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.
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.
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!
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?
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.
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.
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.
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.
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.
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.
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
Thanks for your quick reply
but thats terrible news
Thanks for your time
aZmoDen.
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