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Thread: Ran No Jidai:(Mod for RTW) Screenshots

  1. #91
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Quote Originally Posted by beauchamp
    What about Kensai? They could be in like groups of 10-12 and could act the same as the no-dachi samurai, but with way better stats.
    No no no... The time for lonely heroes was over, and had been for a lengthy time. Last time they were expected and the Japanese fought in a style that fitted it, was in the Mongol Invasions. After that the mentions just became a heroic reminesance of ealier times. Just like we find in practically every other part of the world.

    Lone warriors standing up to armies have always been attractive, and still are today, but their time was long gone.
    You may not care about war, but war cares about you!


  2. #92
    Earl Of Warwick/Wannabe Tuareg Member beauchamp's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Yea I feel your pain. The world was truly changing from the invincible samurait of old (aka: Yoshitsune etc.) . Are there any other units besides the ones listed? I like the idea of clan specific units and special untis from certain provinces, like ninja from Iga, Monks from Kaga, and gunners from Kyushu. What would be really cool, is that an event would occur and then mercinaries would be available from either the Dutch or Portugese, not the Europeans themselves but Japanese soldiers trained by them. They could be of a higher calibur than that of the musketeers trained by the Japanese themselves. Like in lone wolf and cub, (I know I know, its in the Tokugawa era), but the muskets created by the specialist gunshmiths produced muskets of a higher quality. I understand the fact that there were huge peasant levies from all corners of Japan, but i think that there wernet JUST like 5-6 different unit types.

    Ive got a book called "Secrets of the Samurai" and the "book of five rings" which I will post more ideas for units.


    Ya Misr!

  3. #93
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Quote Originally Posted by beauchamp
    Ive got a book called "Secrets of the Samurai" and the "book of five rings" which I will post more ideas for units.
    I've got "Secrets of the Samurai" too, that is where I got info for the Hirazamurai and policeforces from.
    But isn't the "book of five rings" just a manual, more or less, by Miyamoto Mushashi about fencing and his increadible adventures?
    You may not care about war, but war cares about you!


  4. #94
    Kanto Kanrei Member Marshal Murat's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    When is it coming out???
    "Nietzsche is dead" - God

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  5. #95
    Earl Of Warwick/Wannabe Tuareg Member beauchamp's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    It is a manual, but it also gives insite to the use of soldiers upon a battlefield, but now that I think about it, it doesnt really give insite to historical components of feudal Japan. In Fact, musashi gives a disclaimer saying that "no forms of historical combat or examples will be given to explain what I teach..."


    Ya Misr!

  6. #96
    United on Earth Member al'Callaendor's Avatar
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    Default Re : Shogun: Total War (Mod for RTW)

    the samurai horse archers are very nice
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    and even myth is long forgotten when the Age that gave it birth returns again. In the Third Age, an Age of
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  7. #97

    Default Re: Shogun: Total War (Mod for RTW)

    The Samurai Horse archers are excellent!

    Great to see the Guild hosting the mod now too.

    Great work guys !

    When is rough release date? :O

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    Check out Shogun : Total War Mod for RTW in development! >>> http://www.stratcommandcenter.com/fo...p?showforum=97

  8. #98
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Quote Originally Posted by Kraxis
    No no no... The time for lonely heroes was over, and had been for a lengthy time. Last time they were expected and the Japanese fought in a style that fitted it, was in the Mongol Invasions. After that the mentions just became a heroic reminesance of ealier times. Just like we find in practically every other part of the world.

    Lone warriors standing up to armies have always been attractive, and still are today, but their time was long gone.
    Well, that didn't stop us from tossing around some ideas about them. If we have enough support, we could create them as a rebel unit. Pretty much a BI beserker sized No Dachi that's alot more HP, alot more bullet proof, and alot more powerful. They'd consist of one guy with 5-15 assistants.

    They'd just be in there for a cool factor and die pretty quickly if isolated or in prolonged fighting. There is a practical consideration for a unit like this and that is to nullify super kama yari peasants. Since the AI has issues with spawning super peasants in rebellions a very expensive unit would nerf it.

    Of course we'll have Ikko Ikki pop up in rebellions as well to help with this, but adding a rebel No Dachi would change things up a little in the middle of a campaign.
    Last edited by antisocialmunky; 10-30-2005 at 22:25.
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  9. #99
    Member Member JeanDeTample's Avatar
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    Default "ronin + bunch of retainers" unit

    Quote Originally Posted by antisocialmunky
    Well, that didn't stop us from tossing around some ideas about them. If we have enough support, we could create them as a rebel unit. Pretty much a BI beserker sized No Dachi that's alot more HP, alot more bullet proof, and alot more powerful. They'd consist of one guy with 5-15 assistants.

    They'd just be in there for a cool factor and die pretty quickly if isolated or in prolonged fighting. There is a practical consideration for a unit like this and that is to nullify super kama yari peasants. Since the AI has issues with spawning super peasants in rebellions a very expensive unit would nerf it.

    Of course we'll have Ikko Ikki pop up in rebellions as well to help with this, but adding a rebel No Dachi would change things up a little in the middle of a campaign.
    I think, that the rtw engine allows some nice stilish and in place fitting features. One would be a rebel or mercenary ronin samurai unit. It would be presented as a small unit of sword fighting "retainers" with their lord samurai - represented by mounted "officer" model (as generals are) with one or more HP. The whole unit would be effective against ashigaru, but susceptible to gun-fire or cavalry charge. Either way this would be necessary to balance carefuly - I hate superheroes in a game like this.

    I like the idea of samurai and a unit of retainers. Maybe all foot units could be presented as retainers to certain samurai (who would take place of the "unit leader" or "officer" - plus having still a "standard bearer". I believe, there are at least two slots for individual models in each unit, aren`t they?)

    Probably something already considered by the modders...

  10. #100
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: "ronin + bunch of retainers" unit

    Well, Hatamoto-Yakku was going to be represented by Naginata samurai. I rather keep them something you can't train, make them SLIGHTLY broken.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  11. #101
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: "ronin + bunch of retainers" unit

    Quote Originally Posted by antisocialmunky
    Well, Hatamoto-Yakku was going to be represented by Naginata samurai. I rather keep them something you can't train, make them SLIGHTLY broken.
    Well individual non-elite samurai still used the Naginata... The Hatamoto-yakko is mentioned specifically (though their arms are not mentioned the Naginata is a good 'classical' choice).
    Make them like the First Cohorts or something, expensive and timeconsuming, possibly beyond what their abilities warrent.

    About the possibility of Kensai or similar heroes. The RTW engine can't handle units that are less than 6 strong. Officers and standardbearers are always going to be mounted if the unit is mounted and on foot if likewise, and they are exactly the same as the normal soldiers in the unit, except they have 2HP. So a Kensai unit with a single Kensai and several assistants is going to be extremely difficult, likely impossible.
    Also I thought the mod was about accuracy in specific so that was why I jumped so strongly at the mention of Kensai.
    You may not care about war, but war cares about you!


  12. #102
    Shadow Senior Member Kagemusha's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Im not personally great fan of Kensai unit since i think how ever good swordsman one could be he couldnt take out 100 other men no matter how crappy those guys would be.
    Ja Mata Tosainu Sama.

  13. #103
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: "ronin + bunch of retainers" unit

    Standard HP might end up around 2 to prevent mass impact kills from charging cavalry and make arrows be better at disorder than killing.
    It all depends on that so...

    I'm not saying that a Kensai should be insanely good, I'm talking about making them slightly broken, IE beats Ashigaru at 50% or something. The'd be like Kensai except smaller and slightly more than proportionally devastating per man. Just a better Kensai unit that you can't build. OProme could go nuts on the model too.

    It's actually one of the laws of replayability:

    Build in something so noticably cool that it imprints itself on the player's mind that doesn't happen very often that the player can't control and you've guarenteed atleast one extra cycle of gameplay and a common reference for all player and goal for the new ones.

    Hell, he doesn't even have to be amazingly good, just script it so a really awesome music track plays when there's a Kensai on the field. Just something noticable. Different attack sound set, the taunt attribute that beserkers have, lots of yelling... etc Besides, from a gameplay prespective, it'd break up the midgame monotony to fight a crazy guy with a 6 foot long sword with his own battle music.
    Last edited by antisocialmunky; 10-31-2005 at 23:21.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  14. #104
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    No Kensai in this version.....

    Creator of Ran no Jidai mod
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    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
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  15. #105
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Okay, that's fine.

    Developing and idea: Is there anyway we can script music based on army composition?
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



    "Hi, Billy Mays Here!" 1958-2009

  16. #106
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Nope...

    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    Best modder , skinner , modeler awards winner.


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  17. #107

    Default Re: Shogun: Total War (Mod for RTW)

    gday,
    im wondering if you could post a percentage complete estimate, like 80% or whatever, i dont bother askin when MODS come out cuz they are never accurate, but the percentage gives me an idea,
    thanks for time
    don

  18. #108

    Default Re: Shogun: Total War (Mod for RTW)

    or, is the mod dead?

  19. #109
    Shadow Senior Member Kagemusha's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Hello Don776! No mod is not dead but to be thruthfull we dont have a clue how ready the Mod is.
    Ja Mata Tosainu Sama.

  20. #110
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    I have a question... It is clear you want to include Kenshin and Shingen, but isn't the startdate going to be a problem? Isn't it going to be problematic to script very good generals to pop up at their time of accension?
    You may not care about war, but war cares about you!


  21. #111
    Shadow Senior Member Kagemusha's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Quote Originally Posted by Kraxis
    I have a question... It is clear you want to include Kenshin and Shingen, but isn't the startdate going to be a problem? Isn't it going to be problematic to script very good generals to pop up at their time of accension?
    we are going to try to script the births.And traits and ancillaries.Anyway we are going to see generals who look Shingen or Kenshin like,becouse we are using the most famous Daymio of each clan for that clans General unit.We have done basic Clan family trees for each faction already.Now the question is can and should us also put the key retainer family generals in the family trees also?
    Ja Mata Tosainu Sama.

  22. #112
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Yes, we've planned the system out. For now all births are scripted. The Retainer(Elite Yari) Cavalry will be buildable generals.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



    "Hi, Billy Mays Here!" 1958-2009

  23. #113

    Default Re: Shogun: Total War (Mod for RTW)

    wut up guys, good looking mod so far. I've never really been into mods, but this does look damn cool. I know nothing about modding, but if there's anything I can do to help out, let me know.

  24. #114
    Shadow Senior Member Kagemusha's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Quote Originally Posted by smokey_jon_2000
    wut up guys, good looking mod so far. I've never really been into mods, but this does look damn cool. I know nothing about modding, but if there's anything I can do to help out, let me know.
    Thanks smokey_jon_2000! If you have no experience on modding.Best way to help us out is to post any info you might come across in the internet resources thread.
    Ja Mata Tosainu Sama.

  25. #115
    Earl Of Warwick/Wannabe Tuareg Member beauchamp's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Sorry to go off topic and mess things up, but has anyone ever thought of doing a Genki era mod, like in the 1180's? We could do some cool shit with that i think...


    Ya Misr!

  26. #116
    Shadow Senior Member Kagemusha's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Good idea Beuchamp. But one project at a time..
    Ja Mata Tosainu Sama.

  27. #117
    Urban Cohort Fanatic Member Lanemerkel1's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    according to my research during the period your using for this mod all samurai were equipped with Katana's, Wakizashi's, Yari's/Naginata's (depended on weather he was on horse or on foot), and Yumi's, plus the armor was lightweight and could stop any slashing attack from a katana dead in it's tracks.

    their Katana's, and Wakizashi's were Strong, Light, and Sharp whereas European swords of the period were heavy, brittle, and dull.

    Japanese Naginata's were sharper than European Pikes and lighter thanks to the way Japanese made the blade and the fact that the handle was made out of hollow bamboo instead of solid oak.

    Japanese Yari's and Yumi's were both lighter than their European counterparts because they were, again, made out of bamboo.

    (aka if the Samurai were in Medieval total war, they would kick the ass of any unit in the game)




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  28. #118
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    I wouldn't sell the Europeans so short, they were made for a different type of warfare and would probably beat the average Japanese in a fight during the SJ period and especially during the late Medieval era with their Gothic Armour. Their weapons were good and they used the same weapon making techniques as the Japanese, they were heavier because they were used by larger men and had to deal with heavier plate steel.

    Seriously, I have no idea why people put so much stock in Katanas. Its not like they could cut through a car or anything. They often chipped in battle.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



    "Hi, Billy Mays Here!" 1958-2009

  29. #119

    Default AW: Shogun: Total War (Mod for RTW)

    Hi everybody,

    I got the same prob like smokey_jon_2000,
    would like to help you but I´ve no expirenence with modding

    My knowledge about old Nippon is "ok" (got many books and been to nippon two years ago)
    but I think you got enough help with that stuff.
    But maybe you need someone for translation work from ENG to GER.

    hope the first version of the mod will come soon,
    the movie looks so great that I installed and played STW after watching it.

    So far
    thx for attention

  30. #120
    Urban Cohort Fanatic Member Lanemerkel1's Avatar
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    Default Re: Shogun: Total War (Mod for RTW)

    Quote Originally Posted by antisocialmunky
    I wouldn't sell the Europeans so short, they were made for a different type of warfare and would probably beat the average Japanese in a fight during the SJ period and especially during the late Medieval era with their Gothic Armour. Their weapons were good and they used the same weapon making techniques as the Japanese, they were heavier because they were used by larger men and had to deal with heavier plate steel.

    Seriously, I have no idea why people put so much stock in Katanas. Its not like they could cut through a car or anything. They often chipped in battle.


    one that's properly cared for is lightweight, strong and can cut a man in half with one blow



    Quote Originally Posted by strike for the south
    If I werent playing games Id be killing small anamils at a higher rate than I am now

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