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Thread: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 2.4 beta3 - updated 31.7.11 (OUTDATED)

  1. #201
    SonOfCrusader76's Avatar Ronin
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Are there any problems people might be noticing with this mod - crashes, FPS drops etc?

  2. #202
    Sukauto
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Would it be possible to increase the armour of Warrior Monks? I remember when I played Shogun 1 at a friends' house those guys were the best units in the game. I find myself rarely using them now due to the vulnerability of archers.
    Didn't Monks in that period have better armour than the Samurai? I remember someone saying that, or perhaps I read it somewhere.

  3. #203
    flopsies's Avatar Shisai
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Know I have like 5 posts here, but awesome job Swiss! Hope you or someone else will find those db tables!

  4. #204
    BelisariusThe7th's Avatar Murakawa
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Quote Originally Posted by Swiss Halberdier View Post

    Hello Belisarius, here is a how-to remove the additional abilities of the vanilla units in AUM-SHO.

    1. download the latest
    Pack File Manager
    2. open the file aum_sho_mod.pack
    3. open the db folder
    4. remove the table "aum_unit_to_unit_abilities_junctions"
    5. save

    thanks for the quick reply!

  5. #205
    SonOfCrusader76's Avatar Ronin
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Nice job with the new units. Does the AI recruit them as well?

  6. #206
    LuckyLewis's Avatar Loutre
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Quote Originally Posted by SonOfCrusader76 View Post
    Nice job with the new units. Does the AI recruit them as well?
    I've certainly seen the AI recruit Ronin units in my early Takeda campaign.

  7. #207
    Aoba
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Great mod, really missed the sword ashiguru unit in SP. Though one thing, shouldn't the naginata warrior monk cavalery require naginata dojo?

  8. #208
    Sukauto
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    I saw DaVinci's Realism Mod recently added Naginata Ashigaru, could you add these in when you have the time? I'm sure plenty of people would love having those guys at their disposal.

  9. #209
    Swiss Halberdier's Avatar Fight for your right!
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Quote Originally Posted by flopsies View Post
    Know I have like 5 posts here, but awesome job Swiss! Hope you or someone else will find those db tables!
    Thanks flopsies! Yes the modding process will be much easier with the fully working PFM.

    Quote Originally Posted by Dagda View Post
    Installed this a few hours ago. I noticed Wako Bow have an upkeep cost of 300 (way steep), Yari Ronin have an upkeep of 100 (a bit too good?) and imported matchlock have 0 upkeep. I'm using this with Darthmod.
    Quote Originally Posted by GhirYear View Post
    Excellent mod. It adds a lot of variation to the campaign. Thank you!!!
    I second that motion. Wako bow units have (with the exceptions of their moral) worse stats than bow ashigaru, but are prohibitively expensive to keep. On the contrary yari ronin cost less upkeep per men than yari samurai and have superior stats. Basically, the only advantage yari samurai have left is their bigger unit size and the cheaper initial prize. It is no longer worth recruiting them!
    If you are able to change upkeep costs this might be worth looking into.
    Hello Dagda and GhirYear, yes I know this problem and it will be fixed in my upcoming AUM-SHO 1.7.

    Quote Originally Posted by rebirthofman View Post
    I am wondering if anyone else has this issue. I tried to use Loan Sword Ashigaru and every time it loads the battle it crashes if I remove Loan Sword Ashigaru it works fine? Any ideas? This is on a Uesugi campaign.
    Hello rebirthofman, do you use any other mods or compilations? Does it crash in custom battle or in the campaign battle?

    Quote Originally Posted by SonOfCrusader76 View Post
    Are there any problems people might be noticing with this mod - crashes, FPS drops etc?
    Quote Originally Posted by SonOfCrusader76 View Post
    Nice job with the new units. Does the AI recruit them as well?
    Hello SoC, no there are no known issues or CTD's so far besides the post above. Yes the AI recruits these unlocked vanilla units and I will tweak the unit limits in my upcoming release.

    Quote Originally Posted by Dalkar View Post
    Would it be possible to increase the armour of Warrior Monks? I remember when I played Shogun 1 at a friends' house those guys were the best units in the game. I find myself rarely using them now due to the vulnerability of archers.
    Didn't Monks in that period have better armour than the Samurai? I remember someone saying that, or perhaps I read it somewhere.
    Quote Originally Posted by Dalkar View Post
    I saw DaVinci's Realism Mod recently added Naginata Ashigaru, could you add these in when you have the time? I'm sure plenty of people would love having those guys at their disposal.
    Hello Dalkar, the related column is in the unaccessible "unit_stats_land" table. Yes I saw the awesome work of the SR2 team!

    Quote Originally Posted by Merwanor View Post
    Great mod, really missed the sword ashiguru unit in SP. Though one thing, shouldn't the naginata warrior monk cavalery require naginata dojo?
    Thanks Merwanor! CA assigned to the "Naginata Warrior Monk Cavalry" the Yari Drill building, a temple and additionally horses. So that's a vanilla bug in my opinion. They should use a "Naginata Dojo".


    Here is my preview changelog of the upcoming AUM-SHO 1.7.

    Spoiler Alert, click show to read: 

    - decreased the experience that the unlocked units get from the buildings

    - Katana Samurai can now use "rapid_advance"
    - Loan Sword Ashigaru can be recruited at the castle buildings
    - unlocked these vanilla units in the single player custom battle and in the campaign

    "Inf_Sword_Samurai_Retainers"
    "Inf_Heavy_Onna_Bushi"


    Both units are recruitable at the castle buildings and have an unit limit.

    - unlocked these vanilla ships in the single player custom battle and in the campaign

    "Galleon_The_Black_Ship"
    "Galleon_Caravel"
    "Trade_Ship_Red_Seal_Ship"
    "Trade_Ship_Trade_Ship"
    "Trade_Ship_Wako_Trade_Ship"


    The recruitment of these ships in the campaign is the same as in vanilla. I will look which ports CA assigned to these ships.

    - included the "aum_units" table which optimizes the recruitment limits of these units below. This will prevent the CAI to spam these units.
    "Inf_Sword_Samurai_Retainers"
    "Inf_Heavy_Onna_Bushi"
    "Inf_Spear_Yari_Ronin"
    "Inf_Sword_Katana_Ronin"
    "Inf_Sword_Katana_Wako"
    "Inf_Missile_Bow_Wako"

    Unfortunately I found a problem in the custom battle screen during my tests last evening. I unlocked two vanilla units and then I saw that there is a problem in the custom battle and Avatar recruitment queue.
    Spoiler Alert, click show to read: 

    Samurai Retainers and Onna Bushi
    Spoiler Alert, click show to read: 
    Good that CA included a scroll bar in the recruitment queue of the campaign because it was highly missed in ETW/NTW.

    UNIT LIMIT IN THE UI RECRUITMENT QUEUE
    http://www.twcenter.net/forums/showthread.php?t=255974



    But they didn't include a scroll bar in the custom battle or Avatar screen.



    The unlocked Samurai Retainers are hidden on the right side of the Onna Bushi unit. It's possible to click on it. But if another unlocked or custom unit is added to the same row, then it can't be clicked anymore.

    I will post this problem in the bug thread too.

    Cheers
    Swiss Halberdier

  10. #210
    SonOfCrusader76's Avatar Ronin
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Yep, I'm getting the units recruited by the AI now. One thing though: Ronin. If you can recruit them, don't they just become ordinary Samurai? Shame there are no mercenaries in this game, as Ronin make perfect mercenaries.

  11. #211
    Ashigaru
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Unit limits are coming? Oh dear. Well, hopefully the PFM gets the ability to edit files sometime soon so I can edit those out. Good work on everything else though!
    The Monks of Cool, whose tiny and exclusive monastery is hidden in a really cool and laid-back valley in the lower Ramtops, have a passing-out test for a novice. He is taken into a room full of all types of clothing and asked: Yo, my son, which of these is the most stylish thing to wear? And the correct answer is: Hey, whatever I select.
    -- (Terry Pratchett, Lords and Ladies)

  12. #212
    Frei's Avatar Shashu
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    I love this mod and the work you do, however, it really kind of throws the balance out of whack especially with how the AI prioritizes recruitment. It also makes a few normal units obsolete when you can recruit, for example, wako katana units who are just about as good as samurai. Ronin also have low upkeep for how ridiculously good they are.

    I'm looking forward to further updates, hopefully you will take some steps towards balancing things. Thank you for your work.

  13. #213
    Ashigaru
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    I found the issue was another mod I had running all is well thanks for the awesome mod Swiss!

  14. #214
    Swiss Halberdier's Avatar Fight for your right!
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Quote Originally Posted by rebirthofman View Post
    I found the issue was another mod I had running all is well thanks for the awesome mod Swiss!
    Good that you solved the problem and thanks for your nice words Rebirth!

    Quote Originally Posted by SonOfCrusader76 View Post
    Yep, I'm getting the units recruited by the AI now. One thing though: Ronin. If you can recruit them, don't they just become ordinary Samurai? Shame there are no mercenaries in this game, as Ronin make perfect mercenaries.
    Hello SoC, I will add mercenaries as custom units later.

    Quote Originally Posted by Metallikat View Post
    Unit limits are coming? Oh dear. Well, hopefully the PFM gets the ability to edit files sometime soon so I can edit those out. Good work on everything else though!
    Hello Metallikat, yes this issue in the recruitment queue of the custom battle screen is really a very bad thing for all mods which unlock vanilla units or add custom units.

    Quote Originally Posted by Frei View Post
    I love this mod and the work you do, however, it really kind of throws the balance out of whack especially with how the AI prioritizes recruitment. It also makes a few normal units obsolete when you can recruit, for example, wako katana units who are just about as good as samurai. Ronin also have low upkeep for how ridiculously good they are.
    I'm looking forward to further updates, hopefully you will take some steps towards balancing things. Thank you for your work.
    Thanks a lot for your nice words about my work! Yes I will balance the unlocked units as I wrote in my post above.

    AUM-SHO 1.7 will include the "aum_units" table which optimizes the recruitment limits of the related units. This will prevent the CAI to spam these units.

    Here are some pictures of LuckyLewis from my latest beta. Thanks a lot my friend and +rep for your work!

    Spoiler Alert, click show to read: 

    The Black Ship

    unlocked in the custom battle and campaign
    Spoiler Alert, click show to read: 

    Nanban trade ship

    unlocked in the
    custom battle (already exists in vanilla campaign)
    Spoiler Alert, click show to read: 

    Red Seal trade ship

    unlocked in the custom battle (already exists in vanilla campaign)
    Spoiler Alert, click show to read: 

    Trade Ship

    unlocked in the custom battle (already exists in vanilla campaign)
    Spoiler Alert, click show to read: 

    Wako Medium Bune

    unlocked in the custom battle
    Spoiler Alert, click show to read: 

    Wako Trade Ship

    unlocked in the custom battle
    Spoiler Alert, click show to read: 

  15. #215
    Shisai
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Can I download beta?

  16. #216
    Andre J. Jassoch's Avatar Taihō no heishi
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    I never stop wonder how a couple of small things can mean so much.Once again good job on this mod.Sir,i take my hat off.Go on with doing this,let the force be with you. Cau

  17. #217
    Murakawa
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Thank you for the Update!!
    Is there any possibility of a playable takeda great guard in SP?

  18. #218
    panzerschreck's Avatar Mapper
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    great, expexting 1.7!

  19. #219
    mattebubben's Avatar Kihei
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    dont know if this has been asked before but is this compatible with Darthmod?

  20. #220
    KaMy's Avatar Aoba
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    Default Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

    Quote Originally Posted by Swiss Halberdier View Post
    Changelog 1.7
    Nice to see that you consider people advices / request / whatever so much in consideration and to continue to work like that on this.

    Some quick question though:

    When you say that Loan Sword Ashigaru are recruitable in the castle you only mean the building (who's a fort at lvl1) or do you actually mean the Castle who's the 3rd upgrade of the fort (not intending to be a pain in the ass just to know what's what).

    Same question for the the Samurai Retainers & the Onna Bushi plus two.

    Is the limit fixed at X or is it dependent of the number of town you've got under control ?

    Some personal thoughts:

    IMHO Onna Bushi should only be avalaible from Castle (3rd upgrade) while Samurai Retainers & Loan Sword Ashigaru should be directly avalaible in the Fort. Samurai Retainer & Onna Bushi should see their limitation follow the number of town you own, so 1 of each for 1 town, 2 for 2 etcetc (while keeping the fact that Onna Bushi can't be trained if your town isn't a Castle or Citadel).

    PS: You could even set the Onna Bushi limitation at 2 for 1 in the Castle and at 3 or 4 for 1 in the Citadel to compensate the need of an advance building.
    Last edited by KaMy; April 02, 2011 at 08:25 AM.

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