Page 3 of 35 FirstFirst 1234567891011121328 ... LastLast
Results 41 to 60 of 694

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

  1. #41
    Taihō no heishi
    Join Date
    Jan 2009
    Posts
    558

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    I don't know Tonberry but you'll know immediately if it does or not. The defender usually gets a massive boost in auto calc.

    -Well I can comfortably say it's been smoothed out. I am hesitant to say fixed but it is better. I think that it is polished enough to be playable for everyone, although I still think small tweaks could be made. I'll report back once I've had more time to experience the tweak.
    Last edited by CTD_or_Bust; May 14, 2012 at 10:00 AM.
    DarthMod@Twitter Call to the Dark Side! An army of 5.000 is needed.

  2. #42
    Livebyte's Avatar Yari-hei
    Join Date
    Apr 2012
    Posts
    105

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    Darth, have you seen the Symphony tool was updated to support Shogun 2? It may have fixed the sound issue.

  3. #43
    DARTH VADER's Avatar DARTIS
    Join Date
    Nov 2004
    Location
    Athens, Greece
    Posts
    10,150

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    I have heard of it but where is it?
    Does someone know if it works so to use it and finally add the last DB tables in DarthMod?

  4. #44
    Shashu
    Join Date
    Mar 2012
    Posts
    172

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    http://www.twcenter.net/forums/showt...1#post11445281

    No idea at all if it works or not, but might be worth trying even if it takes a while.

  5. #45
    DARTH VADER's Avatar DARTIS
    Join Date
    Nov 2004
    Location
    Athens, Greece
    Posts
    10,150

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    Thanks for the link. I cannot clearly understand how it works nor have the time now to see it. Will make the new version ++ ASAP.
    If someone can share quickly some thoughts for improving the mod I am ready to read.

  6. #46
    Kirā
    Join Date
    Mar 2009
    Posts
    227

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    does this mod have the special "darth formations?" i dont think i see them anywhere

  7. #47
    Lichen's Avatar Kabe difendā
    Join Date
    Apr 2012
    Posts
    34

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    Hmm, still getting odd auto calcs. 0 deaths and 2800 kills seems a bit odd when his army is slightly bigger than my own. I was defending in a castle, so I'm sure I should have won, but not nearly by this much. The way I see it, auto calc should never be a better option than actually fighting the battle.

  8. #48
    Ikko-Ikki
    Join Date
    Feb 2011
    Posts
    27

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    Does anyone else have a problem with "Fire at Will?" Never seems to work >50% of the time. I'll have a row of riflemen in formation, just standing as units charge them, not firing at all.

  9. #49
    TheCritic's Avatar Sukauto
    Join Date
    Apr 2012
    Posts
    67

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    No, I haven't been having issues with the fire at will command. I'm still having problems with light infantry, though. As I said in the old thread, my light infantry will not fire all at once every time. A lot of the time, only half or so of the soldiers will fire while the others stand around. I notice this happens when I have them more than four ranks deep and when the enemy is at an extreme range - near the edge of their effective range. If I deploy the unit in a three-rank-deep stance the issue happens a lot less often, but it makes the unit even more awkward to maneuver. I'm also getting less dancing units (though I did get one) and more responsive units.

    I am running into the auto-calc thing a lot. It seems to be limited to sieges, and it basically shows an unrealistic balance of powers bar. When I autocalc it still gives more realistic results, but every once in a while it'll massacre my army when they have the enemy completely outmatched or it'll give me a clean win when I was outmatched. It's not so bothersome an issue, but I thought I should mention it all the same.

  10. #50
    Yari-hei
    Join Date
    Dec 2004
    Posts
    132

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    Darth just a few observations in 4++

    is ship movement Nerf again will test this through my on going campaign, but when you doubled the moment it was awesome but since the new patch in the same campaign i think its back to vanilla will confirm.

    Me lee is dame near perfect
    Movement in land and sea if its going well is awesome just the right feel for CAI.
    Rifle infantry are coming along just great the right hit per excrescence is good just please adjust the rate of fire a little to faster IMHO
    no more dancing infantry
    Auto Cal seams good to me as i use it quite allot.....

    Would like to see a small upgrade in bonus points for general and agents back to 2 would be good
    The best form of defence.....................is ATTACK

  11. #51
    TheCritic's Avatar Sukauto
    Join Date
    Apr 2012
    Posts
    67

    Default Re: DarthMod: Shogun v4.0++ Feedback

    About melee, I guess the issue I ran into a week ago was a fluke (yari kachi being held by spear levy). I tried some more castle sieges using primarily kachi, and I took one with about two katana and three yari. I had one katana kachi climb to the top tier of the castle, and it got jumped by a few spear levies and a levy infantry as it vaulted the wall. It proceeded to fight its way through three enemy units, losing 150 soldiers and killing (I think it was) 1450 enemies. It was by far the fastest casualties I'd seen in melee, katana kachi vs. levies, but I haven't had the issue of kachi being held by levies since so that's good. I'd also like to see the skill points restored to vanilla levels. When I commented last time, I hadn't known they were dropped below vanilla.

    Crazyvian, is autocalc giving you a realistic balance of powers bar? Mine isn't, but it still gives realistic results. I'm kind of confused by it.

  12. #52
    Ishiyumi no shashu
    Join Date
    Oct 2010
    Posts
    600

    Default Re: DarthMod: Shogun v4.0++ Feedback

    I'm getting crashes in battles, especially sieges. Sometimes it takes a while, sometimes it happens really fast.
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  13. #53
    AlexCouceiro's Avatar Taihō no heishi
    Join Date
    Jun 2010
    Posts
    464

    Default Re: DarthMod: Shogun v4.0++ Feedback

    Is it only with me or playing Rise of the Samurai on hard is much harder than playing the Sengoku Jidai campaign? Alliances seems less reliable and not very easy to make. Besides, it has been difficult for me not to be at war on many fronts at the same time, usually all by myself. Even pledging allegiance sounds not good as I will not have enough troops to protect my territory properly right after easily taking new provinces. Could anybody confirm if this comparison between the two games is accurate or if the problem is actually with me? Any tips here?
    AlexCouceiro is Caligula, son of Germanicus, Roman

  14. #54
    Taihō no heishi
    Join Date
    Jan 2009
    Posts
    558

    Default Re: DarthMod: Shogun v4.0+ Feedback & ((Urgent Beta))

    Quote Originally Posted by makotech222 View Post
    Does anyone else have a problem with "Fire at Will?" Never seems to work >50% of the time. I'll have a row of riflemen in formation, just standing as units charge them, not firing at all.
    Are you positive the units have an unbroken line of sight?
    DarthMod@Twitter Call to the Dark Side! An army of 5.000 is needed.

  15. #55
    Yari-hei
    Join Date
    Dec 2004
    Posts
    132

    Default Re: DarthMod: Shogun v4.0++ Feedback

    I am getting CTDS as well only in seiges battles.
    The game just stays on screen but i can move my mouse..i have to ctrl alt out have only had this 2-3 times before .I am playing FOTS sometimes it will Lock up with 5-10 min of play other times it may take 20 min
    The best form of defence.....................is ATTACK

  16. #56
    Ishiyumi no shashu
    Join Date
    Oct 2010
    Posts
    600

    Default Re: DarthMod: Shogun v4.0++ Feedback

    Quote Originally Posted by AlexCouceiro View Post
    Is it only with me or playing Rise of the Samurai on hard is much harder than playing the Sengoku Jidai campaign? Alliances seems less reliable and not very easy to make. Besides, it has been difficult for me not to be at war on many fronts at the same time, usually all by myself. Even pledging allegiance sounds not good as I will not have enough troops to protect my territory properly right after easily taking new provinces. Could anybody confirm if this comparison between the two games is accurate or if the problem is actually with me? Any tips here?
    -build strongholds everwhere
    -build town watch
    -make sure there is a full garison in chokeholds, preferably with a vassal or ally on the other side
    -once you have your chokeholds set up expand in the other direction
    -levies suck in ALL situations. They only moderately suck in siege battles, when on the top level: They won't run then

    For example, I play as Fukuhara Taira. I have three chokeholds to the east of Kyoto (the smithing province, the province east of Oda start position, and Oda start position) and am currently expanding to the west, where the mori would be if it was a vanilla campaign.
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  17. #57
    TheCritic's Avatar Sukauto
    Join Date
    Apr 2012
    Posts
    67

    Default Re: DarthMod: Shogun v4.0++ Feedback

    Hey Darth, would it be possible to add recruitable generals and/or a way to choose whether the general adopts modern ways (general's bodyguard) or refuses them (stays general's hatamoto as modernization increases)?

  18. #58
    Taihō no heishi
    Join Date
    Jan 2009
    Posts
    558

    Default Re: DarthMod: Shogun v4.0++ Feedback

    I don't think that's possible TheCritic.


    I just got a CTD during a field battle. It occurred when I used suppressive fire. The events followed as so written: I ran 12 Republican Line Inf units towards approaching spear levies in Dry/Winter conditions. While still forming into a line I toggled Kneel Fire and before they completely reformed I clicked suppressive fire. The game immediately CTD'd when I pressed Supp. Fire.
    - Could not reproduce the CTD
    Last edited by CTD_or_Bust; May 16, 2012 at 09:24 AM.
    DarthMod@Twitter Call to the Dark Side! An army of 5.000 is needed.

  19. #59
    PXZyan's Avatar Kihei
    Join Date
    Oct 2004
    Location
    Ireland/Waterford
    Posts
    962

    Default Re: DarthMod: Shogun v4.0++ Feedback

    Well lads!

    I got this expansion yesterday and installed Darthmod right away before even bothering trying vanilla! Why go vanilla when you can go Darth?!?!

    Anyway!
    Loving it at the moment but I have one small issue!

    During battles, I've noticed a lot of the sounds are missing from the rifle men! like, I see so many shooting and I don't hear anything?!
    Any idea how to fix this odd sound issue!

  20. #60
    Ikko-Ikki
    Join Date
    Apr 2012
    Posts
    3

    Default Re: DarthMod: Shogun v4.0++ Feedback

    I am new to Darthmod but I like what I see so far, breathes new life into Shogun. The only question I have is whether there is a way to customize the Darth effects. I really like most of the new effects but I would like to modify blood and tracers (most importantly blood), because these help me make sense at a distance of what is going on in a battle.
    Blood: I would like to re-enable the blood mist when people are hit (or just revert to normal blood settings with Darth effects on), this way I can easily tell what effect my troops fire is having and also if my troops are taking casualties.
    Tracers: I really like the new tracers for Darth mod, much less ugly, but is there any way to make them slightly more visible at range, that way I can see where fire is coming from or going without zooming so close.
    Thanks!

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •