannot do anything about that - i loved fighting in fog, it was something i excelled at, many is the time i have astonished opponents online by using 2 or 3 units hovering in and out of the edge of the fog in front of them while manouvering the rest of my army into their rear

Quote[/b] (+DOC @ +May 19 2004,05:23)]No Dachi - too fast ;)an error in translation - slated to be fixed

Quote[/b] (+DOC @ +May 19 2004,05:23)]Cavalry Archers - too slow ;)We can't seem to get them to manouver properly yet - we may wind up speeding them up a little to compensate - seems to be an engine/mechanics change

Quote[/b] (+DOC @ +May 19 2004,05:23)]Are the hatamoto (11 man HC units) supposed to be so readily buildable?yes and no - i may make their pre-req's a little harder

Quote[/b] (+DOC @ +May 19 2004,05:23)]Too many Uesugi ships?Uesugi go naval happy, seeing they have a tough start position with heavy enemies usually annihilating their homeplands it seems to work ok, providing you can keep their initial naval expansion down - build your own ships and sink theirs as often as you can.

Quote[/b] (+DOC @ +May 19 2004,05:23)]Why are there so many super generals? LOTS of heroes in the mod at the moment, will spread out their appearances dates as i get closer to the end game

Quote[/b] (+DOC @ +May 19 2004,05:23)]This also means that rebel uprisings are usually worthless events as they often have 0 star generals.Trying to see if i can give the rebels some heroes of their own...(remind me again later, this is low priority and i may well forget

Quote[/b] (+DOC @ +May 19 2004,05:23)]Why are there no rebels in the rebel provinces? this is a toughy - when i first made the mod it had only the original factions with 2 provinces each - the game was usually won (when fully automated) by the rebel player - so i made the start for them tougher - have since added lots of new factions and will, once all are in place, give the rebels some serious troops.

Quote[/b] (+DOC @ +May 19 2004,05:23)]Weren't the YS spears taller and more menacing looking in STW? They look poorer and less distinguished than the YA spears.Not got yari armed troops (incluidng cav) finalised yet, MTW and STW use different orientations in the bif file for weapons - what worked in STW wont work in MTW, so i have had to re-engineer the yari armed units bif files - not totally happy with the result so far, will be looking at making better ones when i can.

Quote[/b] (+DOC @ +May 19 2004,05:23)]I miss the ninja movies ;)again an engine issue - i too would have loved to see the event movies

Quote[/b] (+DOC @ +May 19 2004,05:23)]And lastly, a question unrelated to the mod in general. Is it possible to improve the visual quality of the imported unit graphics, say, by having them in higher resolution? They do look a little shabby compared to the MTW models.you mean the info pic graphics? - they are (mostly) enlarged images from the relevent units bif file, so they are always going to be a little fuzzy - i cannot make MTW style ones for them that look good enough for me, most likely they will stay pretty much as they are


Quote[/b] (+DOC @ +May 19 2004,05:23)]Great work B :)

Doc
thanks, but it ain't over till the fat lady sings,
cheers,
B.

AggonyDuck
05-24-2004, 21:53
Btw Barocca I have a question.... http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Will Takeda Shingens 24 Generals make an appearance in the next version? http://www.totalwar.org/forum/non-cgi/emoticons/gc-inquisitive.gif

barocca
05-25-2004, 16:27
Quote[/b] (1pain1Duck @ May 24 2004,15:53)]Btw Barocca I have a question.... http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Will Takeda Shingens 24 Generals make an appearance in the next version? http://www.totalwar.org/forum/non-cgi/emoticons/gc-inquisitive.gif
give me their names,

when they were born (roughly)

and some suggestion for their
command, dread, acumen, piety and a vice or virtue
in that order please

then they will...

B.

AggonyDuck
05-25-2004, 20:45
Actually I have one such thing ready http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
I can also supply you names of the Takeda retainers for a name list if needed.. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

AggonyDuck
05-25-2004, 22:03
I've sent you the list http://www.totalwar.org/forum/non-cgi/emoticons/gc-smile.gif

Kaatar
05-25-2004, 22:09
Barocca, will there be a sound mod?

I copied and renamed all of the songs and sounds from Shogun and it really gives an entirely different feel to the mod. It genuinely feels like Shogun. Is there any chance of this being released or is there copyright issues and that?

Thanks http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

R'as al Ghul
05-26-2004, 09:58
Quote[/b] ]Barocca, will there be a sound mod?

I copied and renamed all of the songs and sounds from Shogun and it really gives an entirely different feel to the mod. It genuinely feels like Shogun.

Barocca, you should definitely do this. I don't know if you've seen the NapMod+Music. It suits the game so much better and I imagine that it would be the same with your Shogun Mod.

Cheers
R'as

barocca
05-27-2004, 04:29
Quote[/b] (Kaatar @ May 25 2004,16:09)]Barocca, will there be a sound mod?

I copied and renamed all of the songs and sounds from Shogun and it really gives an entirely different feel to the mod. It genuinely feels like Shogun. Is there any chance of this being released or is there copyright issues and that?

Thanks ~:)
I believe Tosa made a tiny utility that does the copying for you,
as for releasing the mod with the music that is something i am trying to avoid - i do not want to tread on anyones toes copyright-wise,

so if you want the full flavour you will need to own a copy of Shogun/Warlords,
download Tosa's util - the name of which i forget - it should be in the Mizu Downloads (second server from front page of site) or 3D Downloads in MTW/stats/
read the readme and follow the instructions.

Alternativel there is a thread around here somewhere that tells you how to setup different music types for different factions, (something like 6 different Complete sets of music can be used)
I will be looking into that detail later on and perhaps with Tosa's Help we will be able to make another util that can copy and rename the music so the Shogun factions will have Shogun music and you can still play MTW and VI with their own music as well.

A full battle sound change would mean MTW and VI units would use the same sounds,
not a goal of this version of the mod.

Once i have finished this version (Expansion_Mod) i may look at making a WriteOver_Mod.

cheers,
B.

The Sword of Cao Cao
05-30-2004, 05:18
Alright, barocca heres what I know.

---- Japanese Artillery ----

Cannon - Called Ozutsu, by the Japanese, they arrived with the Portugese and Dutch in the 1550's. They were non-movable, so you could prolly just modify the image for the demi-culverin. They would have looked like pirate cannons, except they would have had a tiger emblazoned on the barrel. As for stats, it would prolly just be the same as the demi-culverin. Also, these things would have had a little arricade around em. Like mortars or whatever thier called do.

Trebuchet - Would have looked exactly like the MTW Trebuchet, they fired large iron explosives called thunder crash bombs. They were as much morale destroyers as anything. When they exploded they made a huge explosion, that scared the enemy shitless. Simply use the MTW Trebuchet, and give it a real big mrale decrease bonus.

Shippu-Rendo - The Japanese version of the ballista, and a much better one. It fired ten spears ten spears simultaneously. Simply give them the ballista, but make it take out 10 times as more men then usual.

---- Ashigaru ----

Ashigaru Crewman - These lads would have beeen used for reloading artillery (duh) and therefore would have worn only a loincloth. They would run the minute they were attacked, so give em' the rout rating of peasants. So players had better make sure to give thier artillery good protection. That should also help balance out the artillery, since Japanese artillery was rather effective. And no one wants uber-battles.

Wakizashi Ashigaru - Ashigaru who simply ran around with wakizashis.

Oru Ashigaru - Ashigaru, who used the Oru. Or Japanese arbalest. Make em like those shield arbalestiers dudes. Cant remember thier name, but they have a shield thing.

Ashigaru Yumi-Ya - Cheaper archers and faster archers than samurai archers. Thier still Ashigaru however, and should have the same rout rating as usual.

---- Samurai ----

Samurai Yumi-Ya - Take Samurai Archers, and make them much better with those bows, however make them longer to train and more expensive. Face it. The Samurai Archer was hella good with that bow. He trained constantly. Ashigaru Archers should be the regular ones. Not the Samurai. Also, he should definately be able to hold his own in a fight for awhile, and have a good morale rating. He is a Samurai after all. Also, change his image. A Samurai Archer would have worn a white headband probably. An Ashigaru Archer the jin-gassa or metal rice patty hat. Also, they would have shot fire arrows during a siege.

Samurai Swordsmen - I feel Katana Samurai sounds kinda stupid so just name him that, lol. Regular Samurai with a katana. Should cost as much as a Samurai Yumi-Ya. Also make thier rating just like Gallowglass. Just like Gallowglasses, Samurai like this would have gone out there too take heads. And taken plenty, lol.

Uchi-Ne Samurai - Basically a Japanese kern. Would have used the uchi-ne, or throwing arrow. Yep, contrary to popular belief, the Japanese actually did have throwable spears. Just like the archer, give him a white headband instead of a helmet. They would have been used for defending castles. They were actually pretty rare, and not used very much, so I might suggest them as an exclusive unit, once I found out who used them and all.

---- Mercenaries ----

NOTE: Samurai would NOT have hired themselves out while in service to a Lord, so only a few special units should be available for hire.

Ono Bandit - Found only in the wilder provinces, and non-trainable, these are unarmoured bandits who used the Ono, or a big ass 2 handed Japanese battle axe. Samurai hated them, so if you have them in your army, you will suffer a morale loss. Not really that great, but a fun unit nonetheless. Not a must however.

Tetsubo Bandit - Found only in the wilder provinces, they would use the tetsubo, or just a big ass club with iron studs. Suffer same morale loss as other Bandits. Only hireable as well. Unarmoured.

Mounted Bandit - Just a regular old horse archer. Nothing special. Unarmoured. Pretty fast though. All other Bandit rules should apply.

Ronin - A masterless samurai. Cheap, unarmoured yet very fast. Should be able to hold his own in a fight since he should have ample experience, keep him away from spearmen or archers however. Great for harassing Ashigaru. Should use a katana, Suffer no morale loss. He should just be a guy in regular samurai clothing, with 2 swords thrust through belt.

NOTE: Very few ninja were trained by daimyo. Although sometimes that was the case. They were usually hired. They should all be pretty expensive too.

Ninja Agitators - Would have carried around little grenades like the thunder bombers. They would have just ran around and thrown these into the midst of the enemy to cause confusion and death. They would have operated in little groups of 12. Major morale loss on the enemy.

Battlefield Ninja - Just regular ole' ninja who would have sneaked behind the enemy and stabbed him when he wasnt looking. Operate in little groups of 12. THEY DO NOT USE STARS. They should also be able to capture lotsa fools. Very useful for capturing the enemy Taisho probably. Star were NEVER used on the battlefield. Stars were used by assassins and spys too dscourage chasing gaurds. Hell, they werent even intended to kill.

Aight, thats all for now. I gotta reinstall MTW and VI and get that other info you requested m8. Hope this helps, and educates people on the rather fascinating subject of Japanese warfare.

Lt Mor
05-30-2004, 09:13
To : The Sword of Cao Cao http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

Seven.the.Hun
05-30-2004, 09:21
oh i cant wait to try out the horde in this mod...cheers http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

Ypoknons
05-30-2004, 09:29
Quote[/b] (The Sword of Cao Cao @ May 30 2004,07:18)]Alright, barocca heres what I know.

---- Japanese Artillery ----
Shippu-Rendo - The Japanese version of the ballista, and a much better one. It fired ten spears ten spears simultaneously. Simply give them the ballista, but make it take out 10 times as more men then usual.
For the ballista, the amount of men running the ballista is not the factor for how many arrows it fires, actually. To get that effect, I think, the projectile stats file is the key... I seem to recall that in NTW, if you installed the mod and used the original game's cannons, they would fire 4 balls at once.

Wild Bill Kelso
05-30-2004, 09:50
If you were thinking of mercenary units you could always include Japanese Pirates the Wakou.

Orda Khan
05-30-2004, 12:25
Thunder Crash Bombs were a Mongol weapon and they were used against the Japanese. They were fired from counter weight trebuchets which Qubilai had commisioned from the Moslem countries of the Ilkhanate. Some of these trebs were even modified for use on ships however there was no great success and the majority were conventional land devices

......Orda

The Sword of Cao Cao
05-31-2004, 02:55
@ Wild Bill Kelso

I cannot belive I forgot the Wakou They were the guys that introduced the katana to the Chinese respectively, after all. Arigato

@ Orda

Very true, Mongol boy, but after the invasions by Kublai, the Japanese adopted the thunder crash bomb. I seem to remember a few documented case of them using those during a siege in the Onin War. Also, do you have any ideas for good Mongol units? This mod needs a Mongol nut too afterall.

I actually have quite a few more units to suggest and or edit. I had to cut that post short last night due to time. I'll get back to you barocca, after I finish lookin through the VI bifs. Also, what exactly did you mean by that reqest m8? Did you mean like which unit type could be used for a unit? Like the kern could be edited in Paint or something and used for an UchiNe samurai or what?

barocca
05-31-2004, 11:40
Hi Sword,

for this version of the mod i can only make 3 more units,
ashi archers, ashi swords and samurai swords,
after those i am flat out of spare bif files,
(ninja bif is not going to be used, we are going to pinch men from other bifs and call them ninja's)
(most likely archers and muskets, small groups 10 to 12 men)

This version of the mod is an expansion version, we dont want to overwrite anything that any other game (VI/Medieval) requires to run correctly.

SO, are any of the curently available bif files suitable for use without editing the men themselves?
perhaps adding a new weapon to the bif file.
(ie a unit bif file could be used for such and such a unit, but will need such and such a weapon
- that i can do, i can add weapons to bif files without effecting VI/MTW)

ALSO Religious units,
ESPECIALLY for a faction loosely referred to as Hoganji,
but i suspect we will have different religious units avaialble for the regular factions depending on where the temple was located, which faction did they support etc etc


AND, for the NEXT incarnation of the mod,
((which will be a write over mod and will require a team effort))
which bif's require only minor modifications/alterations to be suitable.

this is all immensely usefull by the way,


Orda Khan, Sword is right, a Mongol Fan would definately be a great help,
A list of possible/probable Mongol units for the mod, and which bif files they could be drawn from would be excellent, (which weapon/shield too - or does a bif need a new weapon? etc etc)

i always felt the Mongols in Shogun had too few unit types available.

We can make a purist campaign, where they can only get similar units to STW/MI and a what if campaign,
where they can have just about anything...

B.

scooter_the_shooter
05-31-2004, 13:59
i have heard of a mod like this where you can get chivaric meant arms agains samurai is this that mod http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif

Orda Khan
05-31-2004, 17:59
....Sword, I stand corrected. I made a post somewhere ( maybe earlier in this thread http://www.totalwar.org/forum/non-cgi/emoticons/gc-confused.gif ) regarding the artillery for the Mongols. I'm more a purist at heart and would go with ballistae, catapult and trebuchet. It would be nice to see catapults and trebs firing thunder crash bombs....Is this possible?

Mongol units ~~~

Infantry

Korean spearmen
Korean guards
Korean skirmishers
Thunder bombers
Golden Horde Warriors

Cavalry

Golden Horde Heavy cav
Golden Horde Horse Archers
Mongol Heavy cav
Mongol Light cav

I think this would make a pretty nice historical army, renaming the Golden Horde units to something more appropriate of course ( possibly Imperial or Yuan heavy and light cav ). There was obviously a Chinese contingent so maybe either the spearmen or guards could be renamed 'Chinese'.
I would be more than happy with these units alone, they had no sword units, so it looks quite realistic.

.....Orda

Winter
06-01-2004, 21:42
yoooo barocca finally to see u back, you probably don't know me cuz i don't post much and only register a couple months ago. but i register for you mod man, what a great mod, to me probably the best mod for M:TW man. u'r mod kick all other mods ass. http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif i know u got real life and stuff but could u release a new beta man? cuz i've been waiting a long time http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif

The Sword of Cao Cao
06-02-2004, 06:48
Well m8, we could use some... if not for the shields. Can you take away the shields, just like adding weapons? Then we could really be able to do something. I'm still looking through my books and articles on Nobunaga's famous corps of Shield Samurai and early Japanese usage of shields, and religious units. Not having much luck, but I'm bound to find something m8. There still a lot morre material to go through. You mentioned you were only doing this VERSION. What other versions do you plan? Are you doing one that overwrites MTW as well? If you did that, then we could really make something here. 2 versions sounds good. It could be like, STW mod Lite, which would be the one that functions as an expansion, and there could be STW mod Full, which would be full overwrite.

Cheers,

The Sword of Cao Cao

http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif

The Sword of Cao Cao
06-04-2004, 04:15
Also m8, I see what your doing with the famous heroes. I know you wanna add the people, but when it comes to heroes, you really should use history. Believe me. I know of many famous samurai genrals who really were considered heroes. You should do this for the Mongols, IMHO. Let the Org pick heroes for the Mongols. That really would be a better idea m8.

AggonyDuck
06-04-2004, 17:06
Well Cao Cao you can do it like me and remove the patrons with their 9 Command and their legendary leader virtues.... http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Luckily even mods are moddable.. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Hetman
06-08-2004, 09:56
Barocca

I have a suggestion regarding Kensai, Battlefield Ninja, Hatamoto or any other similar units.

Several weeks I made a fantasy mod to use in MP games. The problem was that one-man units ( or any small numbers units) were easily killed in a hand-to-hand combat.
Higher stats didn't help, so I made other units fear them - this time it really worked.

I think You have the same problem with Kensai. Making other units fear kensai and higher stats for him could really help.
He could be even over-powered in a combat, but still is quite easy to eliminate by shooting, which is fair and right I think.

You could use this idea for Monks and Christian units ( if there are any). This way monks would be very dangerous to Buddhists, but easier to eliminate by any Christian units.

You could even make certain units fear certain units for example Hatamoto could fear Ninja.

If You've already implemented the idea sorry for bothering.

Good luck

egards Hetman/Cegorach http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

Pyrodingo
06-09-2004, 21:59
Hello everyone, I downloaded this mod about a week ago and I have to say, it's very impressive. Sadly, I never got to try the original STW game because when I learned of its existence VI had just been released so I got MTW instead. Well to make a long story short, I've spent the last couple of days balancing units in this mod. I did my best to make each unit have the capabilities they should going by the information I collected from this thread, the sword dojo and STW unit stats I found on the net. So here are the new stats,

cav cav
name cha att def arm hon att def ammo spd

Yari Ashigaru 0 -1 -1 1 -2 4 6 0 7,12,12
Yari Samurai 2 0 3 3 2 4 5 0 6,10,10
Xbow Ashigaru 0 -4 -2 1 -4 0 -3 28 7,12,12
Archer Samurai 0 -1 0 2 0 0 0 36 6,10,10
No Dachi 8 5 0 1 8 0 0 0 7,12,12
Warrior Monks 4 4 4 1 8 0 0 0 7,12,12
Naginata 2 0 8 6 8 0 0 0 5,8,8
Kensai 8 18 8 4 10 0 0 0 8,14,14
Battlefield Ninjas 8 8 5 2 10 0 0 24 8,14,14

Yari Cavalry 10 1 2 3 4 3 0 0 10,26,28
Cavalry Archer 7 0 1 3 2 0 0 24 8,24,26
Heavy Cavalry 7 2 7 6 6 0 0 0 8,20,22
Naginata Cavalry 8 4 2 4 8 0 0 0 8,22,24
Hatamoto 8 3 8 7 8 0 0 24 8,22,26

Portuguese Matchlock 0 -4 -2 3 -4 0 -3 20 7,12,12
Japanese Matchlock 0 -4 -2 3 -2 0 -3 40 7,12,12
Teppo Ashigaru 0 -4 -2 3 -4 0 -3 40 7,12,12

Well, thats it. The most obvious changes that I made are to the charge and speed values. I don't know how it was in STW but when I saw Yari Cav take out half of a Naginata Cav unit in one frontal charge http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif... I thought it had to be changed. Their charges are still incredibly powerful though. As for speed, I just simplified the system, and Yari Cav should easily be able to catch up to Cav Archers now. The rest is just balancing changes here and there. Gunpowder units and Xbows had their melee stats buffed a bit because they were exagerated. Now if they flank something weak they might kill a man or two before being annihilated. I increased the ammo on Cav Archers slightly because I felt 18 just wasn't enough. I did the same for Hatamoto and ninja units to make them a bit more useful. Hatamoto are very good to use with Cav Archers now seeing as they add an armour piercing component and are great to charge into the weakened opponent to finish him off. The stats of the non-60 man units have been increased a bit to make them better. The key to them is increasing their valor, and you can do this easily because of their small size.

So I just thought I'd share this with you guys. If you have any questions then shoot.

Swartskof
06-11-2004, 14:22
love the mod barroca, the only thing i miss from the original is the ninja bif, you sure that there us no way to include it?

Vinsitor
06-19-2004, 09:48
I Barocca, there will be a last balanced release of this mod before the write over version?

The Blind King of Bohemia
06-19-2004, 23:54
Barocca, i was reading a book about japanese warrior monks and a possible suggestion in the wicked mod your still working on.

The defence at kyoto when Hokke-shui monks fought the ikko-ikki monks in 1528. I think it would be really interesting doing those two types of monks plus a regular type.

Oh and when you add the mongols will the japanese have warrior monks? Because the mi for shogun didn't and it was a real lose for the armies

DCB
06-21-2004, 12:49
First off I just want to say cheers to Barocca for a great mod. I dug out STW the other day and soon discovered why I haven't played it for so long - it's buggy as all hell and randomly crashes. I figured I'd install MTW instead and see if there were any decent mods and what do you know - I found this little beauty. The premise of STW has always appealed to me the most out of all the Total War games - even the upcoming RTW. It's great to see a revamped version of it.

A question -

I can build teppu barracks yet teppu don't appear as an option on the unit construction page. Is this a known bug (i.e haven't been implemented yet?) or a problem at my end? I'm using the 70 odd meg beta 5 version. I got the 30 odd meg version but it caused MTW to lock up.

Also are there any future plans for new units?

Inuyasha12
06-22-2004, 00:28
I need help, im a newbie and i can't get it to work.
1 question, where does the maptex file goes?

and where does the beta5 province income goes?

Inuyasha12
06-22-2004, 01:56
It must be the map, because i can play custom battles but not campaing. In the campaing screen the map does not show.

So where do i put the map?, and that other file(beta5 province income)?

HELP

DCB
06-22-2004, 04:23
Inuyasha12 - all you need to do is extract the zip file into your MTW base directory (e.g. C:\Program Files\Creative Assembly\Total War\Medieval Total War\ - or whatever the default is). The zip has the required directory structure in it already - you don't need to move files around manually. If you are still having troubles perhaps you should the 70MB version -

http://www.mizus.com/Files/k0rgs8gVt/MTW/Stats/STW_Mod_BETA5_20nov.zip

MTW locked up on me when I used the 35MB version but the 70MB works fine. On the campaign screen you have to scroll right to the bottom of the list to see the STW mod option.

soibean
06-22-2004, 04:59
I cant get this MOD to load into the game... I have Medmod already loaded so do I have to delete that first? and then after I download the game into the MTW files does it automatically work or do I need to install some more?

DCB
06-22-2004, 05:22
The readme does state that you need a clean install of Medieval Total War AND Viking Invasion AND the newest patch (version 2.01). Make sure you've done all that first. Personally I would keep the mods separate as files are overwritten by this mod and I assume other mods as well. Best not to mix and match.

Once you've extracted the STW zip all you need to do is run MTW, choose single player, then new campaign, then scroll down to STW at the bottom of the list. Easy There is nothing more that you need to change or add in order to play.

soibean
06-22-2004, 05:42
alright thanks I'll give that a try

soibean
06-22-2004, 06:24
I reinstalled MTW and VI so its all clean, no mods whatsoever, I downloaded the mod from the link above - http://www.mizus.com/Files/k0rgs8gVt/MTW/Stats/STW_Mod_BETA5_20nov.zip - it installed and I opened the game as you said... went into single player, new campaign and there was no STW choice for any age so...

DCB
06-22-2004, 08:35
Keep scrolling down to the bottom. You should see something like this -

http://maisonikk.iwarp.com/images/DCB/STW_Mod_1.jpg
(You won't have beta 4 - just beta 5)

You should be able to click on it and go to this screen -

http://maisonikk.iwarp.com/images/DCB/STW_Mod_2.jpg

Make sure you installed the 2.01 patch as well -

http://download.activision.com/activis....tch.exe (http://download.activision.com/activision/totalwar/downloads/Invasion201Patch.exe)

Inuyasha12
06-22-2004, 13:08
Again i don't know much about computers so....

Extract into the mtw file? So do you mean drop the shogun file(wich i downloaded from mizus) into the mtw file and extracted there?


PS:I have VI, and 2.01.

Inuyasha12
06-22-2004, 13:17
You don't need to do it manually, cause i did and it kinda works, i can play custom battles but not the campaing because i don't know where the maptex file goes?

barocca
06-22-2004, 13:21
Inuyasha12 and anyone else having trouble,
extract the mod to its own folder,
the contents of which should be this - six files and 4 folders

STW_10_build_prod.txt
beta 5 province incomes.wpd
STW_10_unit_prod.txt
Maptex.jpg
Beta5_SFV_file.sfv
SHOGUN MOD BETA 5 READ ME.txt
[Textures]
[Battle]
[campmap]
[Loc]

now open you MTW directory in a new window
typically
C:\Program Files\\Medieval - Total War
the content of that folder is a ton of files and folders,

now select all in the mod folder and right click copy,
then click in the mtw folder and select paste,
accept all overwrites.

B.

The Blind King of Bohemia
06-22-2004, 13:30
Beta 5 Where do i get this from? The new factions I've played as the date and otomo but not the others

DCB
06-22-2004, 13:34
Beta 5 is here -

http://www.mizus.com/Files/k0rgs8gVt/MTW/Stats/STW_Mod_BETA5_20nov.zip

70MB

The Blind King of Bohemia
06-22-2004, 13:40
Thanks mate http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

barocca
06-22-2004, 14:06
Patron Heroes - these are not spaced out much, and none of them should be 9 stars
when i get close to finishing i will spread them out a little (so they are several years apart appearing),
and maybe tweak them down one or two command points,
also province titles may lose some command points.

Planned versions - this expansion version and an overwrite/skinned version,

- i lost my mod PC today (CPU died of old age) and have to transfer everything to this PC now,
a minor nuisance seeing this one is sata and the old one was ata...

Orda Kahn
Mongol Units
Infantry
Korean spearmen, Korean guards, Korean skirmishers
Thunder bombers, Golden Horde Warriors

Cavalry
Golden Horde Heavy cav, Golden Horde Horse Archers
Mongol Heavy cav, Mongol Light cav

looks like a good mix to me.
should we change the names?
Steppe Heavy cav and Mogol Heavy cav - Mongol being HEAVY and Steppe being not so heavy?
same with the horse archers?
so which becomes which??
and for Heavy Cavalry each needs a different primary weapon, what should it be?
(i am going to use the same bif file for each type of heavy cav,
BUT i can scale the image smaller or larger,
so the Heavy cav will be Bigger in play than the Not So Heavy cav )
ALSO how disciplined? how likley to forget unit cohesion and wander into other skirmishes?

one neat thing you can do in MTW is change radius,
(high radius = low cohesion)
radius is unit cohesion, how likely the men are to wander off and fight someone elses battle
- it is really funny what a few units with very high radius (low cohesion) looks like
- a mob - a disorganised rabble wandering around aimlessly
- trying to get them to actually DO something is a challenge in itself...
charge them at the enemy and they wander down to the beach to look at seagulls instead...

Hetman - i have done a little of that (fearful of xxx) but those ideas sound good
- if you would like to email an in depth list to me that would be helpfull (barocca_x@hotmail.com)

Pyrodingo
those unit stats look reasonable, i'll forward them to the two guys that were playtesting unit balance,

The Sword of Cao Cao and 1pain1Duck, i am going to use as many real heroes as i can, the hard part is time, it takes time to read about them and come up with stats for them,
1pain1Duck if you would continue the excellent lists you have been sending me and if you The Sword of Cao Cao want to make something similar that is an immense help
Samurai Archives (http://www.samurai-archives.com/) have long lists of historical characters
and i can supply a large array of texts and research on names of leaders and their offspring upon request.

Swartskof sadly i am out of room for bifs,
an overwrite mod will allow me more room for expansion,
BUT the ninja are in there, they are just borrowing other units bifs,
it also makes them more sneaky too - you see a dozen archers running towards you - and at first glance it's a dozen zero valour archers - a nice surprise when they turn out to be anything but :-)

Vinsitor
there will be a release where i ask everyone to thrash the game and check the unit balances, and then a final release, then i will start making the overwrite/reskin

The Blind King of Bohemia
i hope to have several different types of warrior monks,
i hope to be able to use some existing medieval bifs so they look different,
if anyone would like to browse through the existing bif files and see which units could be reused without editing them for warroir monks, even monk cavalry, that would be extremely helpfull - i can add weapons to existing medieval bifs, i just cannot change any details on the men themselves,
so we are looking for regular medieval or viking unit bifs that we could use for monks, in facts if you see any suitable for any troop type you care to imagine please point them out to us and we can discuss them here in this thread.

DCB
Portugese Matchlock require gun factory one and trader two

Japanese Matchlock require gun factory two and armoury two

Teppo Ashigaru are mercenaries - they can only be hired, they are meant to assit you if you have not had the cash to build the required buildings and the ai is attacking you with matchlocks in large numbers

to all
I still have to make some castle models, if anyone has played around with models and has a copy of shogun and medieval and wants to try there hand at it please look for my model packs in the downloads (cannot recall the file name i gave them and my copies are on the hard drive in the dead pc) - those model packs will get you off to a flying start

== ==

If i forgot to reply to anyone, forgive please,
also forgive i dont reply in this thread very often, real life is intruding, but work is progressing, a little slower than i would like, but i will endeavour to get my butt into gear more often.

If anyone has any ideas at all i like hearing them,
plenty good ones in this thread so far
- i hope to use as many of them as i can.

cheers,
B.

Inuyasha12
06-22-2004, 14:13
Thank you
I've never played shogun total war so you're project has really given me a shot at a completely new game, i really hope you keep working on it and it grows to be great.
(great..er)

DCB
06-22-2004, 15:22
Cheers barocca. Have built all available buildings in the tech tree and I'm still not seeing the option to build any firearm troops nor hire any as mercenaries. Haven't seen any options to turn Christian as in the original. Do the Portugese traders sail from port to port as in the original STW? Is there a year at which gunpowder weapons become available?

barocca
06-22-2004, 15:36
ah - got it,
1543 for the Matchlocks,

the building in each province will not be so many at the beggining in the final version,
so it will take you longer to get the gunfactories built.

:-)
B.

barocca
06-22-2004, 17:50
earlier in this thread dclare4 made a suggestion to pay homage to Ran by Kurosawa, and use the clan Ichimonji
The original Shogun intro clip is the battle scene from Ran.

well that idea was kinda neat,
so here's an image showing ichimonji's colours and crest
(it's late and the correct term is not in my head right now)
http://www.filmsondisc.com/images/ran_dvd.jpg
that is dark green and gold?
with a sun over an upturned moon?

also which province should they atart in?
they'll only get one as the clan was exterminated

B.

soibean
06-22-2004, 21:16
barocca
I just wanted to say your instructions worked so thanks alot

Inuyasha12
06-22-2004, 22:57
Why aren't there any corpses?

When the soldiers die, they fall gracefully and disapear

Zanderpants
06-22-2004, 23:18
Hey Barocca, great mod, I'd been waiting for a STW port to MTW.
I dunno if you already have this sort of thing covered, but I've studied Feudal Japanese history extensively, primarily from the Gempei wars to the end of the Sengoku Jidai. I have a large collection of materials on the time, so if you need any names for heroes, or anything else concerning the period, I'd love to help out in any way that I can. If not, then keep up the great work http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif

Pyrodingo
06-23-2004, 03:19
Quote[/b] ]Pyrodingo
those unit stats look reasonable, i'll forward them to the two guys that were playtesting unit balance

Great, I hope they'll be of help. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

I've also been looking at building requirements lately and I did a few changes there so I'll mention them as well. The gunpowder unit requirements are slightly too high IMO, the date restriction on them is enough. I dropped Portuguese Matchlock to level one trader and then Japanese Matchlock and lvl 2 Gunsmith to level one armourer. Having Japanese Matchlock require a higher level armourer than Naginata didn't make much sense to me.

Next, I took away the iron requirement for armourer (I know this has been mentioned before I'm just saying everything I did). I also eliminated the armourer prereq for Nag. Cavalry because they already had enough requirements and if Heavy Cav. didn't need armourer then they definetly didn't either.

The Hatamoto needed to be harder to tech up to so I dropped the Yari building req. (they use swords don't they?) and increased the horse breeder req. to level 2. This way you need to get a higher level castle to obtain them.

The last change I did was probably the biggest one. I couldn't believe how hard it was to get Battlefield Ninjas so I had to modify a few things. First of all it truly is unfair that they require 2 turns to build, it's not like we have to be afraid of the enemy mass producing them, they aren't capable of being the backbone of an army. Also, the prereqs to their building was switched to level 6 castle and level 2 ninja dojo. This way the battlefield ninja dojo becomes the third and final building in the battlefield ninja line of buildings(makes it more similar to the rest of the tech tree). The building should also offer a 2 valour upgrade to the B. Ninjas as all other 3rd level buildings do.

Finally, I hope a third trade and gunsmith building will be added in the future, as well as more shipyards for additional boats. In closing, I believe all units should get valour upgrades from a specific line of buildings with a maximum of 2 valour, this system seems to work well and noone should be left out. Once again I hope this stuff helps. Keep up the great work Barocca. http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif

Pyrodingo
06-23-2004, 05:09
I just downloaded Beta 5 version of the mod and noticed that prereqs for naginata units were changed. Honestly, I think they were perfect before except for the armour requirement on Nag. Cavalry. The additional Trade building requirements just seem to be too much. I obviously don't know why this was changed but if you could provide me with an explanation it would be much appreciated.

Pyrodingo
06-23-2004, 08:09
Sorry for posting 3 times in a row, but I just did some valour testing and thought I'd share this information.

First of all, ships don't seem to be able to get provincial valour bonuses because I got 0 valour kitamae in Sado. More importantly though, valour bonuses received from high level buildings don't seem to work the way they should. When a unit has the lowest level building of the building chain that will be giving it valour upgrades as a prereq, the unit will receive its valour the way you'd expect it to ( +1 val. for lvl 2 build. and +2 val. for lvl 3 build.). However, when a unit's prereq is the second building in the chain, then everything is different ( 0 val. for lvl 2 build. and +1 val. for lvl 3 build.).

As an example, both Yari and Naginata Cav. get valour bonuses from the Horse breeder chain of buildings. But, Yari cavalry only has a lvl 1 building requirement in that chain so when you get the famous upgrade, Yari cav. will get +1 valour but Naginata cav. WILL NOT http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif . They will get their +1 bonus with the legendary upgrade, which is when Yari cav. will get its +2 bonus. Now you can see that there is a problem. Higher tech units will not be able to get as high valour bonuses from buildings, which is a serious disadvantage.

I don't know if you guys already knew this, but I thought I'd share this info just in case.

barocca
06-23-2004, 12:46
the corpses dont appear because i have not yet made them appear,
there is a bug in medieval that forces the game to ONLY display corpses for units listed in the crusader_unit_prod file, (its way more complicated than that, too hard to explain in detail without access to my notes)
many viking units are listed in that file, some are not,
those that are not will not get corpses.

i cannot recall which changes i made to the tech tree, you will have to explain further, - i dont have access to my mod myself at the moment, it is on the other pc whose cpu went belly up yesterday and i need to get those drives into an ata machine so i can recover the data.

the tech tree may yet get some tweaking, naginata cav are armoured, heavy cav are armoured, they should both require either an armoury or a trade post, so you can trade for the armour.
(i'll have to check what tech tree is in beta5 when i get those drives copied across)
down teching the units requirements is something i am happy for people to adjust, but be aware that the final version is intended to be playable online,
in order to play online all participants will need the same tech tree or the connection will fail.

i made the guns require a decent tech level so that players are unlikely to have all province ready for them when their arrival time comes around, forcing players to balance their funds so they can hire merc units until they get their factories built.


Quote[/b] ]The Hatamoto needed to be harder to tech up to so I dropped the Yari building req. (they use swords don't they?) and increased the horse breeder req. to level 2. This way you need to get a higher level castle to obtain them.i like this, if i forget to make this in the next release please remind me again.

in order for nagi cav to get a +2 valour bonus i would need a fourth building upgade, which means yari cav would get a +3 from that upgrade,
i'll have a think about that later, again remind me to look into it should i forget.

all for now, off to rest a bit, (just in from work)
i may think of more things later...
cheers,
B.

Inuyasha12
06-25-2004, 15:09
Any clue when that might be(the next release)

Sorry i know you probably get that a lot, it's a complement -really. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

uksiu
06-25-2004, 15:12
Playing with nip warriors armed with yari, bow and katana is a sweet solution for this weekend http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Could you tell me where will I find all files needed to play? I think there are a couple of versions and parts, not only on 7th page of this thread...
Maybe somewhere is zip file with a complete last version of files?

DCB
06-25-2004, 15:34
Beta 5, the latest version, is here -

http://www.mizus.com/Files/k0rgs8gVt/MTW/Stats/STW_Mod_BETA5_20nov.zip

70MB

SirGonkSevenT3
06-25-2004, 15:42
I just downloaded beta 5 last night and it is a great mod. I was particularly happy that the kensai (spelling?) weren't the giants they were in STW.

I do have a question regarding the Hatamoto I was hoping someone could help me with. Are these fellas a weak unit? I've only played a few battles with them, but one of my heir's unit of Hatamoto were wiped out by a unit of archers. I assumed these guys were equal to the Heavy Cav from STW. But I can't imagine Heavy Cav being destroyed by archers, especially when I attacked the archers from behind. http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

barocca
06-25-2004, 15:50
perhaps the archer had high honour and weapon upgrades?

Hatamoto are usually quite tough,
they are based on heavy cavalry, although fractionally faster, (the best horses only for Daimyo's and Heirs)

their arrows are armour piercing so they make a good counter to naginata infantry,

they only carry a few arrows though,
so be wise with who you get them to shoot at.

B.

The Blind King of Bohemia
06-25-2004, 16:06
Are there any new units for beta 5? Also what new factions are there?

SirGonkSevenT3
06-25-2004, 16:44
Quote[/b] (barocca @ June 25 2004,10:50)]perhaps the archer had high honour and weapon upgrades?
I don't think the archers had too many if any upgrades. It was only a few turns into the game. The enemy general was an 8 or 9 star wonder, but so was mine. So I'm not really sure. Might have just been bad luck. I was curious if the Hatamoto were more horse archer or heavy cav, sounds like they are a happy combination of both. I'll try to use them as a more surgical strike team in the future.

BTW Thanks for responding so quickly barocca.

ChErNoByl
06-25-2004, 17:23
I'm just waiting for a deadpage thingy for this mod ... then i can play it. anyone know when one of these is coming?

barocca
06-25-2004, 17:27
Quote[/b] (ChErNoByl @ June 25 2004,11:23)]I'm just waiting for a deadpage thingy for this mod ... then i can play it. anyone know when one of these is coming?
one has been written,
the fellow keeps meaning to email it to me,
but he keeps forgetting...

i know he has done it, he was over the moon when he emailed me, but he forgot to attatch it and - (i think he's blond like me) - he keeps forgetting...

B.

barocca
06-25-2004, 17:29
Quote[/b] (SirGonkSevenT3 @ June 25 2004,10:44)]...The enemy general was an 8 or 9 star wonder, but so was mine...
i have Got to get off my lazy butt and do something about those generals...
too many, too good, too soon....

SirGonkSevenT3
06-25-2004, 18:51
Quote[/b] (barocca @ June 25 2004,12:29)]i have Got to get off my lazy butt and do something about those generals...
too many, too good, too soon....
Is it particularly difficult to do something about that? If it doesn't require too much knowledge about modding I'd be happy to help. I had planned to go into the mod's files later today when I got home and have a look at it all to see if I couldn't do something about it for myself. I've done a little modding, mostly unit stats and projectile stats (I've always thought the MTW ballista should go through the poor soul it hits and get the guy behind him as well). But recently I started playing around with adding heroes and kings and such. So I imagine with some minor direction I could find a way to assist.

Also, if you need artwork for the units I fancy myself a bit of an artist. I noticed some posts where you were mentioning glitches with some of the unit animations and colors.

uksiu
06-26-2004, 07:16
Thanks, DCB http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

Barocca did a great jobhttp://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
I spent a couple of hours leading Shimazu. Battles aren't so big as in many mods, but I like it New buildings and techtree seems to be good - I need more time to think about balance.

I cannot send PM and I don't know the e-mail of the creator STW mod, so I write down some small but strange things:
1. Ships from Satsuma appear on Yasushigo Sea, but port is next to Kagoshima Bay.
2. Something's wrong with Chikuzen - I cannot take my soldiers using the port and ships (no enemy ships in my way).
3. I was happy when I assaulted stone castle and I saw small wooden fort. Is it normal? When appear real stone castle?
4. Hatamoto have longer range than samurai archers. Is that element of balance or some historic truth?
5. Is there an original nip title parallel to lord? I see almost all nip names, except this lord... It's not important, I'm just curious ;) http://www.totalwar.org/forum/non-cgi/emoticons/gc-clown.gif

---

Thanks for this mode (My girlfriend hate this game again ;) )

The Sword of Cao Cao
06-26-2004, 13:14
Yes, the nip paralel for Lord is Tono. A Japanese landlord, is called daimyo.

Also please take the time to type Japanese, instead of using such a racist term for them. Theres enough hatred for nips already in the American south. We dont need it on the Org.

uksiu
06-26-2004, 14:10
Sorry, I didn't mind it's rude word. I think jap could be also racist, so I'll avoid it. Sorry again. http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

I've noticed that in STW mod lord title is called No-Kami. But in commanders table we have lords.
I found also that province Suo has problem with sea transport like Chikuzen.

BTW, I finished my first game on the highest level in 47 years. I didn't smell powder ;)

uksiu
06-27-2004, 07:05
Sorry for putting one post after another, but I cannot find out how to edit my last post - I've checked rules and FAQ, maybe I don't see the instruction because of my awful english or I'm blind http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif

---

To make the STW mod more challenging I changed for myself some stuff:
- I build in all rebel provinces standard building with castle number 7 (which is wooden http://www.totalwar.org/forum/non-cgi/emoticons/gc-inquisitive.gif ) ;
- I gave them 8 units of mixed forces (per land);
- I bump up the rebellion factor in all provinces (+2) ;
- I changed unit size to get all 100 men units;
- I cut supply cost to get 50 koku units (better infantry)and 25 koku units (yari ashigaru, X-bows and arquebusiers); cavalry costs about 100 koku per year;
- I cut creating cost of units - 100 men of cheap units costs 150-250, better infantry - 500-1000, cavalry 900-1200;
- I changed Florins to koku http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
- I corrected some stats for units (just my vision of balanced game ;)
- I decreased the propability of leadership - now almost all clans got just one 8-stars leader;
- I increase range of ships (because of small sea regions), I cut down building time of ships and building cost - to give a chance to poor clans - I don't know it will work correct.

Now I have more calculations, more battles, true risk of rebellion and no quick expansion. After 25 years I took 5 provinces and I think almost all Japan is divided by ten clans and each one has 4-8 provinces... http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

AggonyDuck
06-27-2004, 14:33
I think the problem with the high star gens lies in the way too powerful titles and the overpowered patron gens.... http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Basically I would advice to stick with the policy of only using famous heroes with only 4 command or lower and with famous kings avoiding to go over 6. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Especially the first kings should maybe be a bit uncompetent even. (3-4 star) It would mostly cancel the chance of gettin' super heirs immediately and gettin' a 8 star heir would come by hard work.... http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

MiniKiller
07-05-2004, 04:29
Quote[/b] (uksiu @ June 27 2004,02:05)]Sorry for putting one post after another, but I cannot find out how to edit my last post - I've checked rules and FAQ, maybe I don't see the instruction because of my awful english or I'm blind http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif
U cant edit yet because you are still a junior parton. Once u get promotted so to speak you'll be able to edit/delete your post's.

Orda Khan
07-05-2004, 19:06
Apologies Barocca I am so slack in my reply to your post. Do I understand correctly? ( I have no idea about modding ) Is it not possible to have both versions of Mongol Cav units? If it is possible I would like to see Golden Horde Heavy Cav and STW/MI Mongol Heavy Cav. You could rename Golden Horde units as 'Imperial' or 'Yuan'

Would the following work? ....

Korean Spearmen
Korean Guards
Korean Skirmishers
Thunder Bombers
Imperial Archers ( Golden Horde Warriors )

Imperial Heavy Cav ( G/H )...armed with sword or polearm
Mongol Heavy Cav ( STW/MI )...armed with a lance
Imperial Horse Archers ( G/H ) armed with a bow
Mongol Horse Archers ( STW/MI ) armed with a bow

As the Mongol Cav were highly trained I would expect them to be reliable, disciplined units. As for the two Horse Archer units ( I just had variety in mind really ) but perhaps their stats could be adjusted, possibly making, say, Imperial Horse Archers better in defense and Mongol Horse Archers better in attack.

With the Heavies, Imperials and Mongols could be a bit like the Japanese Heavy / Naginata, with Mongols being faster, lighter armoured swift, shock Cav. Imperials could take the role of breaking weakened units and holding, similar to the Japanese Heavy Cav

....Orda

The Sword of Cao Cao
07-06-2004, 02:40
Lol, Orda why'd you change your ava? I got used to asscoiating your name with that Monogol Horse Archer pic.

Anyways, I like Orda's idea alot. I'd stick with Yuan though. And give the Yuan heavies polearms. That would add some nice variety. Plus, I'm pretty sure Song/Yuan cavalry of the time wouldve used polearms.

Oh and barocca, I know you were making a fanatical warrior monk type faction alled Ho-Ganji or something? If so heres a good fanaitc unit for ya.

Masakari Sohei

They'll use a masakari which is a Japanese battle axe usually used only by warrior monks as samurai preferred the bow, katana, yari or naginata. The masakari was a very long handled weapon, and I looked through Medieval and found that the halberd that the halberdiers use should work just fine. All thats gotta be done for them, is just reuse the warrior monk BIF, which i think you said you could, and add the halberd to them. They should have excellent morale, an excellent attack but terrible defence.

Also id my typing sucks, please excuse. I fried my fingers to a crisp with a firework yesterday...

sprucemoose
07-08-2004, 11:05
sounds like a top mod,but the link doesnt work :(((

Pax
07-09-2004, 06:49
Yup, the download link is broken. I was looking forward to this...

Pax
07-10-2004, 19:41
Anyone know if it's going to be fixed? The link I mean.

Wayan
07-12-2004, 09:04
Try the link on the Org file download pages. Worked for me.


Anyways Borrca just wanted to say great mod from what I've played of it so far....

I just have one question... though my knowledge of modding is next to nil so I'd appreciate if this is too hard to do but... as in Shogun WE/MI when the Mod is on it's final version will there be different starting Era's to choose from?

In shogun I always liked to start from th earliest years available so that I could grow into my Clan graduly and Shape Japan from the get go. Thats just my playstyle though. I felt a little trust into the deepend with your mod. Things seemed to be built up a little more than I'm used to when I start out my claim for shogunate.

Just a little personal request :) If not though I'll adapt soon enough. Once again great mod

sprucemoose
07-13-2004, 12:13
got it now,top banana

Medieval Assassin
07-19-2004, 02:02
I really want to download this mod, What is the newest version where can I get it, where are the older versions I need for this game, You should really, on the first page, put the link to all the downloads so they are easy to acess, at least think about it. https://forums.totalwar.org/forum/non-cgi/emoticons/wacko.gif

Byzantine Prince
07-20-2004, 01:15
Haha can someone give me the link for this. It looks cool and I miss Shogun since I don't have it anymore.

Pax
07-23-2004, 05:27
Can someone please post a link to the download. I tried looking for a link on the org's downloads section but I think I'm looking in the wrong place. I dunno, it has demos and regualr files but not mod files.

SirGonkSevenT3
07-23-2004, 05:49
I think if you look on page 13 of this thread you'll find the newest version.

Pax
07-23-2004, 05:51
When I click on the links on page 13 all I get is an html document. When I open it in a new window, I get the mizus page with the waterfall.

When I go here: http://www.mizus.com/Files/k0rgs8gVt/Mstats.shtml to grab it, it's nowhere in the list of mods.

This is really bugging me, what the crap am I not doing right to get to this?

Inuyasha12
07-26-2004, 12:25
I've been following this mod for awhile and i just want ot say that it looks amazing and that im very excited about its release. I have the beta version and i hope the new version comes out soon.

Anyways good luck and don't give up on it

Nautilus
07-28-2004, 01:33
I hope to see the completed version of this Shogun is great, and I can't wait until you've added Mongol Invasion, a great expansion. Any updates by the way?

Pax
08-05-2004, 08:44
Any news? Maybe a working link to get this mod? Every link I've tried either doesn't work, or the mod isn't there. mizus doesn't have it in his files section with all the other downloadabel mods, 3ddownloads won't even come up on my machine, cannot find server blah blah blah. I don't mean to sound like a jerk, it's just frustrasting me to no end. I've wanted to play this for quite some time now but can't get a hold of it anywhere. :(

Tha White Wolf
08-07-2004, 18:57
Hi, I'm new here so please don't think me insolent, but have you thought of converting the Shogun units and buildings to MTW-VI? Possibly as mercenaries or Mongol buildlings. Just a thought.

Looks great, btw. Good luck.

Old Nick
08-07-2004, 20:50
"Maybe a working link to get this mod? "

I think, you may get it here.

http://www.aggony.org/files.htm

Pax
08-08-2004, 01:06
I finally got the mod. It took forever but I got the evil that is 3ddownloads.com to fess it up.

Fantastic mod! Well done, looking forward to what's to come regarding this mod!

DeadRunner
09-12-2004, 21:48
just asking if a new version of the shogun mod is out
i have the beta 05 i think

Mudshovel
09-17-2004, 03:01
Help !!! :help: :help:

Hi im new in the guild , i want this shogun mod , but , Every link I've tried either doesn't work , no one! , please can you give other link to download this mod? even the link that Old nick give to the forum doesn´t work to me , help!!!!!!! :help: :help:

JR-
09-18-2004, 08:34
hi, i'm curious about this mod as well.

i couldn't stand the interface for STW so i haven't played it, but i lovethe setting and would be delighted if a good complete mod arrived.

what is the status of the mod?
is it abandonned in favour of RTW?
are you aiming for a final version before the arrival of RTW?

cheers

PeegeeTips

Yoshitsune Returns
09-19-2004, 00:13
I am very interested in this mod too. Can anyone indicate a download link that currently works?

Thanks.

Yoshitsune Returns
09-19-2004, 10:39
Ahh, this link works and I only had to wait in a queue for 7 minutes:

http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/Beta_STW_Mod.zip

Dated November 2003 so hopefully the most up-to-date version available. Thanks Barocca!

Albino Gorilla
09-21-2004, 02:22
:help:

I can't seem to play the game, I downloaded it, uninstalled then reinstalled Medevil and VI, then dowloaded the patch. I copyed the file into the specific folders but I still can't play. When I try to start the game I get a message saying

"Unkown faction specified: colum 20, row 8.
FN_Egpytian"

Yoshitsune Returns
09-23-2004, 19:33
Ah well, it seems I spoke too soon. The 3d downloads file seems to be an earlier version and is only a 36Mb zip - not the 70Mb Beta 5 file mentioned in the thread?!? It's no longer on the Mizu.com site. Has this mod been abandoned? Shame...

Ldvs
09-23-2004, 20:21
Ah well, it seems I spoke too soon. The 3d downloads file seems to be an earlier version and is only a 36Mb zip - not the 70Mb Beta 5 file mentioned in the thread?!? It's no longer on the Mizu.com site. Has this mod been abandoned? Shame...

Yes I think the development of this mod is over for a few months.

http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/STW_Mod_BETA5_20nov.zip

It still works and it's the 70 mb download ~;)




:help:

I can't seem to play the game, I downloaded it, uninstalled then reinstalled Medevil and VI, then dowloaded the patch. I copyed the file into the specific folders but I still can't play. When I try to start the game I get a message saying

"Unkown faction specified: colum 20, row 8.
FN_Egpytian"

It is not specific to this mod. I'm sorry if you've already uninstalled the mod but here's the solution, proceed as follows:

"I threw out the prod3 file and all other files in the startpos except the 3 hellenic time periods and the vssver.scc It then worked???? Those same deleted files were always in the previous game but after inserting these new files there perhaps is a conflict between the existing files and the new ones. Where ever the building associations are could be the issue."

You won't find any hellenic files of course, just keep the mod ones.

Tomcat
09-23-2004, 21:30
Like you Yoshitsune, I downloaded that 36MB version yesterday from 3D downloads from the link in the Org mod list but not tried it yet. So thanks Ldvs for the corrected link! Amazing difference in size though between the 2 files. I presume the ...Beta5_20nov.zip version is the only file you need for the mod?

Tomcat

Ldvs
09-23-2004, 21:35
Like you Yoshitsune, I downloaded that 36MB version yesterday from 3D downloads from the link in the Org mod list but not tried it yet. So thanks Ldvs for the corrected link! Amazing difference in size though between the 2 files. I presume the ...Beta5_20nov.zip version is the only file you need for the mod?

Tomcat

Yes that's all you need, it's the full installer.

Yoshitsune Returns
09-24-2004, 00:05
Thanks LDVS!!

kaverne
10-08-2004, 18:59
Thanks to all of you who made this mod. This was THE mod to be done.

I'll try it right now :D :bow:

Orda Khan
10-15-2004, 22:35
Still waiting and hoping that Mongol units will be introduced, RTW did indeed turn out to be a disappointment

......Orda

DeadRunner
10-29-2004, 15:06
Baroca will you continue this mod our will make one for rome ??

TaijisToshi
10-31-2004, 16:22
Is there a techtree available for this? I absolutely love it but I am completely confused by the techtree. I dont understand why in some provinces I can build one thing while that building isnt available in another province with the same level castle, and such things. Im very confused. It isnt like a resource thing because ive tarted as Ashikaga, and in my righthand province I built an armourer and swordsmith and now I want to build a Portugese Teppo training thing, but its not available, but in my left-hand province it is available, and they both have same level castle. Any advice, anyone got a techtree or something? Please help. Could these problems be cause by the fact that I didnt install on a clean install?
(I didnt install on a clean install because I didnt want to delete NTW and all before playing this mod)
Thanks in advance,
TaijisToshi

1dread1lahll
11-11-2004, 01:17
Humm Mod guys Ive been playing/testing the game,....and while I agree that guns were over-powered in STW they are useless in the mod. I did a test battle, 22 kills for guns Vs 113 for archers....(3 units each) till the guns routed....in addition guns dont work in the rain and no meele skills, there is no "rock/paper/sissors here, if I were to do a on-line battle ide not take guns, that must tell us the unit is not balanced.

Tomisama
11-11-2004, 02:26
I agree Lahll :yes:

For all concerned:
There is a new thread started on the Medieval/Multiplayer/Jousting Fields on the STW mod.

The recent continuation on this mods development are being discussed there.

https://forums.totalwar.org/vb/showthread.php?t=39452

Please join us ~:)

CBR
11-11-2004, 04:02
Yes guns are weak as they use same projectile stats as MTW/VI. Thats why we have decided to go for custom projectile stats even though it means people have to swap stats to play normal VI.


CBR

JR-
12-17-2004, 15:00
I agree Lahll :yes:

For all concerned:
There is a new thread started on the Medieval/Multiplayer/Jousting Fields on the STW mod.

The recent continuation on this mods development are being discussed there.

https://forums.totalwar.org/vb/showthread.php?t=39452

Please join us ~:)
fantastic. ~:cheers:

Puzz3D
12-23-2004, 16:02
In making the Samurai Wars stat, I had to modify the STW_10_unit_prod.txt file. I've been playing the SP campaign with it, and I'm getting revolts containing MTW unit types. I'm not sure if changing that file is the cause this problem.

There are a lot of high command star units (7, 8 and 9) generated in the SP campaign. The battles do not play as well as they could with such high morale (20+) on the units because they fight for too long. I don't think it's the fault of the Samurai Wars stat which is simply the STW v1.12 unit stats. I could substantially lower the morale of all the units in Samurai Wars (SP only) to offset the high command stars, but if barocca plans to lessen the command stars in the next release of STWmod, that would be a better solution.

TosaInu
12-25-2004, 00:38
It crashed for me today, I think I've to reinstall the whole load: MTW, VI, Bars mod, Samuraistat.

Vinsitor
01-25-2005, 23:07
There is a way to fix the rebels iussue, where in a rebellion rebels are VI units?

Cha
02-22-2005, 10:57
Does the mod have a Japanese faction in the VI campaign map?

Yun Dog
03-15-2005, 02:33
A couple of quick questions for anyone who has the time to answer

music: I remember last time I installed this mod I had to tweak some files and add some .wav files to get the music to work, has anyone simplified this at all with like a music pack? or can you direct me to the appropriate post.

maps: do these go in the save maps folder or the campaign / battle / maps folder

retraining: I notice that some of my Nodachi generals if they get down to one man wont retrain - I get the you need to build message - but I can build nodachi in that province?

thanks

YD :help:

Byzantine Prince
03-22-2005, 20:09
I don't understand it. Does this mod work on anyone? I tried it several times and it doesn't load the map. In fact it doesn't detect the map at all.

Can someone help or at least release a proper version of this? :help:

Reverend Joe
03-22-2005, 20:28
Good god almighty. I can't believe I never notced this mod. To hell with RTW- I'm going Medeival again!

Byzantine Prince
04-11-2005, 16:00
Ok I got it to work but I have problems. Why do the dead bodies dissapear? Or better why don't they apear?

barocca
05-02-2005, 15:15
oki

i have not read through everything
but the dead bodies is a bug i will be fixing in next release

the next release
which some of us (1pain1duck and Ra's al Ghul among others) are working very hard on at the moment
it is At Least a few weeks away


right now i am "populating" the clans with as correct a mix of names as i can

some of the names are from 600AD to the early 1800's, but i figure they name kids after great grandparets and after great characters from their histories so i hope you'll let me get away with that

also i intend to provide my research as well organised as possible so it will become a central reference point for births and deaths,
this should make campaign-mods set in other era's a little easier (like the Mejii, the Onin or Taira-Minamoto wars)

some clans have very little data on them available, so they will be "filled up" with fictional heroes from some of the more popular fictional books set in the Era (and movies)
OR they will be populated with samurai from clans that did exist, but got wiped out before all the big "assimilations" took place
a couple of clans general lists are being populated by martial arts dojo's that existed in the Era (and their decendants)

One other thing i am doing is alternate names, if a samurai was know by two or three other names all of them will appear in the lists

some 20 odd clans - each needing a minimum of 120 names being 40heirs and 80generals means i have to find over 2,400 names!!!

Shortly i will also be asking for people to help me populate 2 special clans with names that dont appear in the histories(trust me, i have well over 20MB of files, e-books and even a couple of complete websites that people have kindly sent to me)


Another thing i am going to do is make the next release an overwrite mod
this means we can use all the excellent Shogun AND Warlords bif files!!!
(a couple need minor editing - some of which i have already edited)

It also means i can use duplicate bifs and recolour them to make new units,
Yari sams - in shogun they were Yari Sams and that is all that was in the bif
for Mongols they became Yari AND Nagi sams with simply a different weapon added into the bif BUT they also had Crossbowmen added to their bif, which meant losing some animations
SO I will recolour the sams in the black suit crossbow bif and make them into a seperate unit
also the multi colour crossbowmen in the mod will most likely become Ronin Crossbows while the clans will get the black suit crossbows

that sort of thing

it also means it is going to be a lot easier to add-in the mongol units
seeing the majority are already in Warlords!!!
(but i am hoping to keep some of the medieval mogols too - and give the mogols an expanded array of units)

When i get close to that part i will be asking people what additional mongol units should be added to the Shogun/WEMI mongols


and if i can make the time i will also be making my own bif's containing 2 new units that i have always felt should have been in the game from the beginning - lets hope i get the time!!!
(i have to cut and edit 2 bifs to get them into the game)
but now that i am going to be overwriting for this release that job just got a whole lot easier than it was - i no longer have to combine units into bifs to have the room - i can replace some of the medieval bifs that we wont be needing.


We also have a neat front end from Tomi to add,
(and a new intro movie!!! - we actually have TWO, Soly and I will have to duke it out to see which one we use)
and we will also be looking at the interface itself and trying to bring the shogun feel to the interface (for campaugn map and hopefully for the battle map too)


This mod has always been a community project and i will be doing my best to thank everyone in the readme file
WELL over 50 people have commited time, resources and energy to this mod over the last 18 months


Cheers
B.

TheJian
05-02-2005, 20:41
Well if you need any help with small things that you want someone to do i will help............I have done some modding in the past but stoped and looking inot this now....So any small things that you can just pass on i will do.....sorry if this is no help but i just want to help in any way i can......I going back to learning how to mod MTW because RTW is not as open or so people say...I have play your mod and like what i se so far....did not know you was going 4 the STW look was thinking you would have more land and clans..........

barocca
05-03-2005, 00:11
well,
one thing that would be helpful is ideas
have a wander through the medieval unit bifs and unit mix,

What unit bifs from Medieval/VI would be suited to representing additional Mongol Units ?

What type of units should be added to the Mogols ?
note - if you want a unit, you need to find me a bif that has it

What unit bifs from Medieval/VI would be suited to representing additional Japanese Peasant forces (i can retone skin to make them less European - the current Europen peasant bifs have too much faction colours on them to be truly usefull - but some of the others (muslim bifs for example)may be handy

What additional peasant type troops should make an appearance?
note - if you want a unit, you need to find me a bif that has it

What unit bifs from Medieval/VI would be suited to representing MONKS?

What type of Units should the Religious Warrior Monk forces contain?
note - if you want a unit, you need to find me a bif that has it

Cheers,
B.

R'as al Ghul
05-08-2005, 18:15
Progress is being dicussed here (https://forums.totalwar.org/vb/showthread.php?t=39452&page=7&pp=30) at the moment.

:bow:

ichi
05-23-2005, 21:05
Today I bribed some rebels in Kii and got a unit of Welsh Bandits. They are really effective, and very cool.

Is there any way to construct a unit of ninja archers or perhaps brigands, based on the Welsh Bandits, who could hide?

ichi :bow:

R'as al Ghul
05-25-2005, 10:45
Today I bribed some rebels in Kii and got a unit of Welsh Bandits. They are really effective, and very cool.
~D Uhm, they shouldn't be there.


Is there any way to construct a unit of ninja archers or perhaps brigands, based on the Welsh Bandits, who could hide?

ichi :bow:

Yes, easily done. But what about the Battlefield Ninja?
I've to admit I haven't used them in this mod yet, but they are buildable
and the stats say that they can hide. At least in my version where I've
changed a few things.
I don't know their range atm but the Longbow range seems a bit too much.
barocca will have a last say on this issue.
:bow:

Inuyasha12
05-25-2005, 21:12
Tosainu-It crashed for me today, I think I've to reinstall the whole load: MTW, VI, Bars mod, Samuraistat.

What is the bars mod? Samuraistat? Where can i download it?

barocca
05-27-2005, 13:17
Files
STWmod for MTW/VI Beta5_20nov zip (http://www.3ddownloads.com/strategy-gaming/totalwar/MTW/Stats/STW_Mod_BETA5_20nov.zip)
Samurai Wars 10b unit stats (http://www.mizus.com/hosted/Yuuki/samuraiwars_10b.zip)
STWmaps (http://www.mizus.com/hosted/Yuuki/stwmaps.zip)


WE HAVE OUR OWN DEDICATED FORUM (https://forums.totalwar.org/vb/forumdisplay.php?f=105)
I am going to leave these threads in place,
but we now have a dedicated forum and the absolute latest data will be in the Samurai forum

Inuyasha12
05-30-2005, 04:13
Thank you so much barocca- ~:cheers:

:bow: :bow: :bow: :bow:

Soldeten
06-29-2005, 07:57
Any word on the 'Seasons' project. Barocca, have you found a way to put the seasons back into MTW. They were there, but CA took 'em out.

Soldeten