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Thread: DarthMod: Shogun v3.8-3.9 Feedback

  1. #121
    motiv-8's Avatar Hime
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    Default Re: DarthMod: Shogun v3.8 Feedback

    I only have vanilla Shogun 2 so I can only speak for the Sengoku campaign. 3.8 was welcome, playing as the Chokosabe I was really happy to see 1-turn recruiting for Samurai Archers again, so great job on finding that fix. Only two quirky things I've noticed in about 20-25 turns, apologies if they've been noted already

    1. The Bow Kabaya still plays rifle sounds when the archers shoot.

    2. This could be my fault or it could be a vanilla bug, I don't know. During the deployment phase of a siege battle, with myself defending, I placed archers on the walls. During the battle, when the enemy reached the walls, I ordered the archers to leave the walls and they didn't respond to the command for a good 30 seconds. Not a huge deal, I thought. But then I ordered my Yari Samurai and Ashigaru to man the walls and they absolutely would not, no matter what I did, even when the archers were completely gone. They responded to move commands within the castle grounds itself, but would not move at all when ordered to garrison the walls. As a result the enemy samurai got a free chance to scale the walls and enter the stronghold unmolested. This was extremely frustrating.

    Other than that I love it. Battles are a joy to watch, it's by far the best melee in any of your mods for any of the TW games, and I use your mods for RTW, BI, M2TW, ETW, NTW, and S2. I hope my feedback helps, keep up the good work.

    EDIT: Ugghhh, you'll probably have to disregard all the above. I didn't realize until afterwards that you recalled the 3.9 beta patch, and that's what I've been using. Might have something to do with it, I don't know.
    Last edited by motiv-8; April 13, 2012 at 10:05 PM.
    قرطاج يجب ان تدمر

  2. #122
    Ikko-Ikki
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    Default Re: DarthMod: Shogun v3.8 Feedback

    I think ammunition should be increased for all units, especially for units that use breech-loaders. 15 is too low for marines and other elites, few minutes of shooting and they're out of ammo.

  3. #123
    Shashu
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    Default Re: DarthMod: Shogun v3.8 Feedback

    Darth,could you make a sub mod which weaken or even remove the assassin and bribe ablity of agents??right now they are unbearble,i started war with every faction,was looking forward for some epic fight,but in one turn two of my general gets assassined,and one of my elite army gets bribed and destroyed,this is so lame.
    Last edited by libindi; April 14, 2012 at 06:05 AM.

  4. #124
    Lito's Avatar Shashu
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    Default Re: DarthMod: Shogun v3.8 Feedback

    Quote Originally Posted by libindi View Post
    Darth,could you make a sub mod which weaken or even remove the assassin and bribe ablity of agents??right now they are unbearble,i started war with every faction,was looking forward for some epic fight,but in one turn two of my general gets assassined,and one of my elite army gets bribed and destroyed,this is so lame.
    Thats why you use your agents to prevent that. And keeping loyal generals is also smart, so they can't get bribed.

  5. #125
    Shashu
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    Default Re: DarthMod: Shogun v3.8 Feedback

    Quote Originally Posted by Lito View Post
    Thats why you use your agents to prevent that. And keeping loyal generals is also smart, so they can't get bribed.
    They killed my general first,than they bribled my army

  6. #126
    Ikko-Ikki
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    Default Re: DarthMod: Shogun v3.8 Feedback

    Artillery is still fairly useless in the field. It still fails to hit the majority of the time. eg. I had 2 units of armstrongs at 58 accuracy that would land a shot about 1 in 8-10 shots. By the time the opposing army had crossed the entire field to my position they had inflicted so few casualties as to be basically worthless. Also arti seems to often ignore my commands and basically target whatever they like despite having LOS (I don't know if I am just imaging this aspect).

  7. #127
    Ikko-Ikki
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    Default Re: DarthMod: Shogun v3.8 Feedback

    Quote Originally Posted by Diegobah View Post
    Also arti seems to often ignore my commands and basically target whatever they like despite having LOS (I don't know if I am just imagining this aspect).
    had to fix spelling...where is edit post?

  8. #128
    Sukauto
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    Default Re: DarthMod: Shogun v3.8 Feedback

    Quote Originally Posted by Elitewolf View Post
    Partially right on both accounts.

    The various pictures show both bayonets and katana's being used, although katanas were used more often.

    And while it's easy to mod in the anticav bonus which a bayonet would give you, it's inmpossible to actually mod bayonets in. So you'd have line infantry fighting with katana but with a bonus vs cavalry.
    oh, i thought that adding entries in "dart_unit_to_unit_abilities_junctions -version 0" that give the unit names that you want to have bayonets a "plug_bayonets" and a "socket_bayonets" entry would do the job. i never tried it if it is that simple, i could be talking crap. i'll test it if i find time.

  9. #129
    Sukauto
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    Default Re: DarthMod: Shogun v3.8 Feedback

    tested, no it's not that simple. i guess one of the many "unknown" collums in "unit_stats_land_new- version 16" refers to units being able to use bayonets. dunno, i don't have access to napoleon or empire TW, so i can't tell how the bayonets are used there.

  10. #130
    Ikko-Ikki
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    Can anyone help me to get larger units? The largest unit size that I have been able to get is the one where you got 375 man yari ashigaru units. I got the impression that there are still bigger unit sizes like 500 yari ashigaru.

  11. #131
    Ikko-Ikki
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    Since 3.5 Clan retexture doesn't work for me -> original shogun 2

  12. #132
    Ishiyumi no shashu
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    Was the 1 turn recruitment for specialty units (and the not requiring additional buildings for ikko and uesugi monks) removed in the official 3.9 or did I mess up my installation?
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  13. #133
    Kirā
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    Is 3.9 save game compatible?
    Rome > Darthmod Med2:K > SS6.4, Rule_Brittania, Broken Crescent Empire > Empire Realism Napoleon > Darthmod Shogun 2 > True Samurai, [WIP] Mettle Blades and Skills

    Tired of changing steam Launcher options for Med 2/Kingdoms mods? use Kingdoms App Launcher

    Funniest Thread in Rome 2 history: The new "you got the sandals wrong" thread.

  14. #134
    Shashu
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    Quote Originally Posted by Gorhaax View Post
    Is 3.9 save game compatible?
    This - anyone got an answer?

  15. #135
    Ashigaru
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    I noticed a couple of bugs pretty quick. Only two I have noticed so far.

    I haven't really recreated it, however, didn't have this issue before the 3.9 Patch.

    The AI will go to the edge of the map, like they are going to try to flank you, subsequently half the army is squashed on the edge of the map trying to form a position. Then the 'AI' sits there, even if you are defending, and they are attacking you. (Land AI).

    Furthermore , after I un-grouped my Generals and Infantry and tried to regroup them, I couldn't get the Formation menu to open up on the left side of my screen by clicking the arrow. When I clicked the arrow, the Formation Menu (minimized in the side of the screen to the left) would simply disappear altogether and I couldnt create a new Battle formation. By the way, the reason i un-grouped them was because i couldnt click and drag 3 Units and set them on the battlefield because only one highlighted sector would show while the other 2 unit sectors were invisible. Usually Un-grouping the formation and grouping them back fixed this issue , which it did, however the new issue occured as stated above.

    This is on a fresh install of 3.4 and 3.9 patched directly over 3.4. Also a new Campaign, did not try it on an Old Campaign because i automatically assume incompatibility.
    Last edited by Milkyway12; April 14, 2012 at 04:05 PM.

  16. #136
    raistlinmajere8's Avatar Ishiyumi no shashu
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    I'm having horrible CAI experiences.....

    Currently playing a Choshu campaign, around turn 90 or so. Nagoaka has at least 6 stacks of gunships. ALL GUNSHIPS. The CAI does not know how to recruit anything but gunships for it's navy. Really quite annoying. Also, the CAI is ridiculous at diplomacy. I've been in a war with Satsuma for at least 25 turns. They are an Imperial faction, just like me. My relationship with them is something like +174. I offer them 35,000 koku and request peace, they decline every time.

    I've offered them 2,000 koku a turn for 25 turns and they declined my peace offer. I mean what the hell? Seriously? Same allegiance, +174 relationship status, and they wont even consider a peace treaty? After I've steamrolled their navy and cities with naval bombardments this entire time?

    Really just things that are making me want to go back to vanilla. Truly ridiculous behavior. H/H btw, the recommended settings for this mod.

  17. #137
    ulb's Avatar Yari-hei
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    3.9 - Fots :

    - had a CTD during a campaign (turn 3) battle, seems random.
    - had a couple of experience of very bad BAI : they where attacking, sent cavalry to die versus line infantry and then just stayed immobile until my attack.

  18. #138
    Ishiyumi no shashu
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    1. Unit upkeep is too high. Even with a huge civic focus having one large stack crushes income.
    2. Diplomacy makes no sense - Imperial factions refuse to ally with me, an Imperial faction, while the Shogunate factions are all allied, making it more difficult, and not really what was intended or realistic.
    3. Ship range should be increased, to a similar level of DM:Empire.

  19. #139
    Ashigaru
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    ULB - His experience is confirmed by me. However , i have not CTDed.

    Larkin - His experience is confirmed by me , even in 3.8 , the AI had 7 Stacks of Gun Boats sitting at my ports bombing them to hell and back and they destroyed a Full Stack of Ironclads and Marus. (Strongest ships in Game) 1 Full stack vs 3 of their stacks of gunboats and their one Ironclad. I was crushed (in 3.8). The upkeep is a bit expensive. The AI has 8 Units of full Samurai Units and Calvary, while i can only afford a single decent ship and 5 Line Infantry , even while having 6 Civic techs researched and one military tech. (This is without the Income Booster included in your mod - when i do use the Financial booster it just seems a bit TO much income and makes the game much more difficult due to the massive stacks of gun boats dominating your shores).

    I know i dont matter in a valued opinion. I am just stating that i have seen these issuies with 3.9 (except the CTD). I stopped at about turn 30 because of the AI sitting on the edge of the map , sort of was boring.

    Thanks for trying to fix the game though.
    Last edited by Milkyway12; April 14, 2012 at 04:38 PM.

  20. #140
    gastovski's Avatar Taihō no heishi
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    Default Re: DarthMod: Shogun v3.8-3.9 Feedback

    Should i play new campaign or this works with savegame?.

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