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Thread: Samurai Warlords - A Shogun style mod for MTW-VI

  1. #1
    warning- plot loss in progress Senior Member barocca's Avatar
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    Post Samurai Warlords - A Shogun style mod for MTW-VI

    Welcome to the Samurai forum

    Samurai is the latest installment in the Shogun Mod for MTW-VI

    Samurai is a port of Shogun into the Medieval engine. Which is not such an easy thing. Much has to be decompiled and recompiled to suit tweaks made to the game engine for Medieval.

    Beta 5 introduced new clans, including Date, Ashikaga and Ryuzoji (amongst a host of others) and also introduced some new buildings and units.

    The next step is refining the mod, rebuildng the unit stats, adding more clans and Adding in the Mongol Invasions!!

    We Hope to make Single Player campaigns more challenging and provide far more variety than the original edition.


    The goal For Online MP is an expanded unit mix limited to specific era's,
    thus the MP player can chooose to go with the Shogun Unit mix,
    the Mongol Invasion unit mix or the Expanded Campaign unit mix simply by setting an Era.


    Samurai (clan wars) / Shogun mod for Medieval - Viking Invasions Total War has been two years in the making so far,
    now we are going to finish it

    in order to do that we will need some input and ideas from you.

    I am going to copy the big threads about the mod and split them into smaller ones in this forum

    i am going to post unit and clans lists and ask for input

    all that will be later - got to rush to work,
    but first

    The team that has worked on facets of this mod is enormous,
    be they beta testers, file makers, utility makers, idea's men (and women)
    so many i would not dream of being able to remember all of them,
    but i'll try...in no particular order

    Puzz3D, Orda Khan, R'as al Ghul, 1pain1Duck, Kraellin, C.E. West, F.W. Seal,
    Duke John, Lord Krazy, Lord of Storms, (the ENTIRE Lords team re: NTW),
    Tosa, Tomi says, Soly, Eastside Character, Wellington, BKB, Antalis, amagi,
    CBR, Papewaio, Wasabi, Diaz de Vivar, Rory 20 UK, Trousermonkey, dlunide,
    Todaswarriors, Aggonyshim, BDC, Hecose, TenkiSoratoti, Whitey, spmetla,
    lancer6969, dessa14, NagatsukaShumi, Emp. Conralius, Marshal Murat,
    Jeebus_Frist, Iced~Metal, TheSilverKnight, Yuuki, the Sword of Cao Cao,
    Hosakawa Tito, Gregoshi, Kukri Kahn, Rob the Bastard, Vinsitor,
    Bevan of Hertfordshire, The Naked Geisha, Jacque Schtrapp, Robbie-san,
    The Wizard, Fearless, Scipio, Pat, Aelwyn, neogerry, Alrowan, Sir Moody,
    ShadesPanther, ShadesWolf, neogerry, Dr_No, MizuKokami, Old Bald Guy,
    Skomatth, Tatsumaru Rokkaku, dclare4, Daevorn, LeChuck, Hattori, Balmont,
    Thoros of Myr, RCS, MiniKiller, insolent1, Seven.the.Hun, Julius Caesar,
    buujin, Duke Dick, Tama, DeadRunner, Dagsby, Steppe Merc,
    Sir Zack de Caldicot, Kaatar, Spartacus, ChErNoByl, DeadRunner, +DOC+,
    Lt Mor, Ypoknons, Wild Bill Kelso, Mithel, ceasar010, Winter, Hetman,
    Pyrodingo, Swartskof, DCB, Inuyasha12, soibean, Zanderpants, uksiu,
    SirGonkSevenT3, sprucemoose, Pax, Wayan, Medieval Assassin, Sasaki Kojiro,
    Byzantine Prince, Nautilus, Tha White Wolf, Old Nick, DeadRunner, Mudshovel,
    Peregrine_Tergiversate, Yoshitsune Returns , Albino Gorilla, Ldvs, Tomcat,
    Catiline, kaverne, TaijisToshi, 1dread1lahll, Cha, Yunus Dogus, meatwad,
    TheJian, ichi, Troy Lawton, Wes Whitaker, cegorach1, Razor1952, Sp00n,
    L'Impresario, KyodaiSteeleye, Krypta, Jochi Khan, ArmaEtLorica_Mongoclint,
    Tera, spacecadet, Dionysus9, Krasturak, baz, Cheetah, ColdKnight,
    ElmarkOFear, Clips, Shingen Mitch, ShingenKrypta, Iguanus Commodus, Krasturak,
    Sid_Quibley, shogun888, ELITEofIMPERATOR, LuminousSun, UglyandHasty,
    Crazed Rabbit, Wilbo, cromwell, Yoyoma, PFJ_bejazuz, shingenmitch2,
    zaphod, shand994, Mithrandir, ShinKamiizumi, Hamburglar, NagatsukaShumi,
    el_slapper, frogbeastegg, AggonyShim2, TogakureOjonin, Kongamato,
    Rosacrux, hellenes, TheSilverKnight, Lehesu, Shogun 144, Doom Train,
    Wavesword, Marshal Murat, Prodigy, YunDog, Norseman, Cazbol, Whitey,
    Empress_Zoe, ChaosLord, buujin, Shurikenjitsu, makkyo, Chimpyang, Wishazu,
    Ithaskar Fëarindel, Ashen, insolent1, Qilue, Kaatar, SwordsMaster, Ludens,
    Kansuke, ah_dut, Xiahou Liao, RCV, Hedge, Yas, xealous,
    Zaphod

    MP testing = Swoosh, AMP, MagyarKhan, Puzz3D, CBR, Orda Khan, ShingenMitch, ShingenKrypta. (ongoing)

    informative and helpful tips and advice from :-
    Giljay, ECS, Intrepid Sidekick, Target, The Shogun, Captain Fishpants

    Cheers,
    B.
    Last edited by barocca; 06-26-2005 at 14:34.
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  2. #2
    Member Member Alexander the Pretty Good's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    People who worked on the mod...
    A cast of thousands.
    Since EB will take a few more weeks to release, this sounds intriguing. Especially since I've never played Shogun.

  3. #3
    Member Member soibean's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    I haven't played shogun either, which Im rather disappointed about, but this could make up for it. I'm intrigued. Keep us updated.

  4. #4

    Default Re: Samurai - A Shogun style mod for MTW-VI

    We also had valuable input from players Swoosh, AMP, MagyarKhan and other MP vets of STW which identified several problems in the multiplayer stat which I believe are successfully corrected in the current stat with the possible exception of cav archers which might require some further fine tuning.

    _________Designed to match Original STW gameplay.


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

  5. #5

    Default Re: Samurai - A Shogun style mod for MTW-VI

    Yes, the cost and melee value of cav archers was an issue

    ....Orda

  6. #6

    Default Re: Samurai - A Shogun style mod for MTW-VI

    Will I still be able to play the MTW factions after I install this MOD?
    Wooooo!!!

  7. #7
    Member Member Yun Dog's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    I cant seem to retrain Nodachi?

    even though I can build them in the province

    is this done on purpose?


    and for a bit of a laugh




    some people would say that dread text at bottom describes me perfectly
    Quote Originally Posted by pevergreen View Post
    its pevergeren.

  8. #8
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Quote Originally Posted by Yunus Dogus
    I cant seem to retrain Nodachi?

    even though I can build them in the province

    is this done on purpose?
    Konnichiwa.
    Iirc there're still a few bugs in our version. You aren't able
    to retrain any of the starting units.
    The problem shouldn't be restricted to No-Dachi.
    It has to do with their starting size or sth.
    Sorry, it's been a while since we've worked on this....


    Singleplayer: Download beta_8
    Multiplayer: Download beta_5.All.in.1
    I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
    Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller

  9. #9
    Member Member Yun Dog's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Konnichiwa R'as al san

    *bows*

    Yes you are correct I had noticed certain units

    that explains much

    greatly appreciated thx

    Quote Originally Posted by pevergreen View Post
    its pevergeren.

  10. #10
    Member Member soibean's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    hows this mod progressing?

  11. #11
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Actually, it's not progressing at all.
    That is, at the moment.
    I cannot say if or when this will change.


    Singleplayer: Download beta_8
    Multiplayer: Download beta_5.All.in.1
    I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
    Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller

  12. #12
    Senior Member Hopefull Member MiniKiller's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Does this mod have a fully playable single player yet? It sounds like it does, also will it need a fresh install or just go over mtw (meaning I can play mtw with mtw units as well)

    also where is the downloadable version

    thanks m8's
    *Bows. Turns to return to darkness...bumps head...looks around, pretends noone saw. Dissapears in shadows while cursing at self*



  13. #13

    Default Re: Samurai - A Shogun style mod for MTW-VI

    Yes it has a fully playable single player. It is compatible with vanilla MTW/VI, but requires a stat swap. I copied my MTW/VI install and then applied STWmod to that so that I don't have to swap stats or worry about incompatibility with other mods. My sig has a link to the STWmod, and Samurai Wars stats.

    _________Designed to match Original STW gameplay.


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

  14. #14

    Default Re: Samurai - A Shogun style mod for MTW-VI

    I have played this mod,it is very nice.If someone can change the western castle into japanese castle it will be perfect.

  15. #15

    Default Re: Samurai - A Shogun style mod for MTW-VI

    Barocca has already made the necessary models, and I tried converting some maps using them, but ran into a compatibility problem with VI using them online. I'd like to get STWmod working with the JSGME mod swapper since it can support multiple mods. The modified maps and model files could move in and out with the STWmod using the JSGME swapper which would should get around the compatibility issue. That would make it easy to switch between VI, STWmod and DUXmod with a single install. I'll try to spend some time looking into this.

    _________Designed to match Original STW gameplay.


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

  16. #16
    Senior Member Senior Member Tomisama's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Because the JSGME swapper takes more time to do it’s operation than simply changing games. I have found it quicker to have a separate install for each of the mod games.

    That way I also can leave the Sounds changes for STW in place, which I think are a very nice addition to this mod. I only whish the Voices files could be converted also.

    I have not looked into doing this myself yet. Has anyone else?

    HONOUR IS VICTORY - GO WITH HONOUR - KEEP THE CODE

    http://steamcommunity.com/profiles/76561198003816474

  17. #17

    Default Re: Samurai - A Shogun style mod for MTW-VI

    STWmod doesn't use the JSGME swapper, so swapping is very fast. However, I do have a separate install of MTW/VI for STWmod. Then I have a regular install of MTW/VI to which I installed DUXmod.

    I have STW voices on the battlefield. I'm not sure if all the voices are there. I think they came in with the Sounds.bat conversion, but I'll have to check on that later.

    _________Designed to match Original STW gameplay.


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

  18. #18
    Senior Member Senior Member Tomisama's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    The music and sounds in the “Sounds” file are converted, no problem there

    But the “Voices/BattleEvents” are still Medieval.

    So at the end of the battle in stead of hearing;

    “Your Taisho brings you honour by sacrificing his life in battle.”

    with a Japanese accent, you get a nasally English;

    “Your General has fallen before the enemy.”

    I’m thinking that going through and comparing files, and creating STW replacement set.

    Its just a mater of getting the time to listen to them all, and change the file names.
    HONOUR IS VICTORY - GO WITH HONOUR - KEEP THE CODE

    http://steamcommunity.com/profiles/76561198003816474

  19. #19

    Default Re: Samurai - A Shogun style mod for MTW-VI

    Are you going to put the Date Clan in Mutsu and the Mogami Clan in Dewa in the next release of this Mod?

  20. #20
    Senior Member Senior Member Tomisama's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Barocca has already made the necessary models, and I tried converting some maps using them, but ran into a compatibility problem with VI using them online.
    But they work in single player? Would they work if all players in a multi had the same conversion? I am guessing from what you said, that this would work.

    Being that VI is less than a 2.5 GB install, requiring a dedicated copy for the next revision (with the converted castles and whatever else), should not be a big deal.

    You think?
    Last edited by Tomisama; 04-17-2006 at 12:29.
    HONOUR IS VICTORY - GO WITH HONOUR - KEEP THE CODE

    http://steamcommunity.com/profiles/76561198003816474

  21. #21

    Default Re: Samurai - A Shogun style mod for MTW-VI

    Quote Originally Posted by Tomi says
    But they work in single player? Would they work if all players in a multi had the same conversion? I am guessing from what you said, that this would work.

    Being that VI is less than a 2.5 GB install, requiring a dedicated copy for the next revision (with the converted castles and whatever else), should not be a big deal.

    You think?
    Yes they would work if all players had the STWmod installed with the new map models, but at the time I was working on this the idea was to be able to switch back and play regular VI online. Now barocca is thinking along the lines of making STWmod require it's own install which would solve this problem, and allow him to do more with the overall conversion itself. Alternatively, STWmod could be made compatible with the JSGME mod switcher which saves your original VI files and supports multiple mod switching. It works for most people, but a few people have reported problems using it.

    _________Designed to match Original STW gameplay.


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

  22. #22

    Default Re: Samurai - A Shogun style mod for MTW-VI

    First hello everyone, since this is my first post. I am new on this forum although I have been following forums here and at the TW center.

    Second to express my admiration and gratitude to all you guys involved in making this mod (specially barocca, I guess). I am simply overwhelmed. I have done a bit of modding myself (for IL2 FB -the little bit we can do there- and a campaing for RTW that is almost ready to release) and I am staggered by the amount of work and detail that has gone into this mod. A few weeks ago, I went back to play Shogun, in terms of style and atmosphere is still my favourite. But of course it felt stale, then I thought, how about a porting into Medieval? And I have been kicking my teeth ever since for not having discovered your mod earlier!

    A few comments and contributions if I may, following other posts:

    -Installation. I have compiled the three parts plus the STW sounds into JSGME and it works fine. It takes a while though to switch. The .bat swapper of TosaInu is faster and essential to rename sound files. However I find JSGME simpler to use. A solution could be to make the . bat Sounds swapper copy the STW sounds into the MODS folder of JSGME.

    -SOUNDS: I have added the Voices/Battle Events files from STW. The names are very similar and easy to port.

    -Portraits: I have added more portraits, using some Medieval Pagan Generals (re-saturated to make them look alive) and some RTW:BI Hun portraits.

    -UNits: I would suggest, following Barocca's request, to add peasants. The best .BIF I can see is the Ghazi infantry, or Dervish.BIF. The shield needs removing or making into a stick (Bo) and the axe reduced to a sickle (Jisarama). The unit could be called peasants, or Jisamurai (supporting troops armed with sickles). And battlefield ninjas, for vareity. And the very most basic form of artillery guns, which were used in the historical period and without which sieges bog down (I know, again very much as in reality, but...)

    -Further modding: I would encourage you to make this into a replacement mod using JSGME or whatever. This would allow much more, new units etc. To begin with, end that old annoying business that Yari cavalry-Naginata look the same as they use the same .BIF, and the same for Heavy-Archers-Hatamoto (BTW what a briliant unit!)

    -Videos: I have seen posts that detail how to put the STW videos back into RTW. Any chance here?

    -Castles: And finally, could I BEG YOU GUYS TO RELEASE THE MODDED BATTLE CASTLE MODELS. I do not play Total war online (so far) and they would add so much to sieges.

    OK, that's all for now. Again congratulations and thank you. I am enjoying playing this mod inmensely.

  23. #23

    Default Re: Samurai - A Shogun style mod for MTW-VI

    Welcome to the boards as a poster JuanT.

    Even though I'm not aware at all of the mod's SP status, I also agree that having a JSGME version would be very beneficial to all, even though it's a bit time-consuming for players who want/have to switch mods immediately.
    I don't know if there could be a version that switches only the graphics and .txt/stat files, so time could be saved (this is ofcourse of interest mostly to us MPers).
    [VDM]Alexandros
    -------------------------------------------
    DUX: a VI MP enhancement mod
    -Version 0.4 is out
    -Comments/Technical Problems are welcome here
    -New forum on upcoming DUX tourney and new site (under construction).

  24. #24
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Quote Originally Posted by JuanT
    OK, that's all for now. Again congratulations and thank you. I am enjoying playing this mod inmensely.


    Hello fellow Samurai,

    thanks for your interest. As long as barocca is busy with real life I'm his executioner. I'll try to address your questions as good as I can.

    Installation & sounds: You have to keep in mind that we cater to two groups of people. Those that have the Shogun game and those that don't. This means that importing sounds wil always remain an option for those that have the old game. It probably won't be included in the final version. Copyrights are an issue here.

    Portraits: I've uploaded 100+, they are free to download an will be included in the next beta. We're still working on more.

    Units: It's yet to be decided if more units are necessary. Iirc there're one or two that barocca wanted to include.

    Further modding: This will finally become a total replacement mod like Nap:TW.
    More units, like the Mongols are an option.

    Videos: Sorry, Medieval doesn't have any video animations that could be replaced.

    Castles: I'd like to include them myself. It will be done eventually.

    Again, thanks for your interest. This mod has been sleeping for some months and only recently got more interest because of the Samurai Wars competition.
    Barocca hasn't logged in since months and I'm myself to busy to do any major mod working. Have a look at the screenshots that I posted, though, there're some graphical conversions that I did for the campaign map etc. that aren't included in the beta_5.


    Singleplayer: Download beta_8
    Multiplayer: Download beta_5.All.in.1
    I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
    Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller

  25. #25

    Default Re: Samurai - A Shogun style mod for MTW-VI

    Thanks a lot for the quick replies.

    Sounds: Yes, the copyright and the sheer size of the sound files is an issue. there could be a JSGME mod with all files except the sound files, and separately, the TosaInu Sound Swapper. I may try to write the commands for adding the Battle events sounds to the .bat files.

    great news on portraits, castles and further units. I look forward to new releases! (I see that there seem to be a beta6 and 7 hanging around). In the meantime I am messing around with some BIFs for fun.

    Regarding peasants, my idea is that this should be a crap combat unit like Muslim peasants. Perhaps with low recruitment costs but high maintenance costs (it is daft to have your peasants in the army instead of producing koku). This would also avoid using them as garrison, which no daimyo in their right mind did, in fact they hunted down weapons amongst peasantry. It is just an idea to have more realistic rebel, ronin and ikko-ikki, and last resort armies.

    A final question, why the clans start as catholic and not pagan?

  26. #26
    Nur-ad-Din Forum Administrator TosaInu's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Quote Originally Posted by Tomi says
    The music and sounds in the “Sounds” file are converted, no problem there

    But the “Voices/BattleEvents” are still Medieval.

    So at the end of the battle in stead of hearing;

    “Your Taisho brings you honour by sacrificing his life in battle.”

    with a Japanese accent, you get a nasally English;

    “Your General has fallen before the enemy.”

    I’m thinking that going through and comparing files, and creating STW replacement set.

    Its just a mater of getting the time to listen to them all, and change the file names.
    Very good to bring this up Tomi says. The SoundSwapper is updated.

    http://www.totalwar.org/tosa/STW_Mod_Sound-v2.zip

    It's checked and checked again, but it's still possible that others experience problems.

    This bat allows swapping Jenglish and Japanese speeches.

    MTW has 3 versions for each event (3 enemygeneralrouted messages). STW only has 2, so the second one is simply used again to make the 3rd.

    MTW also has messages to indicate that enemy general/kings are captured, STW has not. As those can be important for the campaign (get rid of nasty general/king) those are not swapped by default. But there's a seperate option in the bat if you want them to be replaced. Killed messages are then used.

    Possible to do:
    Messages for capturing castle.

    Please report any problems.

    R'as al Ghul added frontend files, http://www.mizus.com/files/files/MTW...tend_files.rar

    Thanks R'as al Ghul, I'm going to install now.
    Last edited by TosaInu; 04-25-2006 at 11:53.
    Ja mata

    TosaInu

  27. #27
    Nur-ad-Din Forum Administrator TosaInu's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Quote Originally Posted by JuanT
    A final question, why the clans start as catholic and not pagan?
    Hello JuanT,

    There are some reasons for that.

    -STW had the Emperor, and the emperor was very important. Compare it to the pope in MTW. We want to keep the emperor, so Daimyos have to be catholic to 'use' the emperor.

    -MTW doesn't have any system like the STW portugese arrival and thus introduction of the new religion, so that's dropped.


    The Japanese factions in this mod are only catholic to make them loyal to the Emperor. I think the final mod will remove the visual catholic references (and make them the mix of Shinto also Buddist also Catholic but not too much and also..)
    The mod could make this step: daimyos that turn (system) pagan are catholics and thus no longer loyal to the Shinto Emperor. (Real history is much more complex, but when you find yourself in a boat in the middle of a lake, would you refuse to use a pink peddle?).
    Ja mata

    TosaInu

  28. #28
    Crusading historian Member cegorach's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    Quote Originally Posted by R'as al Ghul

    Units: It's yet to be decided if more units are necessary. Iirc there're one or two that barocca wanted to include.

    Further modding: This will finally become a total replacement mod like Nap:TW.
    More units, like the Mongols are an option.
    You should start with those present in the mod at certain level ( i.e. descriptions, names, actionpage in textures/men etc) like Oda's Yari Ashigaru - htey really should be there.
    Besides the mod generally needs more units - they could be reserved for the SP only if you will see thm as not properly balanced. I am not a great expert about Japanese history at that time, but you might add better bodyguard or household units recruitable only in the areas fully conquered and absorbed by a faction and vasal samurai with weaker stats ( you need only few buildings to make it work 2 levels Takeda homeland structure, Oda homeland etc.) this way some factions might use their historically famous soldiers. It generally isn't too difficult to add, but would make the game much more interesting, even the AI doesn't have much problems in using similar structures - they work fine in mine Pike and Musket TW 1.5, so it is a suggestion worth thinking...

    Regards Cegorach

  29. #29

    Default Re: Samurai - A Shogun style mod for MTW-VI

    Quote Originally Posted by TosaInu
    Very good to bring this up Tomi says. The SoundSwapper is updated.

    http://www.totalwar.org/tosa/STW_Mod_Sound-v2.zip
    This is great news TosaInu. The extra files add more atmosphere. I wondered as well about using the 'killed' messages for the 'king/general captured'.


    Quote Originally Posted by TosaInu
    The Japanese factions in this mod are only catholic to make them loyal to the Emperor. I think the final mod will remove the visual catholic references (and make them the mix of Shinto also Buddist also Catholic but not too much and also..)
    The mod could make this step: daimyos that turn (system) pagan are catholics and thus no longer loyal to the Shinto Emperor. (Real history is much more complex, but when you find yourself in a boat in the middle of a lake, would you refuse to use a pink peddle?).
    I see that it would be easy to change the Catholic icons (crosses) in the ico.BIFs in campmap. Then you would have factions that for the program are Catholic, but for the player look Shinto/Buddists. Making the Pope into the Emperor is genius! The Emperor in Shogun lacked 'teeth', I suppose 'excomunicated' could become just simply 'cast out' and therefore fair game for other factions. I also suppose 'modded' catholics could be done by making the Muslim or Orthodox or iconoclasts using crosses...

    I cannot see where the images for the parchments for the events are located. It would be great to change those (Most advanced faction, region conquered etc.) back to Shogun ones. At the moment, visually, the only two things that stand out are the Catholic issue and this one.

  30. #30
    Crusading historian Member cegorach's Avatar
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    Default Re: Samurai - A Shogun style mod for MTW-VI

    The images are in EPIC.bif ( it has about 140 layers !) and are easy to change, a good idea obviously.

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