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Thread: Legacy Mod Thread: Land of the Rising Sun Mod Version 1.1 is available 2013-07-23

  1. #181

    Default Re: Land of the Rising Sun Mod Version 0.7 Public Beta is available 2013-03-03

    Quote Originally Posted by MemoriesPast View Post
    Several bugs with FotS campaign, mainly regarding stats:
    -US Marines have 180 range, compared to 260 of other elite units
    -Republican Infantry have 210 range, compared to 260 of Imperial and Shogunate line infantry
    -US Army Rangers have no voice packs, it'd be nice if they atleast get the idle chat from the marines, because right now they're as silent as ghosts.

    Don't know if this WAD, but US Cavalry (Maybe the others aswell) have 180 range and just terrible accuracy, which isn't really befitting of the cost of the unit.
    Thank you for the feedback regarding the Rangers, I will see if I can fix that.

    Since you have evaluated the stats and rifle ranges and determined that they are bugged, you should then know what the real rifle ranges should be? Otherwise read through the previous postings where this issue was discussed ;-)

    All! Please note that in order for a play-tester to determine an observation as a bug, he should know the requirements that forms the basis for the mod design and implementation. Otherwise each observation must be regarded as an issue that could be cathegorized by someone with necessary knowledge concerning the design!




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  2. #182

    Default Re: Land of the Rising Sun Mod Version 0.7 Public Beta is available 2013-03-03

    I have a question. In the FOTS campaign, the icons Satsuma and Choshu are not their traditional mons, but instead red and white half-circles. Is this working as designed? If yes then what's the historical basis for using those symbols instead of the vanilla ones? I'm just curious because the really stick-out compared to the more traditional icons including other imperial factions such as Tosa (which is the clan I'm currently playing as).

  3. #183

    Default Re: Land of the Rising Sun Mod Version 0.7 Public Beta is available 2013-03-03

    Quote Originally Posted by MKeogh View Post
    I have a question. In the FOTS campaign, the icons Satsuma and Choshu are not their traditional mons, but instead red and white half-circles. Is this working as designed? If yes then what's the historical basis for using those symbols instead of the vanilla ones? I'm just curious because the really stick-out compared to the more traditional icons including other imperial factions such as Tosa (which is the clan I'm currently playing as).
    Good question :-)

    Go to Wikipedia and search "Boshin War"


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  4. #184
    Elianus's Avatar Ordinarius
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    Default Re: Land of the Rising Sun Mod Version 1.1 is available 2013-07-23

    I have the problem with the sound of the bows as well
    ''Πας μη Έλλην, βάρβαρος.''

  5. #185
    Yerevan's Avatar Campidoctor
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    Default Re: Land of the Rising Sun Mod Version 1.1 is available 2013-07-23

    Hello, thx for your work Iutland. Do you think it would gain from being played with the Hedge Knight's ultimate AI ? Did someone tryed it ? Is it compatible ?
    " Gentlemen, you can't fight in here! This is the War Room! "

  6. #186
    Elianus's Avatar Ordinarius
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    Default Re: Land of the Rising Sun Mod Version 1.1 is available 2013-07-23

    I think battles are a bit too fast. Also, it is very easy to make entire armies composed only of samurai and they should be a minority. As it is right now there is no reason to bother with ashigaru at all.
    ''Πας μη Έλλην, βάρβαρος.''

  7. #187

    Default Re: Land of the Rising Sun Mod Version 1.1 is available 2013-07-23

    Quote Originally Posted by Yerevan View Post
    Hello, thx for your work Iutland. Do you think it would gain from being played with the Hedge Knight's ultimate AI ? Did someone tryed it ? Is it compatible ?
    You're welcome and no it is not compatible. This mod has its own CAI and BAI.

    Quote Originally Posted by Elianus View Post
    I think battles are a bit too fast. Also, it is very easy to make entire armies composed only of samurai and they should be a minority. As it is right now there is no reason to bother with ashigaru at all.
    Thank you for the feedback Could you be more specific regarding the battle speed? Any suggestion on how to make Ashigarus more valuable again?

  8. #188
    Elianus's Avatar Ordinarius
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    Default Re: Legacy Mod Thread: Land of the Rising Sun Mod Version 1.1 is available 2013-07-23

    The movement seems fine to me but the lethality is too high in melee combat. About the ashigaru, I suggest that you make samurai units VERY hard and expensive to train and put a limit on the number of units you can have (especially the elite samurai units). They should also take a lot of time to replenish. You can't train a proper Samurai in a few months
    Last edited by Elianus; August 04, 2013 at 09:09 PM.
    ''Πας μη Έλλην, βάρβαρος.''

  9. #189
    Yerevan's Avatar Campidoctor
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    Default Re: Land of the Rising Sun Mod Version 1.1 is available 2013-07-23

    Quote Originally Posted by Iutland View Post
    This mod has its own CAI and BAI.
    And from what I saw, they are quite ok :-) I've only tested FOTS, cause I'm afraid that I am really fed up with the S2 campaign.
    So I'm playin a Choshu campaign on H/H and even if it's still a challenge I haven't seen illogical diplomatic aberrations and side switching like in vanilla. Some minor factions really doesn't devellop a lot but I guess it's normal.
    The major factions really have the place they deserve in this mod. I'm not an history maniac but it's sometimes frustrating to see Aizu and its pairs being anihilated in the very first rounds.
    I had very good surprises with a shogun's faction that had already a legendary dojo not long after the beginning and gave me a really hard time on the battlefield. I think when their territory will be pacified and their people convinced of the goodness of the imperial way, they will give the first elite samurai units in my army...

    A very good modification is the recruitement. It really gives the battles a more decisive outcome. The games is more exciting and less repetitive this way.
    Oh, and the auto-calc is perfect :-)

    On the visual side, I wasn't very positively impressed by Choshu, Sat and Tosa's new mons, graphically speaking, until I saw how it looks on the campaign and battle map. It's perfect.
    I also liked some of the changes on the uniforms (kihetai).

    There's one thing that I first liked but not anymore : the fact that generals and agents get experience faster. It seems that this way, you can't really specialise them. They all get the same traits and IMO it killed the roleplaying side a bit.... especially since S2TW is already poor on this level : whatever general you're fighting, the only diference are the name and the command stars, and it's the same with your own faction's generals (they even get the same portrait on the campaign map sometimes).
    For the agents, it's the same. I felt that some actions were too easy to perform, since they were upgrading very quickly, and some actions like sabotaging an armie or creating a rebellion in my opponent's cities were quite easy to perform.

    Another thing, but I guess it's more a personal thing and I might the only one to think like that : I feel there are too many ships or at least too many fleets and trying to control your coastal defense becomes more and more fastidious while the army grows. Also, if you have the "see the AI moves" option thicked, then turns takes too long. I like the naval battles, and especially the big one, but most of the time the AI send plenty lone boats in every directions just to strangle your economy or bomb your towns, farms, etc...
    Last edited by Yerevan; August 07, 2013 at 07:52 PM.
    " Gentlemen, you can't fight in here! This is the War Room! "

  10. #190

    Default Re: Land of the Rising Sun Mod Version 1.1 is available 2013-07-23

    Quote Originally Posted by Elianus View Post
    The movement seems fine to me but the lethality is too high in melee combat. About the ashigaru, I suggest that you make samurai units VERY hard and expensive to train and put a limit on the number of units you can have (especially the elite samurai units). They should also take a lot of time to replenish. You can't train a proper Samurai in a few months
    A good suggestion, thanks

    Quote Originally Posted by Yerevan View Post
    And from what I saw, they are quite ok :-) I've only tested FOTS, cause I'm afraid that I am really fed up with the S2 campaign.
    So I'm playin a Choshu campaign on H/H and even if it's still a challenge I haven't seen illogical diplomatic aberrations and side switching like in vanilla. Some minor factions really doesn't devellop a lot but I guess it's normal.
    The major factions really have the place they deserve in this mod. I'm not an history maniac but it's sometimes frustrating to see Aizu and its pairs being anihilated in the very first rounds.
    I had very good surprises with a shogun's faction that had already a legendary dojo not long after the beginning and gave me a really hard time on the battlefield. I think when their territory will be pacified and their people convinced of the goodness of the imperial way, they will give the first elite samurai units in my army...

    A very good modification is the recruitement. It really gives the battles a more decisive outcome. The games is more exciting and less repetitive this way.
    Oh, and the auto-calc is perfect :-)

    On the visual side, I wasn't very positively impressed by Choshu, Sat and Tosa's new mons, graphically speaking, until I saw how it looks on the campaign and battle map. It's perfect.
    I also liked some of the changes on the uniforms (kihetai).

    There's one thing that I first liked but not anymore : the fact that generals and agents get experience faster. It seems that this way, you can't really specialise them. They all get the same traits and IMO it killed the roleplaying side a bit.... especially since S2TW is already poor on this level : whatever general you're fighting, the only diference are the name and the command stars, and it's the same with your own faction's generals (they even get the same portrait on the campaign map sometimes).
    For the agents, it's the same. I felt that some actions were too easy to perform, since they were upgrading very quickly, and some actions like sabotaging an armie or creating a rebellion in my opponent's cities were quite easy to perform.

    Another thing, but I guess it's more a personal thing and I might the only one to think like that : I feel there are too many ships or at least too many fleets and trying to control your coastal defense becomes more and more fastidious while the army grows. Also, if you have the "see the AI moves" option thicked, then turns takes too long. I like the naval battles, and especially the big one, but most of the time the AI send plenty lone boats in every directions just to strangle your economy or bomb your towns, farms, etc...
    Valuable feedback, thanks a lot Yerevan+Rep. I will change the agent experience time in v1.2.

  11. #191

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