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  1. #1

    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    hi Davinci,
    Can you please describe the crash that u fixed in 1.92? I'm making a personal mod based on 1.90, everything works fine but 60 turns into my Oda campaign, I have 2 CTDs, which happens when Hojo's and Uesugi's capital are taken by another AI faction. Do you ever experience something like your mods? Thanks a lot

    Note: basically what i messed with 1.90 is the unit_table, unit_land_stat_table, kvrule, kvfatigue, kvmorale, battle_entities, building_units_allowed, projectile_table, unit_special_abilities, unit-to-unit-junctions-tables, units-to-exclusive-persmission-table, unit-to-grouping table.

  2. #2
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    Quote Originally Posted by vuvihu View Post
    hi Davinci,
    Can you please describe the crash that u fixed in 1.92? I'm making a personal mod based on 1.90, everything works fine but 60 turns into my Oda campaign, I have 2 CTDs, which happens when Hojo's and Uesugi's capital are taken by another AI faction. Do you ever experience something like your mods? Thanks a lot

    Note: basically what i messed with 1.90 is the unit_table, unit_land_stat_table, kvrule, kvfatigue, kvmorale, battle_entities, building_units_allowed, projectile_table, unit_special_abilities, unit-to-unit-junctions-tables, units-to-exclusive-persmission-table, unit-to-grouping table.
    Unlucky situation, when you create submods on this base, as CA patched their files and i reacted on them in this release-phase ;)
    First 1.92 is bugfree in regard of compatibility with vanilla, i think (hope), so my advice is to use that version for submod-trials.
    Critical files are: unit_table, building_units_allowed and corresponding ones.

    Generally the in-campaign crashes can have multiple reasons, maybe even vanilla culprits.
    As of yet, i didn't play 60 turns into the campaign with 1.92 ... no time atm. for such undertakings, i plan to do that though soon, when i have done an internal v1.93.

    EDIT

    Actually, if you intend to use S2R+ as base for your own modding, i recommend to wait on my final v2.0 as a serious result-mod, as S2R+ is currently in development, a beta - until this, perhaps use the time to exercise your modding skills.
    Last edited by DaVinci; 05-23-2011 at 21:10.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


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  3. #3

    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    thanks for your reply
    i was able to fix that CTD. I updated the vanilla game and then reinstalled my personal mod. I know that might create other problems but at least i can get through that end turn without a CTD.
    anyways, I got a little suggestion for your mod regarding the fatigue system. from what I see in the db, what you tried to make units tire less quickly is to make all of them having "good stamina" trait. In my mod, I increased the fatigue threshold and tweaked other variables (non-combat variables) in kv-fatigue and it worked pretty well.
    also, i don't know if you have fixed this in post-1.90 releases or not, but in 1.90 non-clan specific naginata ashigaru can't be recruited in the campaign. i think there's a row missing in building-units-allowed table.
    just my two cents
    Last edited by vuvihu; 05-23-2011 at 21:14.

  4. #4
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    Quote Originally Posted by vuvihu View Post
    thanks for your reply
    i was able to fix that CTD. I updated the vanilla game and then reinstalled my personal mod. I know that might create other problems but at least i can get through that end turn without a CTD.
    anyways, I got a little suggestion for your mod regarding the fatigue system. from what I see in the db, what you tried to make units tire less quickly is to make all of them having "good stamina" trait. In my mod, I increased the fatigue threshold and tweaked other variables (non-combat variables) in kv-fatigue and it worked pretty well.
    also, i don't know if you have fixed this in post-1.90 releases or not, but in 1.90 non-clan specific naginata ashigaru can't be recruited in the campaign. i think there's a row missing in building-units-allowed table.
    just my two cents
    Bold: That was my choice, because i wanna weaken the minor factions which "try" to steamroll the map ;) (try = do) ... see changelog(s).
    First since 1.92, the major factions have a "viewable" better stand compared to minor factions (which partly start with 2 regions and major's only with 1 region) in campaign, this is done via diverse tweaks.

    EDIT

    My camp balancing goal is indeed to have the (playable) major factions (not all of them) as the major players who gain the upperhand. I hate it to see if Shimazu, Oda etc. is wiped out by non-playable (= less prominent) minor factions.
    Last edited by DaVinci; 05-23-2011 at 21:32.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


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  5. #5

    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    Yeah in my current 1.90 Oda campaign (i dont change anything AI-related or have other gameplay mods other than realm divide), other major factions are doing pretty well, only Mori was defeated by a minor clan, all other clans are having at least 4-5 regions. Uesugi at one point was having like 8 regions and beating the crap outta anyone around until me, hojo, data and the light blue clan right by ikko ikki team up against them.

    but one thing in your mod that i think should be tweaked is the CAI agressiveness. I think the CAI is a bit over-aggressive. For example, Shimazu and shoni, who were my trading partners with friendly relationship, all of sudden made a naval invasion across half the country on me. I did not see this kind of naval invasions in my previous campaigns which I included hedge knight's UAI mod. Also, still very often the AI go on offensive and leave their only region unprotected and get destroyed easily.

  6. #6
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    V 1.93 uploaded.
    Many building and technology tweaks, and another added unit.

    but one thing in your mod that i think should be tweaked is the CAI agressiveness. I think the CAI is a bit over-aggressive. For example, Shimazu and shoni, who were my trading partners with friendly relationship, all of sudden made a naval invasion across half the country on me. I did not see this kind of naval invasions in my previous campaigns which I included hedge knight's UAI mod. Also, still very often the AI go on offensive and leave their only region unprotected and get destroyed easily.
    UAI seems to make it too easy then - imo. AI shall be active, also via naval invasion, and esp. if it is a western clan vs. an eastern clan (as it was in history), equal if a trade contract is present or not.
    Ie. if Shimazu attacks Oda (esp. if Oda is the human player) is a very welcome event, i won't try to reduce this, as those were major players in history in the west vs. east alliance.

    For me important is the other thing, the AI behaviour leaving home capitals unprotected, here i'll try to improve the AI behaviour.
    For upcoming v1.94 i plan to add/modify some more CAI files. Version 1.95-2.0 will be further final adjustments.
    Last edited by DaVinci; 05-25-2011 at 23:00.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


    Support: Greenpeace
    LIVING ...WITH... WAR
    What's really more disappointing than dis-information and non-education?
    A certain degree of intentional ignorance paired with obvious stupidy /DV

  7. #7
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    V 1.94 uploaded.
    One more faction-specific unit added, and CAI balancing.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


    Support: Greenpeace
    LIVING ...WITH... WAR
    What's really more disappointing than dis-information and non-education?
    A certain degree of intentional ignorance paired with obvious stupidy /DV

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