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Thread: DarthMod: Shogun v4.0-4.2+++ Bushido Edition Feedback

  1. #561

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    I've been playing the original Shogun 2 with all DLC as Hojo on VH with your great mod and I want to report an issue where a clan would send naval warships to guard a trade node and they never replaced it with trade ships until an opponent showed up to attack them for it and maybe that attacking fleet had 1 or 2 trade ships. They never took advantage of the trading nodes like I did. They should also protect trade ships by having another grouped fleet to escort and give them protection until they're all dead.

    So I wish enemies could be much more aggressive in the sea. I hate when they always run away from my fleets. Can you force the late-game clans to wait to go into sea until they have 6 warships grouped together so they wouldn't be afraid of running away? I can understand if in the beginning they spread out for control, but they stay weak until the end...
    Lastly please please please don't let them mix Trade ships with warships because I'll always have the advantage when going up against them in any naval battle. Thanks.

    Other than that, I love everything in the Darthmod so far. Thank you! Campaign has never been this exciting! Next I'll play on Legendary because VH was good, so Legendary must be a blast! I used to only play MP until FotS came along. I disliked MP after that and then Darthmod showed up on my radar. Yay!

    Thanks Darth Vader, you're freaking cool!! After what you did with the naval part of the campaign map, I love going into the sea now! I can't wait for DarthMod Empire 8.0 Platinum. I hope you fix the Sea battles so my enemy does what I do including the use of generals in fleets too. Thanks.

    One last thing, I had no idea enemy A.I can put armies into ships to crash my lands with invasion forces. I got an X-COM moment when it hit me. Awesome!

  2. #562

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Why do Imperial Infantry have access to Spear Square when none of the other infantry do?




    "In a man to man fight the winner is he with one more bullet in his clip."
    - Field Marshal Erwin Rommel

    "Suffer not the Witch to live, nor the Heretic to spread his lies!"

  3. #563

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Originally Posted by G3NUINE chief
    Started a campaign in fots, all was well but my levi infantry dont fire there guns at all, they just stand there? noticed it with cannons too i had to toggle auto fire on and off for them to fire, but that didnt work for my infantry.
    Not firing? You mean they break dance? That is an issue with Vanilla that is lessened as much as possible. If you mean they delay too much to fire, then it is somewhat a feature, simulating the needed controlled volleys. They also do not fire when there is friendly fire LOS.
    Thanks for the reply, havent played shogun for a bit been lost in Darthmod empire/napoleon.



  4. #564

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    I had a really fun legen campaign with Satsuma, but then I started a vh with takeda for the sake of old times and saw this:
    Spoiler Alert, click show to read: 




    Its been a long time since I don't play/see the changelog, is intended or bug?, I'm only using DM for gameplay.
    Last edited by Miyamoto; July 25, 2012 at 01:38 AM.

  5. #565

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Quote Originally Posted by Miyamoto View Post
    I had a really fun legen campaign with Satsuma, but then I started a vh with takeda for the sake of old times and saw this:
    Spoiler Alert, click show to read: 




    Its been a long time since I don't play/see the changelog, is intended or bug?, I'm only using DM for gameplay.
    Myamoto, what is you card mod for Shogun ? I want same pictures.

  6. #566
    Brips's Avatar Ducenarius
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    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Quote Originally Posted by Blutch29 View Post
    Myamoto, what is you card mod for Shogun ? I want same pictures.
    Shogun retexture
    In the graphics part



    EDIT:
    I checked BSM smoke mod in the launcher but it isn't present in data, bug?
    Last edited by Brips; July 25, 2012 at 04:07 AM.
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  7. #567

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Hello,
    Sorry to be of any bother, but I recently installed DarthMod v4.2 for Shogun 2 and Fall of the samurai, however when playing a land battle I noticed my troops all had the default shooting ranges of 125 and rather than the longer shooting range 150 - 180, the troops still seem to be having the same sort of accuracy, however the stats do change. Have I done something wrong, if so is there a way to fix it, I have already tried reinstalling DarthMod and am in the process of Reinstalling Shogun 2 Itself.
    Any help is appreciated.

  8. #568

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    How to back to vanilla game. Even if I disable all mods, delete scripts and preferences i still got moded game, and i cant play in multiplayer capaign.
    What i have to do ?

  9. #569
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    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Quote Originally Posted by Miyamoto View Post
    I had a really fun legen campaign with Satsuma, but then I started a vh with takeda for the sake of old times and saw this:
    Spoiler Alert, click show to read: 




    Its been a long time since I don't play/see the changelog, is intended or bug?, I'm only using DM for gameplay.
    May I ask what the problem is? That the Shogunate has taken over Oda lands?

  10. #570

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Quote Originally Posted by Cathedralsquares View Post
    Why do Imperial Infantry have access to Spear Square when none of the other infantry do?
    Quote Originally Posted by Darthmod v4.0 changelog in the patch note history
    Special new in v4.0
    Bayonets are finally available thanks to the mod of IGdood and kungfuserge. This original mod can be found here: http://www.twcenter.net/forums/showt...8#post11405738 .
    DarthMod has used this mod's technique to enable Bayonets and balanced the stats accordingly. Now you can enable Bayonets in the Boost options of the Launcher for the following units:
    Elite Imperial Guard Infantry
    Infaderie de Marine
    Kihetai
    Republican Guard Infantry
    Royal Marines
    Shogunate Guard Infantry
    United States Marines
    Garrison Infantry
    Light Sharpshooters
    Light Yugekitai
    Azure Dragon Force
    Black Tortoise Infantry
    Imperial Infantry
    Line Infantry
    Line Republican Infantry
    Line Shogunate Infantry
    Line Vermillion Bird Force
    Militia Levy Infantry
    By enabling bayonets you give to these units special anti-cavalry/defence properties and a slight attack penalty. The only glitch is that in combat animation the rifle/musket is slightly mispositioned between the hands. If you want to revert to vanilla Katana/Sword melee fashion of the original game, you can do it anytime without spoiling your campaign save.
    Some elite units can now form squares:
    Elite Imperial Guard Infantry
    Infaderie de Marine
    Republican Guard Infantry
    Royal Marines
    United States Marines
    Imperial Infantry
    Line Republican Infantry

  11. #571
    Lito's Avatar Civis
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    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Afaik the new patch didn't mess up DM, did it?

  12. #572
    valky's Avatar Ducenarius
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    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Quote Originally Posted by Lito View Post
    Afaik the new patch didn't mess up DM, did it?
    correct, I don't need the sound fix anymore..but I guess if you don't encounter strange behavior you can leave it enabled.
    I'm Commander Shepard and this is my favourite store on the Citadel!
    I'm Garrus Vakarian and this is now my favourite spot on the Citadel!

    Better ingame Encyclopedia for Shogun 2 (reworked) - RotS - FotS (new map) + web-based version

  13. #573
    malkekoen's Avatar Civis
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    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    I returned to to Shogun after a longer break. Uninstalled the old DMS and installed the new 4.2, worked great and very nice overall.

    Noticed 2 things in a fresh Tosa campaign (FotS):

    Attacked the nearby clan and sieged their city. They attacked with far superior numbers (as DM spawns extra garrisons, which I really like) but I managed to beat them off due to the fact that their entire left flank which consisted of 3 levies didn't shoot. So my single levy guarding that flank just mewed them down and they just stood passively there. Made me quit, as it seemed like a cheated victory

    In the launcher I selected the JFC Unit cards off specifically, but they were in the game nonetheless. This is a recurring problem I've had as well with earlier DMS versions.


    Apart from that: Great job! The battles are fantastic, love the new Unit Variety Mod (less FPS tax) and the Darth Effects as well as that made by SuperGhostBoy. We're almost there now

  14. #574

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Noticed 2 problems:

    1. the bow kobayakawa (the small archer boats from vanilla shogun 2, can't remember it's exact name) have the wrong sound effect. They sound like their shooting cannons instead of bows.

    2. the battle AI for naval battles is glitched in the campaign (I haven't tested custom battles yet). It would just sit there and wouldn't move until I got close enough. And then, only ships I got close to would attack me. Furthermore, at some point the AI decided it would be a good idea to camp on the red line, with the ships pointing out of the combat zone. (I was fighting the reinforcements, which didn't seem to suffer from this problem). Also, some ships from the enemy reinforcements managed to get stuck on a reef.

  15. #575
    malkekoen's Avatar Civis
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    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    I can confirm all from the above post, just saw it in Shogun 2 campaign.

  16. #576

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Since I can't seem to edit my previous post:

    1. the bow kobayakawa (the small archer boats from vanilla shogun 2, can't remember it's exact name) have the wrong sound effect. They sound like their shooting cannons instead of bows.
    it's kobaya, not kobayakawa

  17. #577

    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    If someone finds the edit function, please tell me.

    there might be a problem matchlock ashigaru infantry accuracy. oda have the least (30), other clans 35, and finally imported (campaign only) have 40.

  18. #578
    valky's Avatar Ducenarius
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    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Quote Originally Posted by Ashandorath View Post
    If someone finds the edit function, please tell me.

    there might be a problem matchlock ashigaru infantry accuracy. oda have the least (30), other clans 35, and finally imported (campaign only) have 40.
    Their reload is superior to other matchlock ashigaru.

    And for the sound problem, as I assume you have only the installer package:
    Check for the file "c:\Users\***\AppData\Roaming\The Creative Assembly\Shogun2\scripts\user.script.txt"
    Dunno if the launcher has the option to edit it as well, using only the simple pack-version.

    Edit it, remove the line mod sounds_fixed.pack;

    Looks like the last patch fixed the sound issues, and after removing the line everything was back to normal for me.

    edit: edit become available after 20 or 25 posts
    I'm Commander Shepard and this is my favourite store on the Citadel!
    I'm Garrus Vakarian and this is now my favourite spot on the Citadel!

    Better ingame Encyclopedia for Shogun 2 (reworked) - RotS - FotS (new map) + web-based version

  19. #579
    Brips's Avatar Ducenarius
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    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    BUG:

    -BSM smoke mod doesn't work (I believe), need to download it manually to really see the new smoke.
    -Trade by road is off after first sea agreements... No proposition anymore for trade by road... I got allies next to me, but i can't trade by land with them...
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  20. #580
    Brips's Avatar Ducenarius
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    Default Re: DarthMod: Shogun v4.0-4.2 Feedback

    Wonderful campaign.
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

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