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Thread: RNJ General Discussions/Questions/Errors

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  1. #1
    Clagius's Avatar Campidoctor
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    Default Re: RNJ General Discussions/Questions/Errors

    Ah, I see. Very well.


  2. #2

    Default Re: RNJ General Discussions/Questions/Errors

    First of all, i am completely new to this forum, but i play Rome: Total War since a long time ago and i really loved this mod, since it added a tactical sense that simply doesn't existed before. I dont know if its needed (or polite) to make a presentation tread or even how, but lets stick to the reasons that i created an account for Total War Center Forums: post some annoying bugs that i found on this wonderfull mod, version 2.31, Lord Ahrens fix.

    - Yumi Ikko-Shu, Ikko-Ikki's archers, doesn't seems like the one from the card (older or new card). In battle, they appear as an standard Ashigaru Yumi, wearing red armour. Ikko-Ikki are special to me because they entire basic army consists of unique units and... this is kinda frustating, since they cards models are so well done.
    - Hojo's infantary captain/general moddel is flashing on the battlefield.


    That's all for now. Again, thanks for this magnificient mod, and sorry if i didn't showed anything new.

  3. #3

    Default Re: RNJ General Discussions/Questions/Errors

    Quote Originally Posted by RodriguesSting View Post
    Yumi Ikko-Shu, Ikko-Ikki's archers, doesn't seems like the one from the card (older or new card). In battle, they appear as an standard Ashigaru Yumi, wearing red armour. Ikko-Ikki are special to me because they entire basic army consists of unique units and... this is kinda frustating, since they cards models are so well done.
    Lord Ahrens has fixed the problem, will post up another patch at end of week, dont forget to rep him!
    RNJ Mod Fan (Shogun 2-Rome BI)

    Get it here!http://www.twcenter.net/forums/showthread.php?t=519633

  4. #4

    Default Re: RNJ General Discussions/Questions/Errors

    Yep the Ikki-Ikko yumi unit is red, and should be blue as in the card. I am looking into changing it. As for the Hojo general, tis probably a graphic card/driver/setting issue, try diff settings and see if it resolves issue.
    And you more than welcome to comment on the mod, hope to hear from you soon.
    RNJ Mod Fan (Shogun 2-Rome BI)

    Get it here!http://www.twcenter.net/forums/showthread.php?t=519633

  5. #5

    Default Re: RNJ General Discussions/Questions/Errors

    I will look forward to this fix, thanks for the answer.
    Another, unrelated to my last reply, matter: i didn't found any strategy guide or tread. Somewhere to discuss about the units, formations, the exact benefits of each faction and etc. There is one and a didn't found, yet? If it is, could someone send me the link? Thanks.

  6. #6

    Default Re: RNJ General Discussions/Questions/Errors

    A little thing that i found on Lord Ahrens fix: Uesugi Clan base army didn't got any of the new unit card. Besides that (and the korean mercenaries that, for some reason, i cant find anyewhere on the campaign map. Possibly didn't added yet), the mod seems to be working pretty fine. The sugetions that i have is that you guys make simplified models for the other units (even that i cant believe that all this lag is due to my poor hardware) and may add another ninja clans, like Fuma and Koga. I remember reading somewhere about a Negoro clan, too...
    Thanks.

  7. #7

    Default Re: RNJ General Discussions/Questions/Errors

    As for the Koreans (Chosen), they were removed as they never made it to the Japanese mainland in real life. They were made for an map expansion that hasn't got finished, and without a new mapper wont get finished either, shame.
    However, in my personal game I have given the chosen the island north of Uesugi Clan as a base, if you can capture the settlement you can recruit the Chosen rooster of units there, and it has a large gold mine, so it worth taking. Am tempted to release as a addition for peeps who would like to see the new units.
    RNJ Mod Fan (Shogun 2-Rome BI)

    Get it here!http://www.twcenter.net/forums/showthread.php?t=519633

  8. #8

    Default Re: RNJ General Discussions/Questions/Errors

    Just spoted another minor error: On Katana Ashigaru description's, says "Katana Kachi were Ashigaru armed with..." Another thing that i would like to add is a sugestion: maybe you should make another moddel for them. Meybe something more like the ashigaru officer, to distinguish then more from the Kachi. And, if possible, add something more to their description. It's a unique unit. I believe they deserve a special care.

  9. #9

    Default Re: RNJ General Discussions/Questions/Errors

    Got it, thanks
    RNJ Mod Fan (Shogun 2-Rome BI)

    Get it here!http://www.twcenter.net/forums/showthread.php?t=519633

  10. #10

    Default Re: RNJ General Discussions/Questions/Errors

    I would like to suggest to you to make 2d models for the units (or take and rework the ones from Shogun: Total War), that ones appear if you are far away from them, that seems like the unit's models from the first Medieval and Shogun: Total War. This mod seems to have very feew, and that ones it does have are remaining from Barbarian Invasion. That would reduce a lot on open field battles and a bit on sieges (Maybe it's because of the building models, that are incredibly well done, but shouldn't take such a heavy toll on the frame rate). Since this mod is kinda "competing" with Shogun 2, a good strategy would make it more friendly with old computers. That would bring some attention to it.

    That's all for now, thanks. Keep the magestic work, guys.

  11. #11

    Default Re: RNJ General Discussions/Questions/Errors

    Quote Originally Posted by RodriguesSting View Post
    [...] That would reduce a lot on open field battles and a bit on sieges [...]
    Damm... i didn't put on there the most important word of the post: lag, low frame rate. Using that 2d models for long distances that i said would improve the experience for players with old computers (as me), and would bring more atention to the mod, expecially for players who can't play Shogun 2 (as me). Still... for some reason, most of the problem seems to be on the cities.

    Thanks, and sorry for the repost.

  12. #12

    Default Re: RNJ General Discussions/Questions/Errors

    Quote Originally Posted by RodriguesSting View Post
    Damm... i didn't put on there the most important word of the post: lag, low frame rate. Using that 2d models for long distances that i said would improve the experience for players with old computers (as me), and would bring more atention to the mod, expecially for players who can't play Shogun 2 (as me). Still... for some reason, most of the problem seems to be on the cities.

    Thanks, and sorry for the repost.
    Hi just wanted to state that it is impossible to convert them to 2D models for long distances since the model themselves work as CAS 3D images, the issues with lag are in part due to the intricate models themselves. I did decrease the amount per each model in the amount of Kb's so it reduces the lag, but still this is as about as far as I can take it at the moment. Another thing is the gloss maps of the units, this can also cause a drop in frame rate. I did reduce these as well, yet there is still major spikes I see in gameplay when using multi stack armies-so just be patient and maybe we will stumble on something that can finally smooth out the frustrating slowness that plagues the game.

  13. #13

    Default Re: RNJ General Discussions/Questions/Errors

    Quote Originally Posted by lord ahrens View Post
    Hi just wanted to state that it is impossible to convert them to 2D models for long distances since the model themselves work as CAS 3D images, the issues with lag are in part due to the intricate models themselves. I did decrease the amount per each model in the amount of Kb's so it reduces the lag, but still this is as about as far as I can take it at the moment. Another thing is the gloss maps of the units, this can also cause a drop in frame rate. I did reduce these as well, yet there is still major spikes I see in gameplay when using multi stack armies-so just be patient and maybe we will stumble on something that can finally smooth out the frustrating slowness that plagues the game.
    It's fine, was just a sugestion. Anyway, it's nice to know that you guys know about the problem and are doing your best to solve it. The lag only kicks hard during sieges, so i believe that should be your priority. Try to do something about the cities models.
    Anyway, i am anxious to see the new patch. Thanks for the hard work, guys. You guys are awesome.

    I will stay tunned to new bugs and errors.

  14. #14
    Laetus
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    Default Re: RNJ General Discussions/Questions/Errors

    I have no questions for the mod... but... having the ammunition effect on the matchlock/arqueubuiser units would improve the gameplay quality.

  15. #15
    Laetus
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    Default Re: RNJ General Discussions/Questions/Errors

    it would be great seeing bullets fly out of those muskets...

  16. #16

    Default Re: RNJ General Discussions/Questions/Errors

    There is I believe musket balls, there is a button that allows you to follow the ammo, I forget what the default key is, but if you press it it follows your unit, and then follows the ammo when fired.
    RNJ Mod Fan (Shogun 2-Rome BI)

    Get it here!http://www.twcenter.net/forums/showthread.php?t=519633

  17. #17
    DizzyRainbow's Avatar Libertus
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    Default Re: RNJ General Discussions/Questions/Errors

    Hey there :-) really like this mod so far, thank you for taking the time to make it. That being said, nothing is ever perfect for everyone and i'd like to ask if it's possible to acquire a brighter form of identification between allies and enemies (like in vanilla where you select a unit and it 'illuminates'). The only issue I have is building lag but I see that it has already been addressed :-) other than that i'm really liking this and as i'm writing this i'm wondering, what faction would you recommend to start as (sorry bit off topic there aha)?

  18. #18

    Default Re: RNJ General Discussions/Questions/Errors

    Quote Originally Posted by DizzyRainbow View Post
    Hey there :-) really like this mod so far, thank you for taking the time to make it. That being said, nothing is ever perfect for everyone and i'd like to ask if it's possible to acquire a brighter form of identification between allies and enemies (like in vanilla where you select a unit and it 'illuminates'). The only issue I have is building lag but I see that it has already been addressed :-) other than that i'm really liking this and as i'm writing this i'm wondering, what faction would you recommend to start as (sorry bit off topic there aha)?
    As Rodriguesting suggested Shimazu is a good choice, and you get the better exp muskets straight away.
    I also like Date, you get cheap and quicker access to armour, good farms, but you will have to fight off Uesugi clan.

    Try using ctrl a, it will highlight only your forces, makes it easy to see who is who.
    RNJ Mod Fan (Shogun 2-Rome BI)

    Get it here!http://www.twcenter.net/forums/showthread.php?t=519633

  19. #19

    Default Re: RNJ General Discussions/Questions/Errors

    Every faction have his own chalenges and advantages, but i believe that, for you to start your game, you should take an small and isolated faction to build your force without too much worries. I would recomend Shimazu, since they don't have any really strong starting enemy. Good luck, and take a look on the Strategy Thread!

  20. #20
    DizzyRainbow's Avatar Libertus
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    Default Re: RNJ General Discussions/Questions/Errors

    Ahh I see, cheers for your thoughts about that and apologies for the potentially noobish questions but I gather you can guess the reason aha!

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