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Thread: Making Factions Playable - Problem

  1. #21
    GasMask's Avatar Jū kihei
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    Default Re: Making Factions Playable - Problem

    I think CA did this for a reason so you cant unlock all the factions maybe a later DLC .

  2. #22
    Murakawa
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    Default Re: Making Factions Playable - Problem

    I suppose that all factions can be available only if correct it in files - shogun2.dll and awesomium.dll 'cause LE does not have hattori & CE has this one.

  3. #23
    wis's Avatar Supai
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    Default Re: Making Factions Playable - Problem

    Well nobody said the Hattori clan couldn't be modded out and exchanged with a historical faction without any of the dlc units and bonuses. The correct faction should be Iga Sokoku Ikki - The Iga "republic.
    Proud member since 2008.

  4. #24
    Ikko-Ikki
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    Default Re: Making Factions Playable - Problem

    Not that I'm bothering to advocate it, but it's possible to give the Hattori bonuses to any other clan with a simple script. An Iga mod seems appropriate. :>

  5. #25
    Dogmeat's Avatar Shuei
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    Default Re: Making Factions Playable - Problem

    im pretty sure CA will unlock the pre order clans at some later date - since this is what they did with Empires pre order units. So patience will prob solve the Hatori issue.

    Btw im not a big fan of locking up bits of the game to turn into promotional devices but it seems all the rage these days. But since they do us modders just got to respect that fact an work around it. (ie not cause grief for CA from there publishers at SEGA)

    Hopefully in the future quality developers like CA will manage to convince those responcible that often such offers often cause more grief than accolades and that the fan base is solid enough an will buy there games anyway - so giving em all the whole game has to offer would be more equitable.

    Id argue a hell of alot more pple buy TW' games due to its moddability rather than promotional pre orders.

    So if CA ever has to choose between the two my money wd be on the moddin side.

    just my 2 cents on it all.

  6. #26
    Wimmer
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    Default Re: Making Factions Playable - Problem

    damn so it might not be possible to add new factions without altering the exe?

  7. #27
    madrush's Avatar Sōkō no yari
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    Default Re: Making Factions Playable - Problem

    hmmmm so does this issue both affect th campaign or CB or does it both? id like to see the euros

  8. #28
    Gurluas's Avatar Kabe difendā
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    Default Re: Making Factions Playable - Problem

    Same here...I really want to play as the europeans.

  9. #29
    smoesville's Avatar Baitai kihei
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    Default Re: Making Factions Playable - Problem

    But do the europeans exist as a proper nation? They don't own any land or cities. I would like to see the hattori replaced by an Iga republic, as it is i hunt them to extinction every time. Aside from that just making the rest of the landed factions would be cool. After all if that can be done it would take less time then remaking a faction (hattori) or modding others so they can be used properly (wako, europeans).
    That Which is Written, Survives|The Last Kingdom |Uí Néill Faction Submod

  10. #30
    madrush's Avatar Sōkō no yari
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    Default Re: Making Factions Playable - Problem

    noooooo not yhe hattori, i like em, trash the shoni or the ida, theyre annoying anyway

  11. #31
    Yoshihara
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    Default Re: Making Factions Playable - Problem

    I just want to be able to play as the ikko ikki. March across the lands, spreading the true word! START THE REVOLUTION!

  12. #32
    Kirā
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    Default Re: Making Factions Playable - Problem

    yeah ikko ikki should have been playable as well as the hattori since they are both different and give steam achievements for killing them.

  13. #33
    Yoshihara
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    Default Re: Making Factions Playable - Problem

    Some people are apparently working on allowing the player to use their custom Avatar in the SP campaign.

    I imagine since the Hattori are not historical, that would be the perfect place to put the custom players Avatar clan.

  14. #34
    Hohenlohe's Avatar Yoshihara
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    Default Re: Making Factions Playable - Problem

    I think that the position of the twcenter staff is very right. CA owns all legal rights to this game and we should respect this.
    I would even suggest to ask CA if they are definitely not planning to introduce new factions like the Wakou, the European Traders and the Ashikaga into the game as DLC. SO if this is not planned I would suggest that some modders should get the information how they could enable playing these factions because there seems to be some limitations. If we will be able to enable these factions I suggest that we give one island each to one of these two factions(Wakou/European), perhaps the northern island aka Tanegashima to the Europeans and the southern island where a trading post is positioned to the Wakou. If possible the related islands should be slightly enlarged.
    The related trading posts should be repositioned to a newly created island in the southeast in the case of the southern one and to a small continental area in case of the Northern island, so it will be enough space to place the new faction islands.

    I would suggest that the European Traders would start with good relations to the Bessho and Shimazu christian factions. They should have the Jesuits as kind of monks. Some related Nanban Ashigaru Units and only some limited Samurai units. Some limited European units and only very limited Aventuro elite Units. Related to history there were no great numbers of Europeans in that area in that time perhaps only in the Philippines. Therefore I would add some Nanban Asian Militia(Philippinos) equipped with Spears or Pikes with lower statistics than an Ashigaru unit in terms of aatack, but a good morale due to their faith and some good defence.
    I would even add a Nanban Militia Cavalry with Spears with lower statistics than the Japanes one and equivalent to the Japanese Light Cavalry.

    The Wakou should have most of the Japanes ships available but additionally they should have chinese-type Trader Junks and especially for this faction chinese-type War Junks like Light War Junk, Cannon Junk, Big War Junk( euqivalent to the Nanban Trade Ships) and the very best like the Black Ship the Wakou should get "The Great War Junk" limited to maximum THREE SHIPS and only buildable in a province with Naval Building speciality.
    The Wakou should have good relations to the Mori and Sagara and the Miyoshi.
    With the Wakou ingame you should get a new diplomatic option the privateering in which you pay the Wakou for blocking enemy trade routes and ports with their fleets but you should need to send hostages for that to the Wakou. And if you are doing so these hostages would gain some small traits in this case like "Seafighter" (plus +1 sea attack) or Seaman (+10% sea movement) and "Friend of Merchants" (+5% trade income and city wealth if in a city as a General or +10% if becoming the Daimyo)...
    The Wakou should have access only to Ashigaru Units and no Cavalry available without Horse speciality because they are more ocean-oriented. But they should have two extra buildings available - the Chinese Trade Post and the European Trade post and with these buildings they should gain access to cannons and lockguns and cannon ships but with lower statistics for the affiliated units. So with the european trade you get the lockgun ashigarus and the cannons in around four turns and with the usual statistics and with the chinese ones in two turns with lower statistics but slightly higher numbers. And with the Chinese Trading post you should have access to Chinese Spear and Crossbow Militia as Wakou.

    The Wakou should get some special samurailike units like the Wakou Sailors- a good Bow Unit - and the Wakou Pirates - a Naginata unit - and the Wakou Officers - a good Katana Unit. The Wakou should get on the highest building level instead of the usual Hero units something like the Wakou Bow Captain, Wakou Spear Captain and the Wakou Katana Captain. So they will have something similar to the Samurai.

    And I would suggest that all factions should have access to Japanes Mercenaries - the Ronin. I think this could be possible with the Merchant Guild building added to a spear, a bow and a sword and a cavalry building. So it is limited somehow. Therefore you can hire Ronin Bow Samurai, Ronin Yari Samurai, Ronin Katana Samurai, Ronin Naginata Samurai, Ronin No-Dachi Samurai, eventually Ronin Musket(or Lockgun) Samurai and only Ronin Katana Cavalry and Ronin Bow Cavalry. I would even limit the Numbers of possible Ronin units to each faction but the Wakou.

    In case of buildings I would suggest to add the Legendary Great Citadel to the building chain additionally to epic architecture but it should be only possible if you will fullfill some prerequisites like Temple Complex, highest Market building, legendary Temple building and third tier weapon buildings(minimum two of them), so you can start the building. The first clan which builds this first should gain two special Units - a legendary Naginata Warrior Monk(look at Japanes History for the Name) and the Legendary Katana Hero Miyamoto Musashi. Additionally the affiliated Daimyo should gain some decent personal fame increase. His Generals and Heirs should gain more loyality, better morale for all units, better defence and combat values, better influence on the battlefield with an improvement for rallying troops.
    All other clans could therefore build only a Great Citadel with only a slightly improvement for their values. The clan which builds the Legendary Citadel should gain the possibility to recruit up to four Hero units of each kind and all other clans should be limited to two. The European faction should get only one Hero unit of each kind.
    The socalled Legendary Clan should additionally have the chance to build a legendary Koshi Ninja Unit - called "Sennin"(japanese for Demons) with very good statistics and the Speciality being always in the Shadows and creating Great Fear for the enemy if they leave the Shadows (their unit size should be limited to 12) but the only units they must fear should be enemy Hero units and enemy level five generals with a new skill( the "True Warrior Hero" which should improve personal attack, defence and morale and assault boni for the Generals' Lifeguard in maximum three steps)- in case of the Hattori clan and an additional Legendary Hero battlefield unit - the legendary Hattori Hanzo which the Hattori Clan can only build together with the Legendary Citadel in IGA.

    The Legendary Great Citadel should give the successful Clan seven building slots and all other clans only six slots. So you will have more possibilities. And additionally with this building you should gain a higher Number of Garrison Units available added to a Castle even if a whole Army is inside. And all Clan Generals and Samurai units should gain some additional three morale points due to this legendary building.

    This are sofar my personal ideas for an advanced Mod and you should feel yourself free to implement this ideas in your Mods with my permission. But I will not accept stealing my ideas and making money with them...even if someone mention that this was still planned...

    heartful greetings

    Hohenlohe
    Last edited by Hohenlohe; March 25, 2011 at 05:45 AM.
    I think that I am still living in the wrong timeline...

  15. #35
    madrush's Avatar Sōkō no yari
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    Default Re: Making Factions Playable - Problem

    omg, mate, r u bored or have just that much time on yer hands? lol

  16. #36
    Darius0101's Avatar Kabe difendā
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    Default Re: Making Factions Playable - Problem

    Seems he went off on one lol :p

  17. #37
    Yoshihara
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    Default Re: Making Factions Playable - Problem

    Quote Originally Posted by ♔MASK OF GAS♔ View Post
    I think CA did this for a reason so you cant unlock all the factions maybe a later DLC .
    Oh please let that be so!

    I really love it when I buy a game, but half of it is disabled or cut out so it can be released as DLC.

    I just love giving EA my money when they do that. Oh wait, I don't!

  18. #38
    Hohenlohe's Avatar Yoshihara
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    Default Re: Making Factions Playable - Problem

    Hey, dear fellows, I am simply enthusiastic in some manners because of the good playability of S2TW. You should imagine that they had banned my old account on the original TW-forum for simply and politely do some critics on their release behaviour and such else. I promised them that if they would not change this company politics they will be lost...*grin* And only a return to the old basics will be helpful. Now they show us that they can do it the right way again.

    As someone who loves good historic strategy wargames I love anything about Japan, China, Rome and medieval Europe or Middle East. And now I am happy to play the role of a japanese Daimyo. This game remembers me to the old days of KOEI as they had released in the early Nineties their famous Nobunagas Ambition II which I played with great joy. Sadly that the latest versions of this game are not available in English. Perhaps I should learn Mandarin to get the possibility to play Nobunagas Ambition X or such else.

    greetings

    Hohenlohe
    I think that I am still living in the wrong timeline...

  19. #39
    Gurluas's Avatar Kabe difendā
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    Default Re: Making Factions Playable - Problem

    So any progress on this?
    We could use a tutorial workaround if necessary like we did in the demo?

  20. #40
    ♛☧Priscilla☧♛'s Avatar Taihō no heishi
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    Default Re: Making Factions Playable - Problem

    I can't wait to play ashikaga... papal states nostalgia xD




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