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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.
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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-cg...icons/wink.gif
Luckily even mods are moddable.. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
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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-cg...icons/wave.gif
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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.
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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?
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I Barocca, there will be a last balanced release of this mod before the write over version?
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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
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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?
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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?
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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
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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...ETA5_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.
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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?
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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.
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alright thanks I'll give that a try
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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...ETA5_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...
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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
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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.
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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?
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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.
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Beta 5 Where do i get this from? The new factions I've played as the date and otomo but not the others
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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 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
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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.
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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)
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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?
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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.
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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.
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barocca
I just wanted to say your instructions worked so thanks alot
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Why aren't there any corpses?
When the soldiers die, they fall gracefully and disapear
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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-cg...-2thumbsup.gif