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

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  1. #1

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

    DarthMod Shogun v4.2+++ Bushido Edition
    Thanks to your very helpful feedback, you get this optimised version of your favourite mod


    New cinematic melee system for battles you will hold your breath while watching!


    Improved blood effects with SuperGhostBoy's included submod
    and new optional effects, the Mech Donald's Battlefield Smoke Mod (BSM)!


    Improved Campaign AI and diplomacy to ensure that you have challenge and epic battles at the battlefield!


    Special new in v4.2+++ (Bushido Edition)
    (uploaded 8/9/2012)

    • Many AI formation improvements (Land & Naval). You will lose many battles from this AI.
    • Combat & Animation mechanics improvements which also improve FPS perfomance.
    • Unit physics and melee penetration improved.
    • Ships more realistic physics and interaction with waves.
    • Morale tweaks for more challenging and enduring battles.
    • Some projectile improvements, for example gun reload rates.
    • Secondary ground movement modifiers of the game nullified (they created a sluggish unit movement and possibly lag).
    • Battle autoresolve improved.
    • Attack fire arcs changes. AI Cavalry should now move+flank far more effectively and will be not suicidal.
    • Launcher changes:
      The 1X button is replaced by the "Normal Unit Size" button. This button will now enable DarthMod with the most common options for multiplayer but will not lock unit size to 1X. You can change the unit size as in Vanilla per your own taste. This makes it more compatible for organising MP battles but also will no longer confuse player on how to reduce unit sizes to vanilla levels.

    Special new in v4.2++ (uploaded 9/8/2012)
    • Bow/Gun sound mess fixed.

    Special new in v4.2+ (uploaded 8/8/2012)

    • Balanced for the latest DLC units "Saints & Heroes".
    • Fixed the badly mixed sounds that the DLC caused to the mod.
    • Balanced melee mechanics for even more realistic battles.
    • Many AI FotS formations improvements for a more effective BAI.
    • Balanced projectiles to be more realistic overall.
    • Fixed a minor bug concerning 1st level Shogun Garrison.
    • Improved a lot the smoke effects (Darth Effects).
    • Enhanced the blood (Darth Effects).

    Special new in v4.2

    • Improved melee and animation mechanics greatly so to witness cinematic and chaotic battles as never before. Inspired by the epic screenshot tales of Le_Fred which you can read here: "Le Fred's" Epic Stories!
    • Balanced the projectile reload mechanics to be realistic, so that units fire not as untiring machines but like drilled normal fighters who must control their stamina and ammo to maximise their kill rate. That can lead to more devastating volleys but also to less effectiveness, according to the skill of the general.
    • Corrected a formation AI issue which could lead to AI ships sticking to the corners of the map.
    • CAI should now position its armies more strategically in the map for a more challenging and realistic game exprerience.
    • Diplomacy improved a lot to be very close to human cunningness and effectiveness. You can make trusted allies but also you will witness powerful allied opponents. (The improvements include the possible AI trade not accepted bug fix).
    • Money plays now much bigger role in diplomacy negotiations (In vanilla it is insignificant).
    • Threats should now have more diplomacy effect (In vanilla they are insignificant).
    • Naval damage system balanced better.
    • Naval cannons have more hitpoints so that they do not get destroyed easily.
    • Launcher additions:
      • Re-included the Shogun 2 & Fall of the Samurai Retexture & Performance Project by Superghostboy which now does not conflict with DarthMod Effects. For some machines it can result to better FPS but its most superb addition is the new more realistic blood effects.
      • Included the BSM for Shogun 2 by Mech_Donald which provides much better effects than vanilla and it can replace the default Darth Effects according to your preference. Because it conflicts with DarthMod Effects and SuperGhostBoy mod, the launcher makes sure that whenever you enable it, the others are disabled and vice versa.
      • The V.3.05 -Unit Variety Mod by The Hedge Knight has been modified by SuperGhostBoy to be less stressing for your video card.
      • Re-moved the Japanese voice fix of Wind because it was obsolete.


    Tiny v4.1+++ HotFix

    • Launcher updated fully to work as intended with the previous fix.

    Special new in v4.1++ HotFix

    • CAI should now build even bigger stacks, armies of Death in late turns. Now the AI is a much more resilient opponent and you should not rely too much in allies if you cannot keep adequate army forces.
    • Fixed a problem of the Launcher which made the Mod not to disable itself fully (the fixed sounds pack affects the installation by its presence in the data folder).
    • Naval experience reducing after bombardment should now be fixed or lessened a lot the probability to happen (needs testing).
    • Sengoku Light Cavalry have now 120 men instead of 90 (with 1.5X) as all other cavalry types.

    Special new in v4.1+ HotFix

    • The so much anticipated fix has arrived. Finally all DarthMod files are in place and now you get the full experience. The "unit_tables" responsible for unit costs/upkeeps/special recruitment options etc. a very crucial file was damaged because of the latest CA patch and could not be used because the sounds got mixed (bow sounded like guns etc.).
      Now the sounds are repaired thanks to Crux3D and his genious Symphony Tool with which I repaired that dreaded mixed sounds bug.
      I also thank all who have helped in this discussion thread: Corrupted Sounds Solutions and Discussion.
    • Musket/Rifle smoke improved (made slightly thicker and even more realistic).
    • FotS Modernization penalties adjusted better as per feedback (I repeat that with this system you have to choose your side and you cannot build everything as in vanilla... this is a feature not a bug, so if you want to be traditional, forget the modernization. If you want to modernise, stop building traditional buildings. Simple. You have to remember also that traditional bonuses are more in 1st level of technology.

    Special new in v4.1

    • CAI improved and is more helpful to allies.
    • CAI now will no longer refuse trade agreements for no reason.
    • Naval BAI improved and should no longer stuck to the edge of the map.
    • Naval Sengoku cannons more effective.
    • Naval Matchlocks have now more range, the same with the naval bows.
    • FotS building costs balanced better to make the economy a more challenging matter.
    • Modernization penalties are now severe for traditional buildings and some technologies.
      Also fixed the modernization technology penalties which worked the opposite
      (they wrote - but they gave +).
    • Naval experience no longer gained so easily as in vanilla.
    • Cavalry commander General bonuses corrected.
    • Some traits have been updated.

    Special new in v4.0++ HotFix

    • Shinsengumi Police Force can now Kneel fire.
    • Repaired and fine tuned the new Campaign Battle auto calculation.

    Special new in v4.0+

    • Vanilla Boshin Rifle Units "Break Dance Bug" Fixed (It can now occur very very seldom).
    • Naval Campaign movement points doubled for a more dynamic game and many invasions (in the previous version this was not enabled correctly).
    • Land Campaign movement points increased very slightly.
    • Several fixes to CAI handicaps.
    • FotS buildings cheaper for the AI to make it more challenging (to develop and build more armies).
    • Yari Kachi Anti-Cavalry Bonus increased slightly.
    • Some improvements to character skill tiers (now the FotS General and Character have not so many bonuses per upgrade).
    • Traditional buildings have more modernization penalties (your choice for modern or traditional warfare is now clearer).
    • Some Building effects improvements/vanilla fixes.
    • Movement speed penalties balance improved.
    • Melee mechanics improved to become more decisive and violent.
    • Unit responses improved.
    • Mangonel effectiveness balanced.

    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

    • The following units now have mass fire (fire all together and not only the first rank):
      • Matchlock Kachi
      • Light Sharphooters
      • Tosa Riflemen
      • Light Yugekitai

    • Included the special CAI File that was removed from version 3.4 because of incompatibilties with the official patch. Now the major clans, like Oda, will have more survival/prevail chances and the Ashikaga Boost options works 100% as it is intended. (We must thank Daniu for his ongoing support of the PFM Tool for that.)
    • Included the special character bonuses files that give +3 Skills to generals, special character bonuses etc. as it was in version 3.4. (We must thank Daniu for his ongoing support of the PFM Tool for that.)
    • Increased the FotS Land Campaign movement and the Naval Movement for all campaigns. That results to more naval invasions and more action in the campaign map.
    • Reduced the insanely high cost of FotS buildings to more proper levels. That results to a more challenging CAI that can recruit better units and also there is less "misery" for the human player (not able to do anything for many turns).
    • White Tigers have a slightly better balance.
    • Spear Levy have -1 morale for better balance.
    • Included the widely requested large deployment zones and ambush mod FOTS S2 ROTS of freelancerX as a Boost Option.
    • Re-updated the Atmoshperic Sounds mod (there were some issues reported).

    Read the full changelog: Moddb.com





    Before you install, make sure you have uninstalled any previous version.




    • If you have questions, post them HERE!



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  2. #2

    Default Re: DarthMod: Shogun v4.0+ Feedback

    Going from the changelog: Well done, Darth! I look forward to playing this version a lot. :-D

  3. #3

    Default Re: DarthMod: Shogun v4.0+ Feedback

    @ctd or bust....

    i did say was playing on hard and was going to up the difficulty. yeah was satsuma and i realise they are an easy clan...but as i said was very easy...

    that's just what i experienced and it is fact or if you want my opinion so am not sure why in your eyes that cant be the case.....

    anyways i'll do a campaign in a month or so after some time has passed. keep it up darth i dont see 2 much wrong with how the mod is apart from say a few more units/clans and perhaps some more tweaking.

  4. #4

    Default Re: DarthMod: Shogun v4.0+ Feedback

    Quote Originally Posted by Totalheadache View Post
    @ctd or bust....

    i did say was playing on hard and was going to up the difficulty. yeah was satsuma and i realise they are an easy clan...but as i said was very easy...

    that's just what i experienced and it is fact or if you want my opinion so am not sure why in your eyes that cant be the case.....

    anyways i'll do a campaign in a month or so after some time has passed. keep it up darth i dont see 2 much wrong with how the mod is apart from say a few more units/clans and perhaps some more tweaking.
    I get what you're saying but really hard isn't all that hard, despite the label attached to it. Hard is kinda like "How the game should generally work, the AI is neither overly disadvantaged nor advantaged". I promise, if you try a clan that says anything but Easy on hard difficulty, you'll run into a much more intriguing campaign!

  5. #5

    Default Re: DarthMod: Shogun v4.0+ Feedback

    Quote Originally Posted by CTD_or_Bust View Post
    I get what you're saying but really hard isn't all that hard, despite the label attached to it. Hard is kinda like "How the game should generally work, the AI is neither overly disadvantaged nor advantaged". I promise, if you try a clan that says anything but Easy on hard difficulty, you'll run into a much more intriguing campaign!
    yeah i realised that that's why i wrote playing on hard as satsuma and is very easy so am going to up the diff..

    i usually play on very hard. not sure what your point was...but hey...moving on.

    wont be playing much tw in the nr future as diablo3 beckons...

  6. #6

    Default Re: DarthMod: Shogun v4.0+ Feedback

    break dancing seems better. any specifics on what was changed with the movement speed penalties?

  7. #7

    Default Re: DarthMod: Shogun v4.0+ Feedback

    One thing I noticed which sort of seems odd is that you are now forced to accept a -2 penalty to modernization in order to get the boat upgrades. Perhaps, remove the dependency from the top upgrade on the military line. Also, I noticed that Shinsengumi police force cannot kneel fire (not sure if this was intended), but regardless, their pretty darn sucky for how difficult it is to get them. I haven't played the new patch long enough to give much further analysis, but the unit moving distance for boats and units seems just about right.

  8. #8

    Default Re: DarthMod: Shogun v4.0+ Feedback

    Wow, maybe there's some placebo effect going on, but I just fought a siege and units seem much more responsive. My skirmishers never once hung up on the dancing bug, which made storming the walls much easier!

    Kinda agree with Lichen on the Shinsengumi, whenever I fight them I'm happy that the enemy wasted a slot that could have been cavalry (Yari ki still slaughter my men, even with bayonets). Banzai is cool but I doubt the AI ever uses it; at least, they never use other abilities (I haven't seen one kneel-firing unit yet, and I'm almost through a long campaign). Maybe a movement speed buff, to help them get in range? Or a little better melee attack? I feel like these guys should be almost like a rich man's gun-wielding katana kachi replacement. Also, the bayonet mod gives Levy Garrison units a full rifle with bayonet; without it, they're matchlock units. Makes them a lot more useful, but not sure if intentional.

  9. #9

    Default Re: DarthMod: Shogun v4.0+ Feedback

    I don't know if my comment goes here, but could anyone tell me how to install the 4.0+ patch? I have v3.4 DMS and the 4.0 patch installed. How do I go from there? Any help is appreciated.

  10. #10
    Protector's Avatar Senator
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    Default Re: DarthMod: Shogun v4.0+ Feedback

    Quote Originally Posted by TheCritic View Post
    I don't know if my comment goes here, but could anyone tell me how to install the 4.0+ patch? I have v3.4 DMS and the 4.0 patch installed. How do I go from there? Any help is appreciated.
    If u got a clean v3.4 DMS and no any other mods u can just go straight and install 4.0+ on top of it by using its .exe file. In case u got any other mods or even Darth updates u should first deinstall all of them before u go for 4.0+ patch.

  11. #11

    Default Re: DarthMod: Shogun v4.0+ Feedback

    No improvement about AI naval ? Opponent boats always so silly, stuck on the edge of the map....

  12. #12

    Default Re: DarthMod: Shogun v4.0+ Feedback

    I edited the changelog (added some more info about coastal guns and modernization penalties).
    Here it is:
    Special new in v4.0+ HotFix

    • Vanilla Boshin Rifle Units "Break Dance Bug" Fixed (It can now occur very very seldom).
    • Naval Campaign movement points doubled for a more dynamic game and many invasions (in the previous version this was not enabled correctly).
    • Land Campaign movement points increased very slightly.
    • Several fixes to CAI handicaps.
    • FotS buildings cheaper for the AI to make it more challenging (to develop and build more armies).
    • Yari Kachi Anti-Cavalry Bonus increased slightly.
    • Some improvements to character skill tiers (now the FotS General and Character have not so many bonuses per upgrade).
    • Traditional buildings have more modernization penalties and also there are some new technology modernization penalties (your choice for modern or traditional warfare is now clearer).
    • Some Building effects improvements/vanilla fixes.
    • Coastal defenses +25% more effective and have more range.
    • Movement speed penalties balance improved.
    • Melee mechanics improved to become more decisive and violent.
    • Unit responses improved.
    • Mangonel effectiveness balanced.



    You said that Shinsegumi cannot Kneel fire, I thought they could... this was from vanilla, what a weird decision. Thank you Lichen for notifying me. I will change this in a next version. So many updates and now someone tells me.
    About break dance fix and unit responses: yes all are fixed, no placebo effect.


    Version 4.0 had the purpose to be the ultimate stable version of DarthMod Shogun for the current CA patch and with this + update it became like it.
    I will read your opinions below.

  13. #13

    Default Re: DarthMod: Shogun v4.0+ Feedback

    Has anyone else had enemy ships sink on the battle map after routing, only to appear again on the campaign map after your victory?

  14. #14

    Default Re: DarthMod: Shogun v4.0+ Feedback

    CTD: That's a very annoying vanilla bug. It's been around I think since Empire.

  15. #15

    Default Re: DarthMod: Shogun v4.0+ Feedback

    It's never happened to me before the last two patches. Shame. Well I'm holding judgement for the time until I've played more but I think doubling naval points has made naval invasions too easy.

    Wow I never realized this was the reason I disliked S2 FotS so much. It was the double naval points all along. I'm disabling this on mine. If vanilla has an issue with small fleets doing ridiculous amounts of cumulative damage over all your clans provinces - doubling the movement points is what makes it unbearable to the point that it stops resembling fun. I would suggest adding it as an option to the launcher until a time when bombardment is balanced, if ever. For now I'll just root around the modding forums until I understand how to undo it. I cannot stand to play when the AI can appear from farther away than I can predict, wreck all my stuff and screw up my strategy. I'm sure someone agrees with me, just as I'm sure some others disagree and think this is just the bees knees. I, however, think it's stupid in the strongest terms.

    -Cavalry is still overpowered. They're men on horses. Not spawn from Hell. In prior games they couldn't do the same damage as quickly from attacking with equal numbers in a perfect flank.
    Last edited by CTD_or_Bust; May 13, 2012 at 06:23 AM.

  16. #16

    Default Re: DarthMod: Shogun v4.0+ Feedback

    I'm glad to see the old naval movement back
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  17. #17

    Default Re: DarthMod: Shogun v4.0+ Feedback

    Matchlock kachi doesn't have kneelfire anymore

  18. #18

    Default Re: DarthMod: Shogun v4.0+ Feedback

    i do not think they ever had kneel fire,they are suppose to have "mass fire"(all units fire simultaneously)

  19. #19
    Lito's Avatar Civis
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    Default Re: DarthMod: Shogun v4.0+ Feedback

    Or fire by rank.

  20. #20

    Default Re: DarthMod: Shogun v4.0+ Feedback

    Oh yeah right, they are skirmisher, last time i used matchlock they had kneelfire but i forget the last tweak on them.

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