Search:

Type: Posts; User: Razor; Keyword(s):

Page 1 of 13 1 2 3 4

Search: Search took 0.08 seconds.

  1. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Ah I see. I personally would keep the floating main unit banners at the very least but I'll also keep the floating xp banners to add a little more flavour and variation to units. And to keep things...
  2. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    May I ask why you've disabled them using alpha layer instead of just disabling them in the .cfg?

    In Japan big unit banners were all carried on foot, not on horse, so displaying unit banners for...
  3. Re: General discussion (use of already implemented functions, etc.)

    I must say that this is becoming quite something to say the least! Amazing! A very good job!

    I love your suggestion of adding an "execute character" button for unwanted characters. It would be...
  4. Re: Faerūn[Forgotten Realms]TW - v0.1 released, check the first post

    Hey there, I thought I'd chime in here and give my honest opinion on it. I must stress that I don't know anything about the word and lore in which the mod takes place. I only know about games such as...
  5. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    I saved this thread before, but lost it because I had to reinstall my browser. Thanks for linking this thread!
  6. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Yes, I understand your concern about the amount of "white" factions. The clans at the time thought the same and often added different colors to their sashimono to make them stand out more. ;) Luckily...
  7. Thread: TOG's Art Dump

    by Razor
    Replies
    334
    Views
    60,770

    Re: TOG's Art Dump

    That monster is magnificent! I love the overall outlandish design. It kind of reminds me of Silent Hill.

    What I don't quite understand is why you've put candles on top of those pointy shoulder...
  8. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Thanks KarlTSG. Encouragements are much appreciated. It's nice to see there's interest outside of those who have already posted here.



    Actually I have nothing planned yet. I really really want...
  9. Re: Experiments with the "name_faction" feature of the Americas Campaign

    Do priests not also have two names, in which case it wouldn't work for them either?
  10. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Thanks Vlad. :)
  11. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    I don't have it planned, but I don't see why it cannot be included later on as an optional submod.





    Since the Shimazu didn't have green in their heraldry and I'd like to keep things...
  12. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Thanks for the kind words. As for your questions:

    1) The orange/black symbol with the bellflower is the symbol that I used for the Saito clan. The bellflower is a mon that the Saito took from the...
  13. Re: Experiments with the "name_faction" feature of the Americas Campaign

    That's an interesting find. I never knew that this was possible. I've never really investigated the Americas campaign that much.
    Too bad that it only allows you to use the names of other factions...
  14. Replies
    22
    Views
    565

    Re: MTW in MTW2 TOTAL CONVERSION Project idea

    Nope, they would already have to be in close proximity (within the so-called 'zone of control') of the battle to join the battle as allies/reinforcements.
  15. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    You're basically describing every Total War game. You can't nerf human intelligence. All you can do is figuring out a way to help the AI by giving them an edge over the human player like certain...
  16. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Thanks. Yeah, that's pretty much what those banners looked like. The banners on those pics are really outdated though. The only thing is that each regiment had its own banner and the banner variety...
  17. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Yes, that is a legitimate point you make. The clan in the northeast is the Nanbu clan. The northeast is a bit of a backwater and less developed compared to the rest of Japan. You're right that it has...
  18. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Thanks and your welcome. :) Work is progressing steadily. I've reworked all the faction symbols and banners and changed some of the faction colors to make them look more authentic, while at the same...
  19. Replies
    45
    Views
    4,162

    Re: PiterAI Kingdoms (new CAI)

    :confused:

    Maybe it's a translation issue, but this makes no sense to me. Especially considering the fact that the description of is_neighbour is wether or not a faction is bordering the target...
  20. Replies
    45
    Views
    4,162

    Re: PiterAI Kingdoms (new CAI)

    I'm sorry, but I'm reading your posts and my brain at times really hurts trying to understand what you're actually saying.

    So:

    What is exactly the difference between is_neighbour = "false" and...
  21. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    It's a bummer that I can only have 31 factions. If I could I would have added a lot more factions.

    About the Imperial Court, well, yes and no, but in practice: yes. When I first started this mod I...
  22. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    I already use very similar ones for my mod, but I'm not sure if I will keep them or use Shogun 2's style eventually instead. Still thanks for trying to help out, because this is good stuff. :thumbsup2
  23. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Well-spotted! I could have used that faction slot for another faction like the Hatakeyama clan, but that would add little to the game. Besides that the Hatakeyama were split into multiple branches...
  24. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Sure, I understand, but personally speaking I find it very hard to empathize with a character whose portrait looks cartoony or just silly or in any other way off compared to other portraits. It's...
  25. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Here's a comparison shot of the portraits in their original state and after reworking them. Some portraits need a lot of reworking, others only minimal. It's just that the portraits vary in color,...
  26. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    I will release a first version for everyone to 'test'. ;)



    Haha yourself. Lord Takeda is speaking :). Well yes, but the thing is that if you use the muslim religion, the 'pope' will call a...
  27. [WIP] Re: Shogun 2 in a new light - Historical Sengoku Jidai (a mod you never thought Shogun 2 needed

    In M2TW you can't change the name of factions, so it would be difficult to have the Nagao clan becoming the Uesugi clan. It would also be a bit of a waste of a faction slot (remember: 31 factions is...
  28. [WIP] Re: Shogun 2 in a new light - Historical Sengoku Jidai (a mod you never thought Shogun 2 needed

    I's going well enough. I've added a lot of castles on the map, but many still need garissons with named characters. Lots of stuff to do. :)



    I agree with you on Korea. The thing with including...
  29. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Thanks Maximus030. Yes, I'm currently working on this project on my own. I think that I should release something this year. It won't be perfect and the way I would like it to be - especially the...
  30. [WIP] Re: Shogun 2 in a new light - Historical Sengoku Jidai (a mod you never thought Shogun 2 needed

    Hey Collateral_dmg. I only just noticed this thread now. Great job on the mod project! Keep it up. :thumbsup2
  31. Replies
    728
    Views
    153,964

    [Resource] Re: Creating a World - Bare Geomod

    I usually do that too. Don't know why I didn't do it this time.
  32. Replies
    728
    Views
    153,964

    [Resource] Re: Creating a World - Bare Geomod

    That's it! Excellent. I must have based my mod on an older version of the Bare Geomod. I seem to have it in some of my older mods as well that predate your fix.

    The missile stance was already...
  33. Re: Portraits of reinforcement armies don't get displayed

    Gigantus gave me the answer elsewhere: he gave me this link: https://www.twcenter.net/forums/showthread.php?650050

    Just in case the link goes bad for whatever reason:
  34. Portraits of reinforcement armies don't get displayed

    Ok, so my mod has a small graphical bug. Whenever I play a battle that involves reinforcements, the portraits of the generals of the reinforcing armies don't show up. It's just the background that...
  35. Replies
    728
    Views
    153,964

    [Resource] Re: Creating a World - Bare Geomod

    I'm not sure where to ask this question, but my mod has a small graphical bug and since my mod is built upon bare geomod, I thought I'd ask it here.

    Whenever I play a battle that involves...
  36. Replies
    95
    Views
    5,745

    Re: Breaking The Limits (First version RELEASED!)

    What would also be interesting and helpful is increasing the maximum amount of buildings that a building tree can contain. The current limit is 9. Normally that's more than enough, but if you want to...
  37. Replies
    53
    Views
    2,668

    Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

    I don't think that the loss of Constantinople should result in an instant and total desintegration of the Byzantine/Eastern Roman empire. What would be appropriate is a drop in public order...
  38. Replies
    70
    Views
    2,887

    [Tool] Re: Export_descr_unit soldier count unlocker

    When you play a hotseat campaign and go to your faction summary, you can click on your faction name and change it just like you can change the name of settlements in a normal campaign.

    As for 2...
  39. Replies
    70
    Views
    2,887

    [Tool] Re: Export_descr_unit soldier count unlocker

    Well since you asked... :P

    1) I was wondering if we could use hotseat features in a regular campaign, like renaming factions and what not?

    2) Is it possible to increase the hardcoded limit of...
  40. Replies
    260
    Views
    26,823

    Re: Sengoku: Total War (a Shogun mod for M2TW)

    They don't? Hmmm I'd have to look into it some further when I have the time. I could always use a script that sets a maximum amount of money that factions can have when they go horde. I don't mind...
Results 1 to 40 of 500
Page 1 of 13 1 2 3 4