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Thread: Feedback, Suggestions and Requests

  1. #1
    Radious's Avatar I came, I saw, I modded
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    Icon5 Feedback, Suggestions and Requests

    Post here your ideas for future updates, experience with any of my mods, suggestions or any request you have.

    All will be noted, read and considered.
    Last edited by Radious; June 13, 2011 at 02:42 AM.

  2. #2
    Murakawa
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    Default Re: Feedback, Suggestions and Requests

    Hi Radious, love your mods! Have you thought about having a campaign start date/end date change. I think it might be interesting to start with the "famous daimyo" (Nobunaga, etc.) and reflect 1560's clan possessions. I think this has been talked about on other threads but I'm not sure anybody's done. Just a thought!

  3. #3
    Radious's Avatar I came, I saw, I modded
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by proconsulofasia View Post
    Hi Radious, love your mods! Have you thought about having a campaign start date/end date change. I think it might be interesting to start with the "famous daimyo" (Nobunaga, etc.) and reflect 1560's clan possessions. I think this has been talked about on other threads but I'm not sure anybody's done. Just a thought!

    Hello Sir,

    you mean make campaign time longer? I always thought that time for campaign is unlimited, just till 1600 you must complete objectives. I will look and see what be done about this.

  4. #4
    Murakawa
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    Default Re: Feedback, Suggestions and Requests

    Hmm, you may be right about being able to go beyond 1600, that's just the cut off date for the objectives. I do wonder if there's an easy way to start as the notable Daimyo though?

  5. #5
    Radious's Avatar I came, I saw, I modded
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    Default Re: Feedback, Suggestions and Requests

    I want to ask, should i add to my Diplomacy mod (changing esf and scripts files there) increased campaign length and 12 turns per year? I know many of you using this and its not compatible with my version since i am now working with same files, so if you prefer that i can add these 2 things aswell. 12 turns most probably not since i would have to rework many stuff to be properly compatible, but extend campaign length is possible.
    Last edited by Radious; June 11, 2011 at 06:55 AM.

  6. #6
    night_0wl's Avatar Yari-hei
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by Radious View Post
    I want to ask, should i add to my Diplomacy mod (changing esf and scripts files there) increased campaign length and 12 turns per year? I know many of you using this and its not compatible with my version since i am now working with same files, so if you prefer that i can add these 2 things aswell. 12 turns most probably not since i would have to rework many stuff to be properly compatible, but extend campaign length is possible.
    id say dont change it, or at least make it as usual.....a choice for peeps mate, cos imo theres more than enough time with 4 turns per year and the current end date, to easily take the whole map... and i wouldnt say i play at a frantic pace, just that its TOTAL WAR, not total peace for 20 years or something!

  7. #7
    Radious's Avatar I came, I saw, I modded
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by night_0wl View Post
    id say dont change it, or at least make it as usual.....a choice for peeps mate, cos imo theres more than enough time with 4 turns per year and the current end date, to easily take the whole map... and i wouldnt say i play at a frantic pace, just that its TOTAL WAR, not total peace for 20 years or something!

    Nothing is final, will do some tests, 12 turns per year i wont do most probably, since its not fitting to my mods, extended time i will try, it will have no effect on those who can manage to complete campaign faster, but slower players can have bit more time for objectives.

  8. #8
    Murakawa
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by Radious View Post
    I want to ask, should i add to my Diplomacy mod (changing esf and scripts files there) increased campaign length and 12 turns per year? I know many of you using this and its not compatible with my version since i am now working with same files, so if you prefer that i can add these 2 things aswell. 12 turns most probably not since i would have to rework many stuff to be properly compatible, but extend campaign length is possible.
    Uh, I use the turn mod and your mods and it works for me.
    Yes I think you should add a version with that feature in; while playing on Legendary/VH the little time is barely enough to conquer and secure a quarter of japan.

  9. #9
    Radious's Avatar I came, I saw, I modded
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by The Raven. View Post
    Uh, I use the turn mod and your mods and it works for me.
    Yes I think you should add a version with that feature in; while playing on Legendary/VH the little time is barely enough to conquer and secure a quarter of japan.

    You sure that you use V4,V5 or V6? Since these versions changing esf and script files. I dont see the possibility they could work together.

  10. #10
    Murakawa
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by Radious View Post
    You sure that you use V4,V5 or V6? Since these versions changing esf and script files. I dont see the possibility they could work together.
    Well fortunately all of your great mods save the recent 3 Diplomacy versions are compatible with Monthly Turn Mod+Extended Years as they don't change startpos.esf; even those versions work if you simply delete the startpos from the mod.
    Those last versions indeed change valuable stuff (it's nice to see main clans having higher chances to survive) so if you included monthly turn in a new Diplomacy version that also include your startpos' data it would be epic.

    The main reason I need monthly turn is that you simply can't take and defend 60 provinces from the Legendary CAI in the little time provided by vanilla, unless you obsessively rush like a mad but I prefer a more laid-back gameplay.

    By looking at the file it would be a good amount of work, though.

  11. #11
    Radious's Avatar I came, I saw, I modded
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    Default Re: Feedback, Suggestions and Requests

    I am working on big diplomacy/campaign update, but so many changes i am trying to add comes with even larger amount of problems which i am killing right now and doing deep testing. It should bring some proper juice and variety to campaigns, extend time, boost 11 playable clans to give them bigger chance to surive and much more.

  12. #12
    Murakawa
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by Radious View Post
    I am working on big diplomacy/campaign update, but so many changes i am trying to add comes with even larger amount of problems which i am killing right now and doing deep testing. It should bring some proper juice and variety to campaigns, extend time, boost 11 playable clans to give them bigger chance to surive and much more.
    Nice to know Radious.

    Btw what makes your mods better than others is that you don't pack everything in one mod but you put every change in a minimod: in this way you manage to satisfy the needs and playstyle of different players without forcing them to also take mods they might not like with the whole package.
    Your mods are quite versatile, I hope you stick to this winning method sir.

  13. #13
    Radious's Avatar I came, I saw, I modded
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by The Raven. View Post
    Nice to know Radious.

    Btw what makes your mods better than others is that you don't pack everything in one mod but you put every change in a minimod: in this way you manage to satisfy the needs and playstyle of different players without forcing them to also take mods they might not like with the whole package.
    Your mods are quite versatile, I hope you stick to this winning method sir.
    Until i am able to update all of them i am planning to stick with this style. But i will offer hopefully next week full overhaul aswell for those who likes one big package.

  14. #14
    Murakawa
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    Default Re: Feedback, Suggestions and Requests

    Would it be possible to make Generals recruitable?
    With an high cost like 3k each and a limit of 4-5 of them.

    The point is getting new generals to refill your units when the enemies decide to mass-assassin your generals.

    Plus it would be something no one has done, not that I know at least.

  15. #15
    Aoba
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    Default Re: Feedback, Suggestions and Requests

    Could you make Naginata units stronger in auto resolve? They are great on the battlefield if you control them manually but fare horribly on autoresolve.

    For example I had 10 Naginata Monks (Uesugi) with morale and armor +8 upgrade vs rabble and lost a lot of those monks on autoresolve while I lost hardly any on manual combat.

  16. #16
    Radious's Avatar I came, I saw, I modded
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by ETWFan29 View Post
    Could you make Naginata units stronger in auto resolve? They are great on the battlefield if you control them manually but fare horribly on autoresolve.

    For example I had 10 Naginata Monks (Uesugi) with morale and armor +8 upgrade vs rabble and lost a lot of those monks on autoresolve while I lost hardly any on manual combat.

    I will check it, but in autoresolve there are not units types but unit classes, so only i can boost all heavy infantry.

  17. #17
    Radious's Avatar I came, I saw, I modded
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by The Raven. View Post
    Would it be possible to make Generals recruitable?
    With an high cost like 3k each and a limit of 4-5 of them.

    The point is getting new generals to refill your units when the enemies decide to mass-assassin your generals.

    Plus it would be something no one has done, not that I know at least.
    I dont think so this is possible without problems.

  18. #18
    Ikko-Ikki
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    Default Re: Feedback, Suggestions and Requests

    Howdy, i was wondering if it was possible to increase the castle build queue?
    One of your mods im using increases how many units a castle can build at once, but there is still a max of 6 slots i can fill before i have to add more.
    As it stands im building 4/6 units per turn, so if i forget what im doing or load a game from the night before i can overlook build queues. This is especially annoying when i have an 8 turn bonus to recruits and i forget to add units to the queue.

    On a more personal note im really enjoying quite a few mods youve created, from the farm / castle food and unit slot mod to the faster tech research one.
    Keep up the good work and well done on getting your own forum. I can finally bookmark this one and leave the rest alone.

    aZmoDen

  19. #19
    Radious's Avatar I came, I saw, I modded
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    Default Re: Feedback, Suggestions and Requests

    Quote Originally Posted by aZmoDen View Post
    Howdy, i was wondering if it was possible to increase the castle build queue?
    One of your mods im using increases how many units a castle can build at once, but there is still a max of 6 slots i can fill before i have to add more.
    As it stands im building 4/6 units per turn, so if i forget what im doing or load a game from the night before i can overlook build queues. This is especially annoying when i have an 8 turn bonus to recruits and i forget to add units to the queue.

    On a more personal note im really enjoying quite a few mods youve created, from the farm / castle food and unit slot mod to the faster tech research one.
    Keep up the good work and well done on getting your own forum. I can finally bookmark this one and leave the rest alone.

    aZmoDen
    Hello Sir,

    6 units for creation is limit which is hardcoded most probably so its not possible to change it. I tried add more slots but it didnt worked, 6 is strange number, no idea why CA decided for that, but its impossible to bypass this.

  20. #20
    Ikko-Ikki
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    Default Re: Feedback, Suggestions and Requests

    Thanks for your quick reply
    but thats terrible news

    Thanks for your time
    aZmoDen.

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