[OUTDATED] Early Game Matchlocks Mod: Import guns from trade nodes [V1.2 Update]
V1.2: Updated Oda-Tokugawa alliance to latest version for optional initial nanban ports. Attachment 170921
1.11:
Spoiler Alert, click show to read:
Compatible with all(I think) Darthmod launcher options.
This version uses Darthmod cost and upkeep values: Attachment 170489
EDIT: OK icon textures in Directx11 graphic options definitely fixed in this version. Download this if you had the problem.
Gallusmod-Ports and Gallusmod-DatePortUnlock are optional.
Gallusmod-Ports.pack already has Oda-Tokugawa Alliance in it, and conflicts with Oda boost. Turn them both off if you use this.
Darth wanted earlier matchlock technology in the last few betas, I think this accomplishes the same thing in an even better way than if changing technology worked!
The purpose of this mod is to make matchlock units available much earlier in game.
Changes: -The Incense resource is replaced by Imported Matchlocks. -Imported Matchlock Ashigaru can be recruited from any castle and requires the Imported Matchlock resource . -Nanban Trade Ports/Quarter provide 12 and 25 caskets of Imported Matchlocks respectively.
-Buddhist Temple now uses wood instead of Incense
-Imported Matchlock Ashigaru now 3 turns to recruit instead of 4
So a clan can get Imported Matchlock Ashigarus just by trading with any faction that either has a Nanban port or is occupying one of the two trade nodes.
Screenshots:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Matchlocks were first introduced to Japan through Tanegashima Island when some Portuguese shipwrecked there in 1544. The inhabitants of Tanegashima soon learned the craft of making matchlock arquebuses, and the technology would eventually be mastered by blacksmiths of Satsuma, Settsu, and Omi.
For the larger part of the Sengoku Period, daimyos purchased their matchlocks from Sakai(Settsu) merchants rather than make the matchlocks themslves.
Optional files in the rar: "Gallusmod-Ports" - Gives Settsu and Hizen Nanban Trade Ports at start(these are historical nanban trade ports). Christianity should become slightly more prominent in your campaigns due to this. Also has my Oda-Tokugawa alliance mod(really no one should play without it). "Gallusmod-DatePortUnlock" - Unlocks Nanban Trade Port for Date clan. If they survive they should make one midgame.
Finally SPECIAL THANKS toSaengsaWang for locating the floating resource icons above buildings(!!!) and slimming down the mod for compatibility. Thanks.
Last edited by Gallus Domesticus; July 03, 2011 at 10:46 PM.
Reason: V1.2
Rather I do not finish than to finish something imperfect.
Re: Early Game Matchlocks Mod: Import guns from trade nodes - Darthmod Compatible!!!
No but you posted it here and since its compatible with DMS i list it as a submod for those who wish to use it. If you do not wish it listed here i can delete it for you but we do not post mods in the general section.
Re: Early Game Matchlocks Mod: Import guns from trade nodes - Darthmod Compatible!!!
No but i will it seems like exactly what i have been waiting for so nice work! As for the compatability with DMS im sure it works just fine i have faith in you Gallus
Re: [Released] Early Game Matchlocks Mod: Import guns from trade nodes - Darthmod Compatible!!!
Hi Gallus Domesticus! installed your mod but the first problem I encountered was the icons on the campaign map for horses, gold, iron etc have turned a striking turquoise in colour which isn't good on the eye . My PC is a top end machine with a Nvidia 580gtx graphics card. I've removed the mods from my DATA folder and we are back to normal. Any solutions to the problem?
Re: [Released] Early Game Matchlocks Mod: Import guns from trade nodes - Darthmod Compatible!!!
Originally Posted by FEARLESS
Hi Gallus Domesticus! installed your mod but the first problem I encountered was the icons on the campaign map for horses, gold, iron etc have turned a striking turquoise in colour which isn't good on the eye . My PC is a top end machine with a Nvidia 580gtx graphics card. I've removed the mods from my DATA folder and we are back to normal. Any solutions to the problem?
I've been testing on lowest possible setting all along so I must have overlooked this. Thanks for reporting it.
Will try fix it right now.
EDIT: Ok I've tested it on different graphics settings, and I see it only happens when set to Shader 4 in Dx10 (highest my computer can go).
A temporary solution is just to use Shader 3 high. It basically looks the same anyway. The glowing blurry visuals in DX10 rather annoys me personally.
EDIT2: There fixed it.
Last edited by Gallus Domesticus; June 27, 2011 at 11:15 AM.
Rather I do not finish than to finish something imperfect.
Re: [Released] Early Game Matchlocks Mod: Import guns from trade nodes - Darthmod Compatible!!!
Shame!................tested on all shader settings using DX11 and the problem persist. Would love to have given this mod a go but those bright turguoise icons are just an annoyance. My fault for having such a good graphics card.
Re: [Released] Early Game Matchlocks Mod: Import guns from trade nodes - Darthmod Compatible!!!
Originally Posted by FEARLESS
Shame!................tested on all shader settings using DX11 and the problem persist. Would love to have given this mod a go but those bright turguoise icons are just an annoyance. My fault for having such a good graphics card.
This is odd indeed... I can't test anything above shader model 4 due to my years old pc so I'm not sure.
But you are able to use Directx10 or 9 right?
Rather I do not finish than to finish something imperfect.
Re: [Released] Early Game Matchlocks Mod: Import guns from trade nodes - Darthmod Compatible!!!
I'll try to solve it but it might just take longer than usual since I can't test it myself. I can do this long as there's feedback every time I try something. I think I have an idea of what's causing it.
Rather I do not finish than to finish something imperfect.
Re: [Released] Early Game Matchlocks Mod: Import guns from trade nodes - Darthmod Compatible!!!
Originally Posted by Gallus Domesticus
I'll try to solve it but it might just take longer than usual since I can't test it myself. I can do this long as there's feedback every time I try something. I think I have an idea of what's causing it.
Good luck Gallus Domesticus! if there is anything I can do please let me know as I think your mod would be a great addition to DM.