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Samurai Warlords XIII
Hello fellow taishos!
I took the liberty to start the thread this time. :smile:
Are we going to meet this Sunday?
What are the odds that we all have the beta_7/ Samurai Wars MP era installed? It contains the unit changes posted by Yuuki and the new cav animations plus tons of new clans to choose from etc. ......
:bow:
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Re: Samurai Warlords XIII
Well we need to spread the word and get people to install this version. Thats gonna take at least a couple of Sundays before most people have it heh.
If we are to play this Sunday we might as well set it to use the latest version.
edit: maybe have a full beta 7.1 install ready?
CBR
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Re: Samurai Warlords XIII
Quote:
Originally Posted by CBR
Well we need to spread the word and get people to install this version. Thats gonna take at least a couple of Sundays before most people have it heh.
Right. Any suggestions?
I've set up the frontpage announcement and we definitely got some response from that. But a sort of mailing list would be nice. I wouldn't know how to reach Ronin_Kalle or others other than posting here. Those that I have MSN addresses from know about the new install anyway.
Quote:
Originally Posted by CBR
edit: maybe have a full beta 7.1 install ready?
CBR
Yeah, okay, possible. :dizzy2:
Although, the beta_7 is perfectly okay for MP.
The changes of the patch don't really effect the era "Samurai Wars MP".
So beta_7 is all you need right now.
I'd like to test some things before uploading another 93 MB to Mizu.
(and save me some embarrassment).
R'as
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Re: Samurai Warlords XIII
Ahh yes ok then its not something to worry about for now anyway. Might as well test it and see if other things are in need of changes before uploading another big file.
Well we will tell those we have on MSN and the rest on Sunday heh.
CBR
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Re: Samurai Warlords XIII
And by posting here you have reached me :2thumbsup:
I will try to find time to install this new version before Sunday. Do I need to first install the version 7 and then the patch 7.1?
Is there a link to where i can read about changes made?
Btw, im no longer a ronin. I am now doing service in clan Aggony :2thumbsup:
Best regards
Kalle
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Re: Samurai Warlords XIII
:2thumbsup: Excellent Kalle!
beta_7 comes first, then beta_7.1 (only needed for SP but very small, so get it).
Look for our forum under Guild/Hosted Mods/Samurai or click my banner.
Please PM me your email when you have time.
I'm thinking about a mailing newsletter for news like this.
Looking forward to meeting you again.
:bow:
R'as
Quote:
Originally Posted by Kalle
And by posting here you have reached me :2thumbsup:
I will try to find time to install this new version before Sunday. Do I need to first install the version 7 and then the patch 7.1?
Is there a link to where i can read about changes made?
Btw, im no longer a ronin. I am now doing service in clan Aggony :2thumbsup:
Best regards
Kalle
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Re: Samurai Warlords XIII
This week has been very difficult for me, with time and energy both very low. But I did manage to make a clean copy of VI and install Beta 7.
IT LOOKS WONDERFUL :grin:
Great new front end files, campaign and battlefield map enhancements. There are new units too, at least in SP. Not too clear yet on what all has changed for MP, or if Custom Battles are representative of SP or MP. But hope to be able to find out this weekend :smile:
As the basis of our competition is changing under our feet, the whole Samurai Warlords Mini Campaign will have to change to meet the latest release. So from now on Beta 7 at 9k (if that is correct). And on maps from this release also.
I will do my best to be on both Saturday and Sunday at 18:00, if we can meet to give this a go :wink:
GREAT WORK GUYS :charge:
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Re: Samurai Warlords XIII
Quote:
IT LOOKS WONDERFUL
Thanks Tomi! It's appreciated.
Quote:
So from now on Beta 7 at 9k (if that is correct). And on maps from this release also.
I have yet to test the MP Mappack compatibility. The idea is to use the lush terrain tileset, but Yuuki has changed the order of the tiles. For the maps that come with beta_7 all is fine but I don't know how the MP packs will look. If they don't look good on lush we'll have to use Temperate for all other maps.
R'as
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Re: Samurai Warlords XIII
BTW small maps won't be very nice for 3v3s and 4v4s. Even normal maps are cramped in 4v4s.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by Tomi
Not too clear yet on what all has changed for MP, or if Custom Battles are representative of SP or MP.
MP changes:
- adjusted stats as Yuuki posted
- More clans (29!) to choose from
- new Cavalry animations for all Cavalry units
- new maps with Shogun tile set (rice paddies etc.)
- new models like Temples, Castles, Houses etc. all imported from Shogun (even Cherry trees)
Custom battles can be fought in "Samurai Wars MP" and "smap_7"(SP).
Both eras use different unit_prod files and thus different stats.
Samurai Wars MP being of course the MP era.
Quote:
Originally Posted by L'impresario
BTW small maps won't be very nice for 3v3s and 4v4s. Even normal maps are cramped in 4v4s.
I've to admit that I don't know whether the maps in smap_7 are small or big.
You seem to imply that they are all small? If so I agree.
But I will post my test results for the MP mappack here asap.
R'as
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Re: Samurai Warlords XIII
Yes 9K will be the new standard for now.
CBR
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Re: Samurai Warlords XIII
Excellent guys!!! ~:thumb:
I will link this page along to our forum to help spread the word at least to the rest of the Hunters. :listen:
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Re: Samurai Warlords XIII
Quote:
I've to admit that I don't know whether the maps in smap_7 are small or big.
You seem to imply that they are all small? If so I agree.
But I will post my test results for the MP mappack here asap.
Most are small, yes. BTW there's a problem with multiple castle type maps. Since installing the mod I 've been seeing 956 maps in my map directory. Most must be unnecessary, but people will need to find and delete them, because there won't be any place for future custom made maps or the existing mappacks.
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Re: Samurai Warlords XIII
Gah!
We've a small problem with the maps.
When we play any of the maps from the MPmappack1-3 we mustn't use LUSH or TEMPERATE as terrain types. They look strange because all the tiles that the map consists of are rotated or exchanged. We can only use arid and rocky desert which doesn't look too good.
The maps Yuuki made look awesome but are too small for MP. It's my fault actually. I should have known but was eager to release the stuff we had.
I've started to edit the MP maps from the map set that are large. Starting with Mizulands 1 which I have finished. Mizulands 2 crashed on me and I'm tired now.
I'll make the copy of Mizulands 1 avaiable soon.
Bottom line is: If we select the right climate all is fine but we won't yet enjoy the beauty of the imported textures. If we can get everybody to download my map we can play on a large map, flat, with slightly wooded areas and two pagodas with plenty of cherry blossom trees. :grin:
R'as
@Tomi let me know the maps you planned to use in the future.
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Re: Samurai Warlords XIII
I finished two maps. I edited Mizulands 1 & 10 to suit our needs.
Mapnames: (fl)_Samwars 1 & (fl)_Samwars 2
Download here
I hope that's sufficient for this weekend. They are intended to be hosted
on Lush (Temeprate should work but hasn't been tested. When I say work I mean "look good") I added some Japanese models to the scenery. :smile:
Have Fun!
R'as
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Re: Samurai Warlords XIII
Quote:
Originally Posted by L'Impresario
Most are small, yes. BTW there's a problem with multiple castle type maps. Since installing the mod I 've been seeing 956 maps in my map directory. Most must be unnecessary, but people will need to find and delete them, because there won't be any place for future custom made maps or the existing mappacks.
For starters you can delete everything in Battle/Maps/vikings.
That kills 216 and gives space for others.
I'll come up with a solution for that.........stand by.
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Re: Samurai Warlords XIII
Quote:
I finished two maps. I edited Mizulands 1 & 10 to suit our needs.
Mapnames: (fl)_Samwars 1 & (fl)_Samwars 2
Great work R'as!
It's almost like being there :grin:
I see the cherry trees are ready for picking :smile:
And have already started moving a few of my things in the house :wink:
:2thumbsup:
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Re: Samurai Warlords XIII
Congratulations Saint Cain - Lord of yet another Province.
Nishapur now is under your jurisdiction :bow:
Welcome Devine_Boon and Domgeorn to Samurai Wars :charge:
Battles this Sunday at 18:00 GMT are to be on (fl)_Samwars 1 & 2 (two wins posible) at 9k Samurai Wars MP Era.
Good Luck All :smile:
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Re: Samurai Warlords XIII
Hmm I think you might have made a mistake when calculating the scores, Tomi. Or you may not have calculated the last 2v2 we had. Ofcourse I didn't catch all games last weekend, I possibly missed a couple, but Cain had a 400+ score in that last game IIRC.
BTW, I might make a few maps specifically for the new release, in order to take advantage of the beautiful new tiles and models. I just finished a large map for starters today, would have uploaded it earlier to be tested, but there is an aesthetic problem with a single tile that's pretty weird (a small dark-coloured area which appears for no reason at all).
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Re: Samurai Warlords XIII
Quote:
Originally Posted by L'Impresario
but there is an aesthetic problem with a single tile that's pretty weird (a small dark-coloured area which appears for no reason at all).
right click on the tile next to it that looks good, then left click on the weird tile.
Glad you like the tiles. :smile:
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Re: Samurai Warlords XIII
Quote:
right click on the tile next to it that looks good, then left click on the weird tile.
Well, it's not that simple, and it isn't the tile per se that appears to be problematic...actually you'll have to see it in order to understand it.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by L'Impresario
Hmm I think you might have made a mistake when calculating the scores, Tomi. Or you may not have calculated the last 2v2 we had. Ofcourse I didn't catch all games last weekend, I possibly missed a couple, but Cain had a 400+ score in that last game IIRC.
Ya I keep doing that. Getting to old to keep it stright :embarassed:
In the last game Saint Cain had 898 Kills minus 467 Losses for the best score of 431.
Will make corrections tomorrow :wall:
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Re: Samurai Warlords XIII
I would say Samurai Warlord XIII with STWmod beta_7 was a success technically. We did have one drop, but it was caused by a player's internet connection being interrupted. We had no problems with drops caused by the mod itself. The new 11b stat and 9k standard per player is resulting in more diverse army selction with fewer elite units in the typical army.
Concerning the maps, the STW and MTW tilesets don't matchup at all. The question is can you place STW tiles over all the MTW tiles in such a way that the MTW maps look right? I think the answer is no, and therefore would end up having to edit all the MTW maps anyway. I thought it would be easy to get all the original STW maps to look ok by keeping the order of the original STW tileset with a few tile rotations. However, it turned out that wasn't true either because some tree tiles were moved in MTW. So, all the STW maps had to be edited anyway, but I decided to continue along that path and finish the STW maps so that the campaign could be played with the original STW maps. However, choosing the path that minimized the editing necessary on the original STW maps has maximized the editing necessary on the more numerous MTW maps. At this point, I'm going to look into making an MTW compatible tileset out of STW textures to see how close I can come to not having to edit textures on the MTW maps.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by Tomi
Battles this Sunday at 18:00 GMT are to be on (fl)_Samwars 1 & 2 (two wins posible) at 9k Samurai Wars MP Era.
Good Luck All :smile:
Do we have a winner from last Sunday?
BTW, I'll rename (fl)_Samwars 1 to (fl)_SW_Last_cherry_blossoms.
I think it fits quite nicely. :grin: At least it were the last ones that Tosa's and my army did see. :smile:
:bow:
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Re: Samurai Warlords XIII
Quote:
Originally Posted by R'as al Ghul
BTW, I'll rename (fl)_Samwars 1 to (fl)_SW_Last_cherry_blossoms.
I know the graphics rival M2TW, but let's not get carried away. ~:joker:
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Re: Samurai Warlords XIII
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Originally Posted by Puzz3D
I know the graphics rival M2TW, but let's not get carried away. ~:joker:
Hehe. :laugh4:
(I was asked to come up with colourful map names.)
:medievalcheers:
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Re: Samurai Warlords XIII
Well, to be honest, I don't think it's very useful coming up with complex names, plus most maps can't be characterised by a simple descriptor. And I'm sure that cherry blossom trees will soon become trite;)
(Although the map I have sent you is the "wild boar road":P)
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Re: Samurai Warlords XIII
Quote:
Originally Posted by L'Impresario
Although the map I have sent you is the "wild boar road"
I think I'll make a map and call it the "flaming pig plateau".
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Re: Samurai Warlords XIII
Quote:
Originally Posted by R'as al Ghul
Do we have a winner from last Sunday?
BTW, I'll rename (fl)_Samwars 1 to (fl)_SW_Last_cherry_blossoms.
I think it fits quite nicely. :grin: At least it were the last ones that Tosa's and my army did see. :smile:
:bow:
Real life has been taking all I got to get through this last week. But will have a little breather over the next week as I take a vacation (from work, not going anywhere).
To my knowledge there was only one completed battle last weekend. A 2v2 with CBR shinning on Cherry Blossom Province with a score of 407. It was an extraordinary fight, but I think we should fight a few more on this very interesting map, before we compare scores for a lordship title.
So at least once again into the breach on (fl)_samwars 1 :smile:
Then we can move on to samwars 2.
Same time Sunday, same fervor :charge:
:grin:
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Re: Samurai Warlords XIII
What time does it start tonight? 20.00 GMT?
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Re: Samurai Warlords XIII
Quote:
Originally Posted by TosaInu
What time does it start tonight? 20.00 GMT?
For us Dutch and Germans it's 20:00.
Please come, we've to take revenge. :charge:
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Re: Samurai Warlords XIII
Samurai Mod - Multiplayer Mini Campaign XIII
Samurai Warlords Battle for Midland Wood Province.
This Sunday September 24th 2006 at 18:00 GMT (7 pm BST UK – 2 pm EDT US).
18:00 hours or 6 PM GMT
8 PM in Germany and Italy*
7 PM in United Kingdom*
2 PM in New York*
1 PM in Chicago*
12 PM in Denver*
11 AM Los Angeles*
*daylight savings time
The map for all Matches is to be fought on (fL)_SW_O_Mizulands 1 – Lush Summer with Fine Weather
Requires MTW/VI 2.01 and STW_Mod_BETA7.1 in MP Era on SamWarsMP_MapPack_2 maps .
http://www.mizus.com/files/files/MTW...Mod_BETA_7.exe
(Warning – This is not just a mod, but a revision of the game to be installed on a separate unmodified copy of MTW/VI 2.01.)
STW_Mod_BETA_7.1_patch
http://www.totalwar.org/Downloads/Mt..._7.1_patch.exe
SamWarsMP_MapPack_2
http://www.totalwar.org/Downloads/Mt..._MapPack_2.exe
All Battles played at 9k, all realism settings on, default unit size, with no time limit, and corner camping is expressly prohibited.
No specified Attacker/Defender roles, and no private agreements on rules are allowed.
Lordship will be won by the Contestant with Best Total Kill score, minus their Total Losses.
https://i85.photobucket.com/albums/k...dmaptemp-1.jpg
Good Luck and Have Fun All :grin:
Everyone is Welcome!
:2thumbsup:
P.S. Please be sure to include “ (space)strictserver” on your created desktop shortcut for all MTW versions and mods.
Example:
"C:\Program Files\Total War\Copy of Medieval - Total War\Medieval_TW.exe" –strictserver
Quote:
The location is wherever you have installed the game, but there should also be a space –strictserver at the end. If not, you can add it to make sure your game does not diverge from the other players.
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Re: Samurai Warlords XIII
Most of the technical problems we had today were caused by the (fl)_Samwars 1 map. I looked at the map in the editor, and as soon as I clicked the "models" option, the game crashed. There are too many models on the map. Individual trees you place yourself count toward the model limit, and there are a lot of those on that map. After deleting those trees, I could click on the "models" option, and the game didn't crash. The (fl)_Samwars 2 map has the same problem.
Tomi seems to have a configuration issue with his computer or internet that increases his chance of dropping from a game. Sometimes his game works fine, and sometimes it doesn't.
I played a 1v1 on Bizen with a new player who had just installed the STWmod, and it worked fine. I noticed he selected a faction from the first page, and then changed his color to yellow (the first color) and that didn't cause any problem.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by Puzz3D
Tomi seems to have a configuration issue with his computer or internet that increases his chance of dropping from a game. Sometimes his game works fine, and sometimes it doesn't.
Yes it was very odd indeed :dizzy2:
Could play one-on-one with someone else hosting (and me picking the last faction), and the game would complete. But as we exited I would get the “game stat has diverged” server message and was dropped.
If I hosted that message popped up as soon as we left deployment, and all was lost.
The only game that I was in that completed with out that error message was a 2v2 Yuuki hosted (I believe), and where I did not change factions from the one assigned by the game. It worked perfectly.
I will do a complete reinstall from scratch in a new location on my hard drive. But I think that there is at least a possibility that there may be a problem with factions and/or faction colors, that we need to watch for.
P.S. I hosted and played in other games with my vanilla version, both before and after the above, with no problems…
P.P.S. When Tosa hosted a game using the 4th Kawanakajima map, it came up looking like a patchwork quilt. It played fine I think, but wondered about the terrain selection.
Q1. What should we be using for those maps again?
Q2. The two newest maps allow only Temperate and Lush, there seems to be rain in both, is there really any difference between them?
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Re: Samurai Warlords XIII
Argh,
to think it was my map that I uploaded for us to have at least one map
to play on and to enjoy the beautiful models and all makes me want to:
https://img128.imageshack.us/img128/...uttonf1ua6.png
I can only ask for forgiveness and say to my excuse that it was my first map.
I'm sorry.
I wasn't able to reproduce Yuuki's crash in the editor but something close to it.
For the future we need to things:
1. maps for next weekend that work with our tile set and don't crash
(we can use Yuuki's version with deleted trees or I can look at them again)
2. Some idea on what's the limit for trees and models (Iirc I had only used about 10 % model space)
Do the texture tiles that carry trees also count as Models?
What about the polygon count etc, etc.
R'as
P.S: What about the colours? Do you think they can cause problems, too?
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Re: Samurai Warlords XIII
No problem R'as :smile:
In every engineering endever there are "at least" two phases.
And at the base minimum, those two phases are:
1. First you do it!
2. Then you do it right!
Another engineering gem says that the first 90% of the job takes 90% of the time (and money). And the last 10% of the job takes 90% of the time (and money). So completion takes total of 180% of the origional estimate (of both time and money :grin: ).
Just keep on keeping on. You are doing great, and your work is much appreciated :yes:
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Re: Samurai Warlords XIII
I don't remember the limit on models. By the time the editor won't let you place anymore models, your over the limit for a bug free map. It's best to be a bit conservative with the models and trees. The texture tiles that have trees do not count towards the limit. I was just checking the Woodedroads map made by Kraellin, and it has a very large number of houses and individually placed trees, and yet it's not bugged. That map has always played fine, but it's also a small map. Just to be safe I deleted quite a few of the individual trees. I don't think it's fully understood what causes a map to be bugged.
I would say to refrain from changing faction color until we have consistent battles without drops. We know changing color is a problem in DUXmod if the color selected is beyond the original 16 factions.
I'll have all the STW maps fixed by Friday plus a few of the large WE/MI maps in the set.
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Re: Samurai Warlords XIII
Quote:
You are doing great, and your work is much appreciated :yes:
Thanks Tomi. :bow:
Okay, I hope everyone has recovered from the disaster. :rolleyes:
We can try some things to improve our situation.
At first, I''ve finished half a dozen large maps, including the 2 that gave us trouble. I cross my fingers that the number of modelscaused the crashes. In the map editor, when you change your perspective you can see very good how the number of polygons changes when you rotate the camera. Add 6-8 full armies to that and there's a lot to display. I had no idea that the stupid cherry trees had that many polygons, while the buildings are rather harmless. I've stripped all cherry trees from the two maps plus all single trees, leaving only the two temples (deleted one in one of the maps). All additional maps I edited don't carry any models whatsoever.
I can send them to Yuuki for evaluation prior to uploading.
Secondly, we can reduce the number of playable factions.
Hoganji can be left out; slot seven displays Hosokawa but is actually Mongols, I'll fix that; slot 16 is Mongols now but should be Hosokawa. I'll also leave out Taira and Minamoto, they don't fit the timeframe; Tokugawa can be left out and Sanada's colour is similar to Satake.
That's six factions less. Date is #16 then and the last faction that can be chosen safely. There's still 7 factions above Date then which are probably not safe to choose.
I don't doubt what Yuuki said but I've to say I don't believe that the colours are a problem at all. I don't see any evidence for it. We demand nothing more from the engine than the vanilla game. We ask to display 8 separate faction colours, same as in vanilla. Unless the game is bugged I can't see the logic.
I'd like to add a personal note, The mons (family crests/ coat of arms) of the clans are designed to look good when used with the respective faction colour. When you change the colour, the rectangle of the mon gets visible and personally I find this ugly and unfitting.
If anyone has issues with the colours we've now I'm open to suggestions.
:bow:
R'as
P.S.: How do we explain that both maps worked in at least one game?
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Re: Samurai Warlords XIII
Quote:
Originally Posted by R'as al Ghul
P.S.: How do we explain that both maps worked in at least one game?
Bugged maps can work. They crash when troops go near a bugged place on the map. Something is apparently different in MTW/VI because I was just looking at Obake's Riverlands map from WE/MI, and that has a very large number of individual trees and yet it never crashed. I'm converting Obake's maps for use in Samurai Wars, and I'm going to remove most of those individual trees and replace them with tree tiles.
In STWmod, all factions have the same units which makes having more than 8 clans superfluous, but it's nice to have more to choose. The basic number of factions in MTW/VI multiplayer is 16, and changing colors isn't a problem. I'm not sure that changing colors is a problem in Samurai Wars, but I'm suggesting not doing it for now so that we can eliminate that possiblility as a cause of drops. Changing colors alters your starting position, but you can achieve that by changing the clan you've selected since all clans have the same units.
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Re: Samurai Warlords XIII
Quote:
I'm not sure that changing colors is a problem in Samurai Wars, but I'm suggesting not doing it for now so that we can eliminate that possiblility as a cause of drops.
I agree.
We've to keep in mind that we do a lot of things with Samurai Warlords that no other mod does. New tile set, new animations, etc.
On the battle map there's hardly anything left from the vanilla game...
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Re: Samurai Warlords XIII
Quote:
The mons (family crests/ coat of arms) of the clans are designed to look good when used with the respective faction colour. When you change the colour, the rectangle of the mon gets visible and personally I find this ugly and unfitting.
If anyone has issues with the colours we've now I'm open to suggestions.
This may not help any. But when we were trying to put together player clans mons (one in my signature), and you provided the mons sample page. I chose to have our mon as white on black intentionally, because it would look good on any colour. White on black or black on white works for all.
And personally I like the ability to change my deployment position by just changing colours. That way I can still almost always play the same faction, which can be a benefit in the heat of battle (helps during senior moments also ~;p ).
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Re: Samurai Warlords XIII
Quote:
Originally Posted by R'as al Ghul
I'd like to add a personal note, The mons (family crests/ coat of arms) of the clans are designed to look good when used with the respective faction colour. When you change the colour, the rectangle of the mon gets visible and personally I find this ugly and unfitting.
You won't be able to avoid that in a team game where a clan wants to play under its own mon.
Quote:
Originally Posted by Tomi
And personally I like the ability to change my deployment position by just changing colours. That way I can still almost always play the same faction, which can be a benefit in the heat of battle.
I think a well rounded player should be able to play any position. I just take whatever position I happen to get with the clan I've chosen.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by Puzz3D
You won't be able to avoid that in a team game where a clan wants to play under its own mon.
I realise that if we had mons for clans like VDM, Mizu or Hunter (like I had planned at some point) all of that clan would choose that mon, otherwise what's the point in having them. I was thinking more about our situation now. It's not that I want to whine but I'm not satisfied with the poor possibilities the game offers in that respect. I tried to make the best out of it, only to see that players decide that they like the rectangle.
If I had my wish, the mon would be on a transparent background so that there wouldn't be a rectangle. Additionally there would be 3d standards etc, etc....all that Japanese Heraldry has to offer. :grin:
But please don't feel obliged to change anything, I see the point with the starting positions.
Quote:
Originally Posted by Puzz3D
I think a well rounded player should be able to play any position. I just take whatever position I happen to get with the clan I've chosen.
I'm not a good player and I've never given much thought on the starting position. I am aware of it but didn't consider it to be that important. I just try to cope with whatever the game throws at me. Whether i'm on the left flank or right doesn't matter too much to me. Even in the last game where I had the center position and was rushed by Tosa, I did farely well if I may say so. Caused Yuuki some trouble and even had the highest kill ratio iirc. But usually I'm not to keen on sitting in the middle.
But all of that is not as important as getting to play at all.
:bow:
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Re: Samurai Warlords XIII
I'm working on a patch for MP.
It will provide six maps, overwriting the two that gave us troubles.
I'll also edit the startpos, making some factions unplayable.
Details in the newsletter, haven't had my second cup of coffee yet. :wink:
I'll send the patch out to you guys with the newsletter before Sunday evening.
Watch your inboxes.
:bow:
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Re: Samurai Warlords XIII
R'as,
The 6th map is bugged, and I wasn't able to fix it.
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Re: Samurai Warlords XIII
Gah, okay.
So, it's only five maps.
I've sent out the installer and hope I've everything covered.
5 Mizulands maps and a little change to the startpos file Samurai_Wars_MP.
Cross your fingers and please give me feedback as soon as possible.
It would be nice if someone could test this tonight so that we're save for tomorrow.
R'as
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Re: Samurai Warlords XIII
Mailing the mappack didn't work for all.
Here's a link:
http://www.totalwar.org/Downloads/Mt..._MapPack_2.exe
Edit: @ Tosa Inu: I've also uploaded it to Mizu's.
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Re: Samurai Warlords XIII
Ok we had desyncs today, but I've analyzed the logfiles and there is a common factor in all the games which desynced. Unfortunately, Alex was in all the games that had desync, and none of the games which had no desync. He was also the first to drop in the games that I hosted.
1. (fl)_SW_mizulands 1: CBR, Tosa, Alex, Tomi, R'as, Yuuki, Aqua. desync
2. (fl)_SW_mizulands 13: CBR, Tosa, Alex, Tomi, R'as, Yuuki, Aqua. desync
3. magyarorsag: Tosa, CBR, Tomi, Yuuki, R'as. no desync
4. totomi: Tomi, Alex, Tosa, R'as, Yuuki, Cain, CBR, Hwang. desync
5. totomi: CBR, Alex, Tosa, Tomi, R'as, Yuuki, Cain Almighty. desync
6. yamagahara: Alex, Tomi, Tosa, Yuuki. desync
7. woodedroads: Tosa, Tomi, Yuuki, CBR. no desync
8. niban nohara: Tosa, CBR, Yuuki, Tomi. no desync
9. longhill: Tosa, CBR, Tomi, Yuuki. no desync
10. mikata ga hara: CBR. Tomi, Tosda, Yuuki. no desync
11. hachiman hatake: Tosa, CBR, Tomi, Yuuki. no desync
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Re: Samurai Warlords XIII
The weird thing is that in 2v2s the game doesn't crash. You didn't have any 3v3s or 4v4s without me, so there isn't a clear picture there.
Maybe the fact that I installed mappack 2 in the map folders first has to do something with it, as I didn't know there was a startpos in the installer.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by L'Impresario
The weird thing is that in 2v2s the game doesn't crash. You didn't have any 3v3s or 4v4s without me, so there isn't a clear picture there.
There is one 2v2 (game number 6 in my list) where you went out of sync. The game didn't crash because Tosa, who was hosting, didn't have -strictserver enabled. I verified after the battle that Tosa, Tomi and I all saw the same outcome, but you didn't. I think you played a 2v2 game before that which I wasn't in so I can't say if there was a desync, but Tosa didn't have -strictserver enabled for that one either. For battles numbers 7 to 11, Tosa hosted but he did have -strictserver enabled.
Quote:
Originally Posted by L'Impresario
Maybe the fact that I installed mappack 2 in the map folders first has to do something with it, as I didn't know there was a startpos in the installer.
I'll bet that's the problem. Apparently, the number of factions available for MP was reduced. I would say that download should be called beta patch 7.2 because it changes one of the configuration files.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by Puzz3D
I'll bet that's the problem. Apparently, the number of factions available for MP was reduced. I would say that download should be called beta patch 7.2 because it changes one of the configuration files.
Maybe Tosa can do that even though it's already uploaded, I'll PM him.
Another thing, one of my last recorded battles that didn't crash was a 4vs4 with Alex. Sadly it's from the 3rd of September and it was the beta5. But it does tell us that Alex PC is capable of running 4v4. Don't know about you guys but I've developed all kinds of weird theories.
Quote:
Originally Posted by Puzz3D
7. woodedroads: Tosa, Tomi, Yuuki, CBR. no desync
8. niban nohara: Tosa, CBR, Yuuki, Tomi. no desync
9. longhill: Tosa, CBR, Tomi, Yuuki. no desync
10. mikata ga hara: CBR. Tomi, Tosda, Yuuki. no desync
11. hachiman hatake: Tosa, CBR, Tomi, Yuuki. no desync
Those were hosted on LUSH? So the tile set works?
Are there any models on those maps?
I wish I could've at least played on game without problems. ~:mecry:
In #3 we only rushed after realising that it worked.
R'as
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Re: Samurai Warlords XIII
Quote:
Another thing, one of my last recorded battles that didn't crash was a 4vs4 with Alex. Sadly it's from the 3rd of September and it was the beta5. But it does tell us that Alex PC is capable of running 4v4. Don't know about you guys but I've developed all kinds of weird theories.
No, I didn't have any problems prior to this. Nor is it a specs thing, I 've been playing 4v4s for many years now heh (current pc is 3.01 ghz)
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Re: Samurai Warlords XIII
Quote:
Originally Posted by L'Impresario
Maybe the fact that I installed mappack 2 in the map folders first has to do something with it, as I didn't know there was a startpos in the installer.
When did you realise that? How many and which games have you joined without the new startpos?
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Re: Samurai Warlords XIII
I had the new startpos. Else I couldn't join any game. But the first time I installed the mappack, I selected the maps folder. Only later did I learn from you that it contained a startpos, so I installed the files by selecting the main folder and proceeded to play, with the already known results.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by R'as al Ghul
Maybe Tosa can do that even though it's already uploaded, I'll PM him.
Another thing, one of my last recorded battles that didn't crash was a 4vs4 with Alex. Sadly it's from the 3rd of September and it was the beta5. But it does tell us that Alex PC is capable of running 4v4. Don't know about you guys but I've developed all kinds of weird theories.
If you are going to rename the maps, that download could be deleted. I'm for drastically reducing the number of factions in MP all the way back to 8 if changing colors is a problem, but we haven't determined yet that is a problem for this mod.
Quote:
Originally Posted by R'as al Ghul
Those were hosted on LUSH? So the tile set works?
Are there any models on those maps?
I think the tileset is fine. Games 7 thru 11 were all hosted on lush, and woodedroads has lots of models and individual trees. An idea that occured to me is to copy the lush textures into the arid folder, and that would provide a climate without rain.
Quote:
Originally Posted by R'as al Ghul
I wish I could've at least played on game without problems.
In #3 we only rushed after realising that it worked.
And that made it appear it was the tileset since that game was hosted with the MTW arid tileset, but Alex wasn't in that game. Unfortunately since we have so few players at this time, a single player with a tech problem will stop everyone from playing.
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Re: Samurai Warlords XIII
Alexa had the correct starpos in all games and colours chosen were from the first 16, Lush seems to work, Models no problem, Ind. Trees no problem.....
So, we're back to square one without any valid theories? :wall:
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Re: Samurai Warlords XIII
Quote:
Originally Posted by R'as al Ghul
So, we're back to square one without any valid theories?
Dropped packets. The game will retransmit dropped packets, but if a client's connection is dropping too many packets, eventually the client's game will fall too far behind the host's game and the host will consider the client to be out of sync. If the host is using -strictserver, it will then drop the client from the game. I believe the time window was relaxed a bit in one of the MTW patches to reduce the number of desyncs.
We should have joiners make note of their latency to the host before they join a game because that can be an indicator of a poor network connection. Sometimes a player who has a poor connection to one host will have a good connection to a different host. Although in Alex's case, he had problems with Tosa and me hosting.
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Re: Samurai Warlords XIII
Everyone of us is using broadband, aren't we?
Just asking....
The positive side is that we have attracted new players again and they like the mod.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by R'as al Ghul
Everyone of us is using broadband, aren't we?
Just asking....
Yes, but that doesn't guarantee a good connection.
Quote:
Originally Posted by R'as al Ghul
The positive side is that we have attracted new players again and they like the mod.
Except those new players were in the games that went out of sync which will damage their impression of the mod. Not only that, but many players are not willing to sit for 20 minutes while we attempt to find another player to even the sides. We have to proceed with the battles promptly, and I'm willing to sit out to facillitate that even if it means sitting out every game. Also, the long time some players are taking to buy armies and setup is not warranted. It's less important who wins the battle at this point than it is seeing if the game is going to work.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by Puzz3D
Except those new players were in the games that went out of sync which will damage their impression of the mod.
Well, I remember Hunter_Almighty saying that the mod "kicks ass" in a game where two dropped and we all left the field pretty soon after that. And the new ones thanked us for waiting for them, which isn't that common either.
But otherwise you're right.
I'm just trying to be positive which I wasn't at all when I had to leave yesterday.
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Re: Samurai Warlords XIII
It's a very long time ago that I modded anything, but if it's true that 2v2 work fine while 3v3 and up cause trouble, then I would say that something makes the system struggle to run: 2v2 is fine, but 3v3 is just too much to handle. Which things are larger than the default settings?
I'm using broadband, but as Yuuki says: that's not a guarantee. It's possible that two broadbanders can't play each other at times/all. I experienced many problems when one had cable.
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Re: Samurai Warlords XIII
It's those DUX units that Alex is trying to slip in.
Alex had trouble in a 2v2. We should try some 1v1 battles with him.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by Puzz3D
It's those DUX units that Alex is trying to slip in.
:laugh4: He's da devil I tells ya!! shakes stick in Alex direction
I think I may have the slowest CPU with 1.8 Ghz, as many of you don't fail to tell me every time, yet it's not me who drops. So, I don't think anymore that it's the amount of units on the field.
Basically, on the battle field we're now using new tiles, and new animations.
But everything is imported and meets the specs from vanilla. Meaning that our graphics are not larger in file size or amount of colour. In fact the tiles are exactly as large as in MTW.
For the Cav animations we use two 256*256 bifs. In vanilla there're two bif versions for units, for example: Custom0.bif and Custom0_H.bif with the _H being 512*512 and the other 256*256.
It could be that the game is scaling our _H bif to 512*512, which could cause lag. But I doubt it.
R'as
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Re: Samurai Warlords XIII
I prefer just to blame Alex.
CBR
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Re: Samurai Warlords XIII
DUX FTW!!!!1
suckers hehe, my plans continue unhindered
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Re: Samurai Warlords XIII
Quote:
So, we're back to square one without any valid theories?
I’m sorry you missed out on the fun part R’as, those last games were great!
I for one really enjoyed all the terrain variations.
And Tosa broke the bank with 1016 kills in the last game :charge:
The valid theory is that it is that this mod is great fun!!!
A classic classic :bow:
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Re: Samurai Warlords XIII
Quote:
Originally Posted by Tomi
I for one really enjoyed all the terrain variations.
The battles were very reminiscent of original STW.
Quote:
Originally Posted by Tomi
And Tosa broke the bank with 1016 kills in the last game
Yes very nice game by Tosa and Tomi in that last battle, but Tosa had 649 losses. If you are going to count the last 5 battles, CBR had the highest differential in the battle on Longhill with 883 kills - 325 losses = 557.
Quote:
Originally Posted by Tomi
The valid theory is that it is that this mod is great fun!!!
I thought the battles we great fun as well. We were able to play all 5 battles in a 95 minute session.
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Re: Samurai Warlords XIII
Quote:
Originally Posted by Tomi
I’m sorry you missed out on the fun part R’as, those last games were great!
The valid theory is that this mod is great fun!!!
Moving in to kill me, Tomi? :grin:
I sounds to me as if all is quite fine. We can't really do anything about dropped packets. As long as no element of our mod is causing the desyncs, we can proceed with playing and stop searching any needles in hay stacks!?
R'as
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Re: Samurai Warlords XIII
Quote:
Yes very nice game by Tosa and Tomi in that last battle, but Tosa had 649 losses. If you are going to count the last 5 battles, CBR had the highest differential in the battle on Longhill with 883 kills - 325 losses = 557.
Not really looking to count the days results (small maps and not on same map). Just wanted to celebrate Tosa's over 1k game :2thumbsup:
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Re: Samurai Warlords XIII
Quote:
Originally Posted by R'as al Ghul
I sounds to me as if all is quite fine. We can't really do anything about dropped packets. As long as no element of our mod is causing the desyncs, we can proceed with playing and stop searching any needles in hay stacks!?
It's Too Soon To Know. - The Orioles
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Re: Samurai Warlords XIII
Quote:
Originally Posted by TosaInu
It's a very long time ago that I modded anything, but if it's true that 2v2 work fine while 3v3 and up cause trouble, then I would say that something makes the system struggle to run: 2v2 is fine, but 3v3 is just too much to handle. Which things are larger than the default settings?
I'm using broadband, but as Yuuki says: that's not a guarantee. It's possible that two broadbanders can't play each other at times/all. I experienced many problems when one had cable.
At least in my estimation, this is where we are right now.
I believe we originally over reacted to the problems of last week, thinking it was still a map thing. Or was there really a problem with the first maps after all? I for one am not absolutely certain.
But considering that aside for now. Are we now going to try 3v3 on one of the smaller maps? Or 2v2 on one of the new maps, and then a 3v3 and 4v4 if we can? Or does anyone think we are all-good now?
I believe we are still proofing the latest version, and wanted to ask these questions now to get everyone on the same page. I am sure we would all like to have resolution to this new level of development, so we can get on with the fun :wink:
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Re: Samurai Warlords XIII
Quote:
I believe we originally over reacted to the problems of last week, thinking it was still a map thing. Or was there really a problem with the first maps after all?
I agree. There's no real evidence that either the textures or the models cause any problems. Both features have been tested on smaller maps. If there was a problem it should have shown in those tests. I had two battles with Tosa earlier this week where we had Temples and cherry trees.
2v2 didn't give us any problems as far as I know. There've been many succesful battles.
In my opinion we should start with 3v3 on the new maps, which now carry almost no models. If that works we should try the 4v4 again.
R'as
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Re: Samurai Warlords XIII
The files for this mod can be found here: https://forums.totalwar.org/vb/local....php?catid=131
Also mappack 2 which contains an important fix for MP (a startpos).
We may have a sometimes yes, sometimes no problem. It could be one wrong thing, but there's also the possibility that there are too many small overloadings/borderline possibilities. Fine by themselves, but together they make the whole thing unstable in MP. MP with 8 people is already balancing on a thin rope. May I suggest we try a startpos with 8-12 (?) factions only?
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Re: Samurai Warlords XIII
Hello.
I thought that when we meet on Sunday we could do some further testing.
We do know that beta_5 works perfectly and we are able to play it.
Is it possible that everyone copies the folder \Textures\Ground\Lush
from beta_5 to beta_7?
By doing that we would have a beta_7 version without the new textures.
If that version works fine we can pretty sure that the textures cause problems in beta_7.
If it doesn't work fine we can be pretty sure that the animations cause the problems.
R'as
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Re: Samurai Warlords XIII
Hmm well if its that easy to go back to old textures we might as well try that.
CBR
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Re: Samurai Warlords XIII
Well, the maps would look a bit weird of course.
Like we have experienced before.
But it should tell us something........
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Re: Samurai Warlords XIII
yes certainly. It will most likely only take one battle to find out heh.
CBR
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Re: Samurai Warlords XIII
You mean one desync. :wink:
Quote:
Originally Posted by CBR
yes certainly. It will most likely only take one battle to find out heh.
CBR
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Re: Samurai Warlords XIII
Quote:
Originally Posted by R'as al Ghul
Well, the maps would look a bit weird of course.
MTW maps in beta 7 that haven't been overwritten will look correct with the beta 5 textures. There are many such maps in the beta 7 unless the player manually deleted all the maps before installing the beta 7.
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Re: Samurai Warlords XIII
Right. Also all the maps from Mappack1-3 that were designed with vanilla lush set.