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Thread: DarthMod: Shogun v3.9-4.0 Feedback

  1. #321
    Plagiat_93's Avatar Kabe difendā
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Sorry, i forgot to say it in my last post: I use the DarthMod 4.0 - Version. And where the hell is the edit button in this forum??

  2. #322
    Anjin-San's Avatar Shisai
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Quote Originally Posted by Rectunator View Post
    Well now... started a new Choshu-campaign with the 4.0 And Within 20-30 turns everyone has turned to Shogun and I'm at war against all the clans in close proximity. This is getting a bit annoying. Come first winter and I started receiving declarations of war from all my neighbours, then my friends turned shogunate and immediately declared war. Now I'm just defending a single city against never ending tides of bombarding ships and sieging stacks.
    Seems like clans are really unreliable. I my campaign, the Fukuoka (my allies as imperial) first turned shogunate and then warred me, while several shogunate clans joined the imperium. They seem to flip quite easily.

  3. #323
    Yari-hei
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    In the bottom of the window called edit..................................................................... no way to many wines or is that wines to many in one way?
    OOOkkkay going to pass out now
    The best form of defence.....................is ATTACK

  4. #324
    Ishiyumi no shashu
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Quote Originally Posted by Plagiat_93 View Post
    Some pathfinding problems in my last battle. Is that fixable or is it caused from the vanilla game? I added a picture. It also was not possible to move the unit anymore and i also don't know why they are unsaddled Otherwise, of course awesome mod! Is there a possibility to play some other clans sometimes?
    Uhhh... That's an ability.

    You see that second ability from the right, the samurai sitting? On a cooldown timer? It's the "stand and fight" ability. It's a toggleable ability (you disable by clicking it again)

    Once activated the general and men will dismount. The men will form a square, the general will sit down in the middle on a chair, overseeing his men. It makes your general vulnerable and disables all abilities (except stand and fight, clicking it again will disable it)
    It increases your general's aura of influence. Al soldiers within the abilities' range will gain increased melee attack, defence and reload speed.
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  5. #325
    Plagiat_93's Avatar Kabe difendā
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Uhhh... That's an ability.

    You see that second ability from the right, the samurai sitting? On a cooldown timer? It's the "stand and fight" ability. It's a toggleable ability (you disable by clicking it again)

    Once activated the general and men will dismount. The men will form a square, the general will sit down in the middle on a chair, overseeing his men. It makes your general vulnerable and disables all abilities (except stand and fight, clicking it again will disable it)
    It increases your general's aura of influence. Al soldiers within the abilities' range will gain increased melee attack, defence and reload speed.


    Sorry for my stupidity, i didn't know that before...
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    Last edited by Plagiat_93; May 06, 2012 at 09:32 AM.

  6. #326
    Lito's Avatar Shashu
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Any chance to make AI use less ships or maybe an option to toggle that they dont build them at all..

    Cause I cant unblock it already for 150 turns.. all of those are enemies..

    EDIT: Ehh, went the easy way and took all Japan by land...
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    Last edited by Lito; May 06, 2012 at 04:10 PM.

  7. #327
    Rectunator's Avatar Kabe difendā
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Well the light infantry is useful again, that's a plus. Sharpshooters are finally good as a second line of infantry on higher ground behind the main line.

  8. #328
    Shashu
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    I feel that bow kachi are too accurate,they seem to have homing arrows

  9. #329
    Anjin-San's Avatar Shisai
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Quote Originally Posted by Chees3 View Post
    I feel that bow kachi are too accurate,they seem to have homing arrows
    Yes, they are very powerful, noticed that too. Wouldn't call it imbalanced yet, though. I think they are supposed to be superior to line infantry right? With default kneel fire they are inferior anyways.

  10. #330
    Marku's Avatar Chugen
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    bow infantry are really accurate i agree, anyone else getting fps drops in darth mod 4.0?

    certain AI clans are expanding way too fast i'd say too.




  11. #331
    Ikko-Ikki
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    I have been reading TWC forums for a long time, getting all the news and mod info etc., but hadn't registered yet till now.

    Now I decided I have to do this finally. I have been enjoying DarthMod modifications for too long by now to not say thanks to Darth for the wonderful work he is doing.

    When Empire: TW came out, I was initially very excited, but soon lost the interest in it, it didn't turn out the way I had expected it to be. So much things could have been done better.
    Then, nearly year later, I picked it up again with DarthMod. And wow. For me it felt like receiving a new game. It seemed to be just like I expected it to be from the start. This changed my opinion of ETW totally, cause with DarthMod it is an amazing game not a poor one. I did my longest campaign with the mod, from 1700 till 1850.

    For Shogun 2 I only noticed DarthMod when I had already completed several campaigns on Legendary and was done with it for time being.
    But when FoTS came out, I started looking for DarrthMod early, cause I knew CA will not handle well a game based on guns by itself. But to be honest, the balance in vanilla FoTS is way better than I expected, have to give some credit to them.
    I was waiting for the DarthMod Shogun 2 to change enough features for FoTS to be worth picking up. now by version 4.0 is obvious I need it, installed it few hours ago
    I haven't started my new campaign yet, but from the custom battles I did, the balance seems great. It is a completely new feel, just like with Darthmod for ETW. I had battles where infatry and cavalry struggled against each other for a long time, cavalry charging repeatedly in and out and infantry trying to scare them off by firing some shots whenever it has chance. In vanilla such fight would be over in seconds one way or another.

    So anyway, thanks for all the amazing work.
    And sorry for any grammar errors, english is not my native language.

  12. #332
    Democratiya's Avatar Ashigaru
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Since installing 4.0 my line infantry units all seem to move about randomly and never shoot! Very frustrating if somewhat amusing.

  13. #333
    Taihō no heishi
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Yeah I'd definitely agree, bow units are very very strong. I think, 1v1 they would always win against standard line infantry. Pretty impressive.

    On another note: With decreased building cost the whole campaign feels a lot shorter. I mean I can finally build in more than one province. That's cool. But as a consequence of that I am required to spend much less time garrisoning newly captured provinces.
    Spoiler for IMAGE

    This screenshot was taken during my 99th turn. That's the last turn of winter in 1868. The last year I've pretty much grinded my war machine to a halt because I didn't want the game to end too quickly. Yes, the AI have been producing more and better armies and I very much like that. But so have I and I'd say I'm about 4 years ahead of where I was in my 3.95 campaign. I guess it's a case of vae victor; woe to the vanquisher.
    DarthMod@Twitter Call to the Dark Side! An army of 5.000 is needed.

  14. #334
    Rectunator's Avatar Kabe difendā
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Well the dancing units finally hit me. I just lost a 5000 vs 9000 siege defence because my killzones were next to useless. Infantry just danced around no matter what I tried and got massacred in melee. Also the normal large siege bug struck and after a while no unit would actually do anything. Bloody useless and annoying, especially since sieges are my favorite type of battle in shogun.

  15. #335
    AlexCouceiro's Avatar Taihō no heishi
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    I have just finished a Shogun 2 hard campaign playing as Mori – DarthMod 3.95 – and would just like to praise and applaud this mod. I havenīt gotten to Fall of the Samurai yet, but Shogun 2 is definitely very fine. The campaign is flowing divinely: Alliances, trade, Realm Divide, battles and everything else is great, just as it should be. Properly fine-tuning a game means everything to me; it is the heart, the body and the soul of a game, something CA will probably never understand.

    Just some minor considerations:

    1- Sometimes AI will build too many ships and will be easily destroyed on land.

    2- Increased movement points sounds like a great idea. Allies from remote places of the map could then feel more encouraged to participate of the war, especially after Realm Divide hits.

    3- On turn 140 (time required for winning a short campaign), I had 22 provinces and was not even close to take Kyoto. On turn 174, I had already conquered a total of 45 provinces - some of them I made vassals - and achieved victory. My point is that time required for winning a short or a long campaign is basically the same. Because I prefer short campaigns, it would be great to have a few more turns to play them. And that would also apply to Rise and Fall of the Samurai.*

    * I am not complaining about the fact that a very tough and fun campaign turned out to be easy in the end. This is more than natural in case you and your allies prevailed over your enemies. I donīt like crazy betrayals and nonsensical things to happen in the end of the game just for the sake of a stupid challenge.
    Last edited by AlexCouceiro; May 06, 2012 at 08:03 PM.
    AlexCouceiro is Caligula, son of Germanicus, Roman

  16. #336
    Lito's Avatar Shashu
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    At last I got all Hero units and got some decent battles with them. All I noticed they werent worth the long grind. Katana hero pretty good supporting other katanas, bow hero just gets wiped vs other archers or in any other situation. Why not change the 1x size from 40 to 60 men, maybe that would improve their chances vs alternative units and really give the feel that they are "pros" who sleep with their bows even at night.

  17. #337
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    I'm playing a Sengoku campaign as the Shimazu, and on two occasions I've noticed strange unit behaviour.

    I was defending a castle against a siege and a unit of my Yari Ashigaru seemed to converge on one spot, kind of like they were all being pulled together. It was just a heaving green mess of troops all squashed together in one single spot. It's happened twice now.

    They still fought as normal but they were basically squashed into this odd little blob of men. I've never seen it happen before this.

  18. #338
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Also in many battles I've played, when the guy normally says 'A glorious victory will soon be yours...' sometimes he wall also say that 'their ally has abandoned them' or something to that effect, even though I'm only fighting one force.

  19. #339
    Dr. Oza's Avatar Jukutatsu shita
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    I love this mod!!!!!

  20. #340
    AlexCouceiro's Avatar Taihō no heishi
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    Default Re: DarthMod: Shogun v3.9-4.0 Feedback

    Quote Originally Posted by spaceturtle120 View Post
    Still having the issue of enemy ships in Sengoku Jedai moving off to the edge of the battle map. 4.0 DMS, hard/hard settings. Is everyone just auto calcing because I only see this mentioned every so often but it has been a problem for quite some time. I have a theory the wide turn radius of ships may be contributing to it, as enemy AI likes to circle you but once they get out so far they seem to just keep going straight instead. It is very frustrating, I am alt tabbed now while my units are moving off to 3 or 4 ships on the edge of the map to just finish a battle. I could auto calc, but then I'd take ridiculous extra losses.
    I was also auto-calculating naval battles on 3.95 due to this problem.
    AlexCouceiro is Caligula, son of Germanicus, Roman

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