 Tosa Cup Quarter Finals Replay Pack
This is a replay pack which contains replays from the Quarter Finals of the Tosa Cup Tournament. All 4 matches are included.
All replays were made with Patch 2.
Video commentaries of some of these matches can be found in the Org Media Library. Many thanks to AzureCuzYeah and jackie_fish for creating the commentaries. You can see more of their superb TWS2 commentaries at AzureTotalWar and jackie_fish's YouTube channel.
Category
Replays
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 Tosa Cup Round 1 Replay Pack
This is a replay pack which contains replays from Round 1 of the Tosa Cup Tournament. 17 separate matches are included, which accounts for about half of the bracket. Most of the missing brackets were resolved by forfeit, though some people simply forgot to make a save, while others had bugs which produced corrupted replays. If I get further replays for Round 1, I will update this file to include them.
All replays in the Round 1 Pack were played with Patch 1.
Video commentaries of some of these matches can be found in the Org Media Library. Many thanks to AzureCuzYeah and jackie_fish for creating the commentaries. You can see more of their superb TWS2 commentaries at AzureTotalWar.
Category
Replays
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 NobunagaDilemma.ZIP
Readme file for "Nobunaga's Dilemma" version 1.0
This file contains some interesting stuff. Not mandatory for playing,
but useful for correctly installing the file.
Installing...
well, if you are reading this, you unzipped it. Yeah!
1. so, now you will want to move this whole folder to...
C:\Program Files\Total War\Shogun - Total War\campmap\startpos
or the equivalent on your computer. The important part is the post
S-TW part.... \campmap\startpos
2. you will also want to copy the "Nobunaga's Dilemma.txt" file and
and then paste it into the SAME location as in #1.
....\campmap\startpos
This will be the ACTUAL start position file. BUT, #1 is also
important because it will have the readme, scenario description,
and another copy of the txt file.
Playing...
1. Start a campaign... Then, select through until you find this campaign.
It should be after the mongol invasion campaign.
2. Choose whoever you would like and kick some.... butt! Enjoy.
Critiques/Comments:
Mori: They were the toughest to balance... and I am still not sure if I
like how they start in this campaign. The main reason being that
the computer was regularly reaching kyoto by 1572. Hopefully, this
is no longer the case.
Shimazu/Oda: BOTH start as Christians. Realize this before you start playing.
Takeda/Hojo/Uesugi: The east appeared very even in the ~10 or so "play-testing"
runs that I did. No one clan always dominated in the east. And each was
eliminated by the other two at least once.
Tokugawa/Imagawa: The small spoiler (more than anything). They can do well if
played well, but they do NOT control their own destiny. They will need
to take advantage of a situation in order to win.
Well, I tried to go for historical accuracy for the most part. Starting in 1565
gives Nobunaga a stronghold, but also dangerous neighbors. He is the center point
of the campaign, but each clan is playable AND DIFFERENT. One cannot play the
Shimazu in the same way one would play the Mori or the Tokugawa.
Overall, the game is expected to be in "resolution" phase by about 1580.
What this means is that hopefully there will only be 3-4 clans left by then.
And hopefully there will not be only 3-4 clans before 1575.
While play-testing, I was always playing on EXPERT. SO, I don't know how
much fun the easier levels will be. If you are having LOTS of problems, please play
on an easier level. The MORI or SHIMAZU are the hardest to eliminate early on, so
try them to get accustomed to the campaign.
I'm not claiming that this is the hardest campaign in the world because
I hope it isn't. I hope it is fun and I ALSO hope the REPLAY VALUE is very high.
Those are always two of my main goals in designing. The other main goal in
this scenario was historical accuracy. (I semi-succeeded/failed on this one).
TAISHOS/DAIMYOS:
If you go to the mods/patches forum, you will see some of our discussions
about this... Anyways, one of the bugs in the game... The "Double heirs" bug
which means that you get the heir, but also the heir WITHOUT being an heir...
in other words, a normal taisho (with a rank) having the exact same name as your heir.
THIS does NOT destroy the game in my opinion, but be aware of it.
There is also the VERY ANNOYING DAIMYO RANK BUG!!!
This happens for unknown reasons (as of right now), usually to daimyos where a
Daimyo's WIN in a battle REDUCES HIS RANK.
EXAMPLE: Uesugi Kenshin... was 32-0 (Rank 6)... then, he became
34-0 in the game and had RANK 4. This happens often in all the games
in Warlord, and in this campaign.
alright, well, I hope everyone who plays this campaign enjoys it!
I do plan on making a version 1.1 of this (if there are a few unresolved issues)
PLEASE feel free to send comments or criticism to me. MY ISP does not
work as of right now, but it should by 9/20/01... I do have e-mail though.
So, if you wish to contact me with questions/comments.
HAVE FUN!
-Dennis Mishler aka -Zen Blade
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Category
Campaign
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 English_beta_macduff_unit_editor.zip
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 Gnome_UnitBuildProj_Editorv2.0.zip
GnomeEditorv2.0
Utility tool to safely and easily view and edit crusaders_unit_prod11.txt, crusader_build_prod13, and ProjectileStats.txt files.
This version of the editor superceeds the previous unitEditor, you can just delete the previous prog and install this.
installation:
unzip the GnomeEditorv2.0.zip to wherever you like, if you check 'use folder paths' it will create a folder, but you can put it any folder you want. The program requires no registration etc. to run.
The '.bak' files included contain the default data and can be replaced with a newer version of the original txt files if we ever get a patch past 1.1. To uninstall the editor just delete the exe.
As this is a vb program it requires the vb6 runtimes to be installed on your system, you might well already have them. The files needed are: Msvbvm60.dll and comctl32.dll.
Of course you use this at your own risk, and please backup your original files before you start over-writing them.
If you find a bug then feel free to drop me an email (attaching any botched file and/or some kind of description of the error).
Lord Gnome.
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GnomeEditorv2.0
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new in 2.0:
Set width of display columns. right-click on the field label (top row) and you can manually set the display width for each column of data. (All your settings are saved to an ini file, if you want to reset them all just delete the file.)
Integrated Build_prod13 and ProjectileStats editing. The program will auto-detect which file you are opening and open itself in the appropriate mode. (each mode has it's own set of ranges and display-widths.) You can launch multiple Editors at once, system resources permitting.
notes:
ProjectileStats has a chunk of comments at the beginning of the file, these are trimmed off when the data is read and pasted back on the front when it is written back to a file. Anything you add before the last ";" (right before the data) in this file will be treated as a comment.
The auto-detect works by reading the first few characters of the file (as the labels shouldn't change in the files), if the first few lines of labels are missing for any reason (like in a mods unit file with just some unit records in) you can switch off auto-detect and force it to load as a specific mtw file type.
Loading non appropriate files shouldn't do anything too drastic, I've tested it with some pretty whacky stuff but really huge files will take it a while to realise there's no data and get out of the loading sequence.
For some reason in win2000 I am able to run as many instances of gnomeEditor as I want, but in win98(only tested on first edition) my tiny little app has a massive memory overhead and you can only run a couple of instances of it before the system runs out of memory (All with the same hardware.). I don't know what's causing this but I apologise if you experience this problem. (The problem was present in the unitEditor too I just hadn't noticed.)
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changes made in 1.1:
[thx to kraellin for suggestions]
added button to hide the names column to give maximum possible width to display columns. (and tooltips to row nos with the units name on them.)
fields with too much text to display in one line expand automatically to display the whole text for editing.
the field currently selected is highlighted together with the row/col labels so you don't lose track of the cursor.
fixed a minor bug in range input, made the error reporting on invalid input for ranges more informative.
note: because the textboxes to enter data are now multiline (so they can expand the text) I have disabled the 'enter' button when editing values (as accidental carriage returns really screw both the visual display and the file formatting.) This is all well and good as long as you don't delete the c-r [it dosen't look like a c-r in the editor btw - it looks like an extra thick '|'.] in the middle of field #53 (don't ask, it makes CA's file format somewhat unique anyway.)... Just don't do it! If you do then you can still cut/paste the character back into this field from another unit's field #56. (the header for this field claims the data is no longer used... treat some of the info in the headers with a pinch of salt I reckon.)
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ver1.0b (crusader_unit_Editorv1.0b)
If like me you enjoy messing with the crusaders_unit_prod11.txt file you may find this program useful.
I adapted an old bit of vb code I had to do this because I was frustated by navigating the unit_prod11 file in wordpad, and try as I would I couldn't get excel to save the files in the right format. This editor isn't particularly pretty but it is at least functional.
Be warned though - the Editor does not do any error checking on the values you enter into the fields, it just reads/writes the string data to and from files in the correct format and makes it easier to navigate the data. It can cope with any number of units in the file (within reason, but far more than the game can probably cope with.), but I haven't included any functionality to add units to the file. Your best bet is to copy a units data to the end of the list (or wherever after data start) manually, save the file and then load/edit the new units data in the editor. I may add this function if I get into adding lots of new units myself. (you do know there is a massive ton of real work to add new units don't you? the data in prod11.txt is just the easy bit!) other functions that may never be added are: value checking, mdi, compareWithOtherFile function.
As this is a vb program it requires the vb6 runtimes to be installed on your system, you might well already have them. The files needed are: Msvbvm60.dll and comctl32.dll.
I have tested this program on win98 and win2000 and it seems to work fine, good luck with me/xp (it'll be nice if it works, but I have no idea.).
If you find a bug then feel free to drop me an email (attaching any botched file and/or some kind of description of the error).
This is a kind of beta, I think it should work okay but it has had exactly one tester on just two systems (and one of those is the development machine.) so who knows. If it doesn't work and you let me know I'll be sure to have a go at fixing it.
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Category
Tools
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