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  1. #1

    Default Re: STW mod

    Yuuki, what files do I need? Is it a case of installing the 3 files linked in ur signature?

  2. #2
    The Orgs Prophet of RATM Member IrishMike's Avatar
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    Default Re: STW mod

    I just wanted to congradulate you all on a wonder mod and effort to make this mod. I love it, as I never got the chance to play the original. The only thing I have to say about it, is that I found the muskets or teppos (I think that is how it is spelled) to be mabey a little to powerful. But again, thx for your effort. Its a great mod.
    When ignorance reigns life is lost.

    War is norm, Fight the War, Screw the norm!

  3. #3

    Default Re: STW mod

    Quote Originally Posted by shogun888
    Yuuki, what files do I need? Is it a case of installing the 3 files linked in ur signature?
    Yes the three files in my signature. First install STWmod, and then install Samurai Wars. After that you must run STWmod.bat to swap projectile stats. The STWmaps are optional. There are readme files included with these downloads which explains how to install them. All of these downloads are compatible with MTW/Vi v2.01. You don't have to use a separate install of MTW/VI. One thing the mod also does is fix the missing corpses for a few of the unit types in MTW/VI.

    Quote Originally Posted by ColdKnight
    I just wanted to congradulate you all on a wonder mod and effort to make this mod. I love it, as I never got the chance to play the original. The only thing I have to say about it, is that I found the muskets or teppos (I think that is how it is spelled) to be maybe a little to powerful. But again, thx for your effort. Its a great mod.
    Thanks ColdKnight. Glad you like it. Barocca did an outstanding job on STWmod, and a few of us have tried to bring back the gameplay of original STW with Samurai Wars. I think it does recapture the feel of original STW remarkably well with a few things that represent improvements. Through no doing of mine, the heavy cav (HC) beats the warrior monks (WM). This is actually good for the gameplay because in original STW the WM had no counter unit, and the HC has 2 counter units in addition to being the most expensive unit. Although not present in the original game, the naginata cav serves a useful purpose in Samurai Wars and makes the cav actions more interesting. The battlefield upgrades are not pressent in MP, and this keeps units within their starting operational parameters throughout the battle. The valor upgrade is more expensive than the honor upgrade was in original STW. Targetted units receive a morale penalty from ranged weapons only if they take a casualty. I see the routing away from the threat as an improvement, although not all players see it that way.

    The teppo are a departure from original STW. The weaker teppo is equivalent to the strongest gun in original STW. The better teppo is 50% stronger. Since this is a significant departure from the original game, it has to be looked at carefully. I'm not sure if you are playing Samurai Wars SP campaign or MP, and I'd be interested in knowing that and anything more specific you might want to add. As it stands in MP right now, the teppo at least are going to need a small cost increase or all units will get a morale boost so MP can be played at 5k which would effectively make ranged units more expensive because you couldn't lower their valor relative to the other units. There are several disadvantages to the morale boost idea. At this point I don't know which is the better solution. SP campaign and MP unit cost and number of men in the unit can be adjusted independently while projectile effectiveness is common to both SP campaign and MP.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  4. #4
    The Orgs Prophet of RATM Member IrishMike's Avatar
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    Default Re: STW mod

    It was Samurai wars. It just seemed that whenever the enemy got really close (the enemy as yari samurai) that around 10 yari samurai were killed with each volley. I would say they were around a inch and a half away on the screen. One thing I do love about the game is how, when the enemy is put in impossible situations or they are getting slaughtered, a mass rout occurs. 10x more realistic than the demi god heroics in MTW.
    When ignorance reigns life is lost.

    War is norm, Fight the War, Screw the norm!

  5. #5

    Default Re: STW mod

    Quote Originally Posted by ColdKnight
    It was Samurai wars. It just seemed that whenever the enemy got really close (the enemy as yari samurai) that around 10 yari samurai were killed with each volley.
    That's the way it's supposed to work. A point blank volley from 60 Japanese teppo can drop as many as 15 men, and the yari samurai's morale is not high enough to tolerate that. The yari samurai can successfully advance on a Japanese teppo that's in 3 rank formation because its losses will be distributed over several smaller volleys. However, a yari samurai is not fast enough to catch a teppo in skirmish mode. It's one of the least desireable units to use against a teppo.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  6. #6
    The Orgs Prophet of RATM Member IrishMike's Avatar
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    Default Re: STW mod

    Alright thanks for the info. Wasn't sure if that was accurate or not. I thought it might have been, just was checking. Once again great work guys.
    When ignorance reigns life is lost.

    War is norm, Fight the War, Screw the norm!

  7. #7

    Default Re: STW mod

    nice, very nice, excelent job guys :)

    in my opinion this mod is better then the damned TW ROME!


    eliteofmarcaurel and me have tested this mod on totomi and the gameplay is much the same gameplay like STW 1.12.

    but the musks (teppos) are too strong and the firepower too high. this firepower remember me to the "LASERGUN-MUSKS" in stw 1.02.

    it is possible to decrease this firepower?

    on the other side YARI-samurai have absolutly no chance versus nodachis (yaris should hold a little bit longer)
    and monks cant compensate during the face to face fight the powerfullcharge of this "new"killernodachis.

    moreover their are some bugs for "not english-VI versions" because its not possible to start the mod (a translation-error is the problem)

    for example:
    in the german version you have a ...Total War\Medieval - Total War\Loc\German file and a ...Total War\Medieval - Total War\Loc\English file.
    i have to overwrite the german files with the englishfiels then i can play STWmod (but in in english).

    it is also possible to creat german files? or how can i do this onself?



    RUHM UND EHRE
    IMP
    Last edited by ELITEofIMPERATOR; 12-28-2004 at 17:35.

  8. #8

    Default Re: STW mod

    Quote Originally Posted by ELITEofIMPERATOR
    nice, very nice, excelent job guys :)

    in my opinion this mod is better then the damned TW ROME!

    eliteofmarcaurel and me have tested this mod on totomi and the gameplay is much the same gameplay like STW 1.12.
    Thanks Imperator.

    Quote Originally Posted by ELITEofIMPERATOR
    but the musks (teppos) are too strong and the firepower too high. this firepower remember me to the "LASERGUN-MUSKS" in stw 1.02. It is possible to decrease this firepower?
    At what money level did you play? Most of our battle tests were done at 8500 florins and all units at least valor 1. The Portuguese teppo costing 100 at valor 0 is the same firepower as the musket costing 175 in STW v1.12 at honor 2. The musket in STW v1.12 was often used at honor 1 for 146 koku, and other units were upgraded such as yari samurai at honor 4 for 288 koku or even honor 5 at 345 koku. So, the relative cost of a musket compared to a typical yari samurai in STW v1.12 was between 42% and 50%. If you play Samurai Wars at 8500 and use valor 0 Portuguese teppo (100) and valor 1 yari samurai (340), the teppo only costs 29% of the YS. So, it's clearly underpriced. That's why it's necessary to play with all units at least valor 1 when playing at 8500 florins. The way I'll deal with this in the next update to Samurai Wars is probably to add +2 morale to all units and say to play at 5000 florins. Then no honor sell off making ranged units cheaper than they were designed to be is possible at least at 5000. The morale level would be what you had with honor 2 units in STW v1.12. An exact dupication of the gameplay in STW v1.12 is not possible with Samurai Wars. It can only be made close to it.

    The Japanese teppo costing 150 has 50% more firepower than the Portuguese teppo. This unit doesn't exist in STW v1.12. So Samurai Wars won't play like STW v1.12 when this unit is used or when kensai, ninja, hatamoto or naginata cavalry are used. The question is should an STW v1.12 era be created without these units?

    Right now a Japanese teppo will get 1.5 kills per 20 man volley on a yari samurai at max range. The muskets in STW/MI v1.02 have about 2x that firepower. We could take some firepower off the Japanese teppo by lowering the accuracy, and I'll do that if I keep hearing from players that they are too strong. However, if too much is taken away, it will become like a Portuguese teppo. In test battles, naginata cav, heavy cav, no-dachi and warrior monks have no trouble charging a Japanese teppo. I would hesitate to send expensive units like heavy cav and warrior monks at fullsize gun units because of the high cost of each man. It's better to weaken the gun unit first with your own ranged unit. If that's not possible, you still have the option to charge the gun. In online tests with 8 yari samurai vs 8 non-skirmishing Japanese teppo in 3 rank rotating fire, the yari samurai charged and won.

    Quote Originally Posted by ELITEofIMPERATOR
    on the other side YARI-samurai have absolutly no chance versus nodachis (yaris should hold a little bit longer)
    and monks cant compensate during the face to face fight the powerfullcharge of this "new"killernodachis.
    The no-dachi stats are the same as in STW v1.12 as are all the units. I think the no-dachi beating the yari samurai a little faster is due the lack of upgrading on the units during army purchase. I didn't think this was bad because the yari samurai is an anti-cav unit and shouldn't really be a unit to hold the line against shock infantry. The shock infantry, no-dachi and monks, are hurt badly by archers, and defeated by cavalry. The no-dachi is priced at 250 right now. It cost 300 in STW v1.12, but our battle tests of Samurai Wars showed that no-dachi at 300 were not being used at all. If you compare the combat stats of no-dachi 8/5/-2/1/8 and monks 4/5/2/1/8 (charge/attack/defend/armor/morale), you see 3 melee points + 4 more charge for no-dachi, and 7 melee points for monks. The 4 more charge is worth about 1 melee point, so the no-dachi could be considered worth about 4/7 of a 500 koku monk = 286 koku. It's priced at 250 in Samurai wars. Pricing it at 275 won't help because there is no way to use the saved 25 per unit until you buy 4 because no other units are priced on 25 or 75 intervals.

    I don't actually see yari samurai collapsing all that fast to a no-dachi if the YS is in hold formation. The no-dachi only has a 1 combat point (20%) advantage over the YS, and the charge kills are about 5. I did run tests in STW v1.12 and Samurai Wars on no-dachi vs yari samurai, and the test came out the same in length of time to win.


    Quote Originally Posted by ELITEofIMPERATOR
    moreover their are some bugs for "not english-VI versions" because its not possible to start the mod (a translation-error is the problem)

    for example:
    in the german version you have a ...Total War\Medieval - Total War\Loc\German file and a ...Total War\Medieval - Total War\Loc\English file.
    i have to overwrite the german files with the englishfiels then i can play STWmod (but in in english).

    it is also possible to creat german files? or how can i do this onself?
    I'll have to run this by barocca because it's an STWmod issue. All I did was develop the unit stats, and I don't think that should work with all languages.
    Last edited by Puzz3D; 12-29-2004 at 02:19.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  9. #9
    LunaRossa clan Member Vinsitor's Avatar
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    Default Re: STW mod

    Quote Originally Posted by ELITEofIMPERATOR
    nice, very nice, excelent job guys :)

    in my opinion this mod is better then the damned TW ROME!

    RUHM UND EHRE
    IMP
    IMP!!! Glad to see you again M8!

    Our old forum was moved, the new one is un my sign (there is also the old alliance section).
    Many of us are inactive with Rome and waiting for the patch, but we'll be glad to meet you on the STW-mod's battlefield, just like in the past ally!!!

    RUHM UND EHRE ELITES!!!

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