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Thread: Radious Stats Mod !!!! + (RotS and FotS versions)

  1. #121
    night_0wl's Avatar Yari-hei
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Quote Originally Posted by Radious View Post
    Yes, stats changes are fully save game compatible.
    thx for answer rad

    ok a suggestion, request, whatever you wanna call it, but dont you think cavalry are still major underpowered?? a case in point, a bunch of 3 xp bow samurai where shooting arrows at me, i used my yari cavalry to hit them full charge head on, and at the same time (or nearly) i used my katana cav to charge from rear, this imo, should decimate any bowmen and make then head for the hills, but nope... there was still about 70 something of them left (might be 80+ cant remember) and they proceed to fight......and fight and fight.......and kill nearly half my yari cav and 1/3 of my katanas...

    i mean bloomin heck that ridiculous isnt it? katana definately perform better than yari cav atm imo, much better, yaris are currently poor, and the charge on all cav just doesnt seem to have the kind of effect it should, i know when i used to mod (basics) RTW or M2TW i added weight to the cav and took some off the infantry cos no matter how high i set the charge, it just didnt have a particularly good effect (both games with mods i meant, not vanilla)

    so just wandering if you could PLEASE do another version sometime of - Radious_StatsV14 - Changed sizes of above mentioned units + 50% morale boost for all units + larger bonus to armor and defence + range units balance + cavalry balance + Yari Asigaru change + morale changes + additional rebalances + stronger generals+cav that are actually useful & maybe an extra 2 armor for most units as archers still overpowered imo (the armor bit is prob too time consuming, so ignore me on that one! )

    oh and after approx 15 hrs play now, with all your tweaks and mods rad, much more enjoyable and LESS frustrating experience, so thanks again! (will leave more feedback after my campaign)
    Last edited by night_0wl; May 06, 2011 at 04:03 AM.

  2. #122
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Quote Originally Posted by night_0wl View Post
    thx for answer rad

    ok a suggestion, request, whatever you wanna call it, but dont you think cavalry are still major underpowered?? a case in point, a bunch of 3 xp bow samurai where shooting arrows at me, i used my yari cavalry to hit them full charge head on, and at the same time (or nearly) i used my katana cav to charge from rear, this imo, should decimate any bowmen and make then head for the hills, but nope... there was still about 70 something of them left (might be 80+ cant remember) and they proceed to fight......and fight and fight.......and kill nearly half my yari cav and 1/3 of my katanas...

    i mean bloomin heck that ridiculous isnt it? katana definately perform better than yari cav atm imo, much better, yaris are currently poor, and the charge on all cav just doesnt seem to have the kind of effect it should, i know when i used to mod (basics) RTW or M2TW i added weight to the cav and took some off the infantry cos no matter how high i set the charge, it just didnt have a particularly good effect (both games with mods i meant, not vanilla)

    so just wandering if you could PLEASE do another version sometime of - Radious_StatsV14 - Changed sizes of above mentioned units + 50% morale boost for all units + larger bonus to armor and defence + range units balance + cavalry balance + Yari Asigaru change + morale changes + additional rebalances + stronger generals+cav that are actually useful & maybe an extra 2 armor for most units as archers still overpowered imo (the armor bit is prob too time consuming, so ignore me on that one! )

    oh and after approx 15 hrs play now, with all your tweaks and mods rad, much more enjoyable and LESS frustrating experience, so thanks again! (will leave more feedback after my campaign)
    Hello Sir,

    i am planning to update some stats bit more, make some balance changes. Katana Calry is strong enough and Yari Cavalry is made for charges and Anti-Cavalry fight. I can change masses, weight of the units aswell in battle_entities but i do not know what those files exactly doing and only person who probably knows that - Darth said he will update info about it one day (when gods knows...). So i do not want to change something if i do not know what it will do, but i guess i will need to make some tests, since i will not get answers otherwise.

    So yes, changes and further balance is planned, just waiting for the patch, which will probably ruins all the mods......so all will have to be reworked.

  3. #123
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    This mod will need tweaking according to changelog after patch which will be released on monday. I will try to update it as soon as possible. After that i will start working on new versions, adding new stuff, etc as always.

  4. #124
    night_0wl's Avatar Yari-hei
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Quote Originally Posted by Radious View Post
    Hello Sir,

    i am planning to update some stats bit more, make some balance changes. Katana Calry is strong enough and Yari Cavalry is made for charges and Anti-Cavalry fight. I can change masses, weight of the units aswell in battle_entities but i do not know what those files exactly doing and only person who probably knows that - Darth said he will update info about it one day (when gods knows...). So i do not want to change something if i do not know what it will do, but i guess i will need to make some tests, since i will not get answers otherwise.

    So yes, changes and further balance is planned, just waiting for the patch, which will probably ruins all the mods......so all will have to be reworked.
    hi Rad, thx once again for answering
    as for changing the mass, well have you tried adding a bit to attack of most cav, and then maybe 50% to charge and see if they perform any better? as for changing the mass, yeah i can understand, S2TW isnt as easy to mod as RTW thats for sure!

    ok this patch on monday, means anyone with a current campaign, probably cant carry that campaign on with your current versions of mods? so the burning question for me is, how do i stop steam updating S2TW on monday? i know theres an option to right click on shogun2, and then go to properties, and set it to "dont automatically update" but it keeps screwing that up and refreshes/defaults to "automatically update this game" every time! grrrrrrrrrrrrrr
    im assuming as you're gonna have to rework your mods for compatibility's sake, it'll take a good few days?

  5. #125
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Mods should work without problems or most of them should, i just will need to add to those tabs new things and changes. I dont think patch will add completely new lines and tables so mods should work ok, but best would be to just wait on updates from me, i will try to release them as fast as possible.

  6. #126
    night_0wl's Avatar Yari-hei
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Quote Originally Posted by Radious View Post
    Mods should work without problems or most of them should, i just will need to add to those tabs new things and changes. I dont think patch will add completely new lines and tables so mods should work ok, but best would be to just wait on updates from me, i will try to release them as fast as possible.
    i swear you're psychic mate! an answer a couple of mins after the question, what next, answering my question before i ask it?

    ok cheers, i will try to have it NOT update on monday, so i can play if i choose, without any problems, and then wait on your fixes...

    oh, gotta say, enjoying my current campaign massively with your tweaks, but after 65hrs approx play, with my first campaign (Date) i had 0 ctd's/freezes etc... after 25 hours or so with all your tweaks, 8 ctd's or freezes, seems as if tho it was "region related" cos it happened all in 2 days a few days back... im NOT moaning just letting you know... probably coincidence anyway!

  7. #127
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Quote Originally Posted by night_0wl View Post
    i swear you're psychic mate! an answer a couple of mins after the question, what next, answering my question before i ask it?

    ok cheers, i will try to have it NOT update on monday, so i can play if i choose, without any problems, and then wait on your fixes...

    oh, gotta say, enjoying my current campaign massively with your tweaks, but after 65hrs approx play, with my first campaign (Date) i had 0 ctd's/freezes etc... after 25 hours or so with all your tweaks, 8 ctd's or freezes, seems as if tho it was "region related" cos it happened all in 2 days a few days back... im NOT moaning just letting you know... probably coincidence anyway!
    Could be anything, i played the game over 200 hours and didnt had single ctd during game (ofcourse few when i screwed something in mod during testing).

  8. #128
    night_0wl's Avatar Yari-hei
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Quote Originally Posted by Radious View Post
    Could be anything, i played the game over 200 hours and didnt had single ctd during game (ofcourse few when i screwed something in mod during testing).
    yeah i knew the game was really stable during my first campaign, which is why i was surprised it started crashing...

    ok im gonna have to find a way to stop the game updating, or just run it in offline mode, cos ive a feeling this patch is not gonna be save game compatible!
    cheers

  9. #129
    Lemure's Avatar Murakawa
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Good day, sir.
    First of all, thank you for doing a fantastic work with your mods. Your system of making a lot of small mods with lots of customization is fantastic and I absolutely love it. It's a lot better than the big mods with a limited customization since it allows us to tweak it the way we like it without changing the parts that we find already good.
    Now, I want to address a problem that I've encountered: non-routing kamikaze armies.
    I realize that you've boosted moral and other stats to make the battles last longer, but I feel that you did it a bit too well, especially when this mod is played on a higher difficulty with one of your other mods - the experience one.
    Higher levels of experience already provide a pretty nice bonus to morale of units. This, combined with your additional boost from this mod and a monk present leads to units having morale noticeably higher than 30, with a veteran elite troops being fairly insane. Generals also tend to survive way longer on the battlefield keeping the army morale high.
    Plus I do believe that AI is getting a morale and stat boost on higher difficulties.
    And then there are also various building and general boosts.
    All of this leads to two things:
    1. Morale attacks are practically useless. Arrows or matchlocks just don't have any sort of noticeable effect for me. Units can take a lot of fire and just pretend it never happened.
    2. Battles keep going even when one of the sides have long lost. Units just don't rout until they are more or less wiped out. And while this is very "samurai spirit" sort of stuff, it leads to a fairly weird "Unstoppable force - immovable object" battles sometimes or a very tedious mop up operations.
    I don't think the changes you did to defense are the main problem here, so I would like to request you to make an additional version of your mod that doesn't have a morale boost or at least has a less noticeable morale boost.

    Highlighted the important parts for time economy. I know I'm a very wordy person.

    Also, as a big powder fan, I'm interested Selahedîn's Improved Matchlock Infantry and I really like what he is doing, but since your mod already alters the matchlock infantry, I wonder if they will conflict somehow.

    Thank you for your attention.

  10. #130
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Quote Originally Posted by Lemure View Post
    Good day, sir.
    First of all, thank you for doing a fantastic work with your mods. Your system of making a lot of small mods with lots of customization is fantastic and I absolutely love it. It's a lot better than the big mods with a limited customization since it allows us to tweak it the way we like it without changing the parts that we find already good.
    Now, I want to address a problem that I've encountered: non-routing kamikaze armies.
    I realize that you've boosted moral and other stats to make the battles last longer, but I feel that you did it a bit too well, especially when this mod is played on a higher difficulty with one of your other mods - the experience one.
    Higher levels of experience already provide a pretty nice bonus to morale of units. This, combined with your additional boost from this mod and a monk present leads to units having morale noticeably higher than 30, with a veteran elite troops being fairly insane. Generals also tend to survive way longer on the battlefield keeping the army morale high.
    Plus I do believe that AI is getting a morale and stat boost on higher difficulties.
    And then there are also various building and general boosts.
    All of this leads to two things:
    1. Morale attacks are practically useless. Arrows or matchlocks just don't have any sort of noticeable effect for me. Units can take a lot of fire and just pretend it never happened.
    2. Battles keep going even when one of the sides have long lost. Units just don't rout until they are more or less wiped out. And while this is very "samurai spirit" sort of stuff, it leads to a fairly weird "Unstoppable force - immovable object" battles sometimes or a very tedious mop up operations.
    I don't think the changes you did to defense are the main problem here, so I would like to request you to make an additional version of your mod that doesn't have a morale boost or at least has a less noticeable morale boost.

    Highlighted the important parts for time economy. I know I'm a very wordy person.

    Also, as a big powder fan, I'm interested Selahedîn's Improved Matchlock Infantry and I really like what he is doing, but since your mod already alters the matchlock infantry, I wonder if they will conflict somehow.

    Thank you for your attention.

    Hello Sir,

    thank you for nice feedback. About the moral, its not so much the moral boost like the tweaking moral effects itself. I reduced some effects and supported others. Lets say it works like this - when squad is loosing troopers the effect on moral is bit smaller so each squad dont get scared way too often after loosing 20 - 50% of the man. But higher morale effects are from flank, rear, back attacks, when army is surounded by enemies. So if armies fighting face to face like a big long line on the battlefield, then rout later, but if you or AI make some more tactical moves you can make enemy rout much quicker. There is also limit for max casulties so it never happenes that army fight to last man, but usually when they reach 80% casulties they tend to run away. General effect on soldiers was actually reduced, so when he dies army does not start routing as it was in vanilla.

    I think its mostly balanced, if you doing well yo ugetting moral boosts, if you dying you getting moral lost, numbers are pretty well balanced, so bttle do not end in 2 minutes but do not last till the last man on the battlefiled.

    Ofcourse i am always open to suggestions and i am always balacing and changing so yes, i can make some more versions or change things a bit in upcomming releases.

  11. #131
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    Steam Group for fans and players: http://steamcommunity.com/groups/Radious_mods

    Feel free to join, ask questions, provide feedback or just mess around. I will update it regularly and post all news about my work.

    Enjoy.

  12. #132
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 2.5.2011)

    After patch report - I tested this mod and it works as it suppose to, no problems found, if anyone finds some issues please let me know.

    I will need to check new tables because there are suppose to be some changes, but right now latest patch5.pack is not moddable in PFM.

  13. #133
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 10.5.2011)

    Versions V14 and V15 updated:

    After patch there are some morale effects changed. Adapted both versions for that.
    Added support for upcomming DLC unit - Warrior Nuns.

    Enjoy.

  14. #134
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 10.5.2011)

    Versions V14 and V15 updated:

    Another update today

    Fixed small issues with recent patch + adapted all Ikko Ikki units.

    New fully working Ikko Ikki is already there, just we cannot play for it, but AI can as your oponent. They have special versions of all Asigaru units (more men per group, new skins and models, bit weaker)

    Now this is all adapted in my mod.

    I may upgrade older versions aswell, but since this is extremely time consuming primary work is on the latest and biggest versions.

    Enjoy.

  15. #135
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 10.5.2011)

    Done with testing, this mod is fully compatible with latest patch, there is no need to update tables. So i can continue on my work with improving and adding new stuff.

    I have some additional plans with cavalry, archers and other stuff which may need little tweaking and balancing.

  16. #136
    Lemure's Avatar Murakawa
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    Default Re: Radious Stats Mod !!!! (Updated 10.5.2011)

    Good day.
    I haven't been able to play with the latest version (no time to play the whole week) to see the changes made after patch, but I've played quite a bit with the older one, and I still find the whole morale thingy fairly weird at times.
    The biggest problem so far seems to be archers, the morale impact from arrows is basically inexistent at this point:
    http://cloud.steampowered.com/ugc/55...FF08D40285580/
    http://cloud.steampowered.com/ugc/55...663BE42519330/
    Archer squads basically duel to the death, even if they are being out-gunned 4 squads to 1.
    http://cloud.steampowered.com/ugc/55...6771BA994C194/
    Enemy infantry also doesn't seem to notice the whole "being shot at" thing.
    Melee fights seem to go better, but not much, troops are often being able to keep going even when totally overwhelmed from all directions
    http://cloud.steampowered.com/ugc/55...A2D0E1E560B44/

    All in all, I feel that units can handle way too much punish at this point, especially from the archers who are very good at killing stuff, but not so good at stopping it madly charging at them. Squads should really be somehow easier to break.

  17. #137
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 10.5.2011)

    Quote Originally Posted by Lemure View Post
    Good day.
    I haven't been able to play with the latest version (no time to play the whole week) to see the changes made after patch, but I've played quite a bit with the older one, and I still find the whole morale thingy fairly weird at times.
    The biggest problem so far seems to be archers, the morale impact from arrows is basically inexistent at this point:
    http://cloud.steampowered.com/ugc/55...FF08D40285580/
    http://cloud.steampowered.com/ugc/55...663BE42519330/
    Archer squads basically duel to the death, even if they are being out-gunned 4 squads to 1.
    http://cloud.steampowered.com/ugc/55...6771BA994C194/
    Enemy infantry also doesn't seem to notice the whole "being shot at" thing.
    Melee fights seem to go better, but not much, troops are often being able to keep going even when totally overwhelmed from all directions
    http://cloud.steampowered.com/ugc/55...A2D0E1E560B44/

    All in all, I feel that units can handle way too much punish at this point, especially from the archers who are very good at killing stuff, but not so good at stopping it madly charging at them. Squads should really be somehow easier to break.

    Hello Sir,

    thank you for feedback. My main goal was to make morale stronger so i lowered some effects, arrows do have impact on moral, but not so big. I dont really think that few voleys of arrows should break soldiers. Archers are powerfull, but not overpowered, for routing and morale hits are here Bow Monks and their special ability. Btw on your pics are Samurais - all of them are from vanilla imune to moral shocks. Brave soldiers, not scared chickens.

    I really hated how it was in vanilla, that almost everything made troopers rout as hell. Except Asigarus which rout faster, rest are train armies, proffesionals which should not break after taking some casulties. None squad fight to death (except heroes), which is good, but soldiers should handle more morale hits and fight longer. Routing is for cowards.

    I am planning to improve this mod with new versions, making some tests, morale changes aswell + something bigger, but that is suprise and must be properly tested

    Any feedback is always welcome.

  18. #138
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 10.5.2011)

    Updated first post info:

    This mod is fully compatible with latest Shogun 2 patch !!!!

  19. #139
    Radious's Avatar I came, I saw, I modded
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    Default Re: Radious Stats Mod !!!! (Updated 10.5.2011)

    I did some tests and mod works great after todays patch, no issues or crashes found.

  20. #140
    Ikko-Ikki
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    Default Re: Radious Stats Mod !!!! (Updated 10.5.2011)

    Hey mate, could you please realease a version with only the following:
    3. All units got +2 armor and +6 melee defence skill
    5. Rebalanced cavalry units
    8. Additional combat rebalances
    9. Stronger Generals

    Dont really like morale mods and i still prefer the normal 'multipurpose' (not very effective tho) yari ahsigaru. However, i really want to use the others!!
    it would be very much appreciated, thanks!


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