View Poll Results: With the RGM 7.4 finally out what do you think about CAI and Overall game play

Voters
16. You may not vote on this poll
  • Perfect, keep it like this,evertyhing sync corretly

    11 68.75%
  • Good, but still CAI need to reduced its term of hostility, overall everything is quite balance

    4 25.00%
  • Average,its not i dont like the new update but i just miss the old passive CAI

    0 0%
  • Bad,please revert it into original state,especialy now AI finally bring siege eguipment like rome 2

    1 6.25%
  • Very bad,every tweak you do just make the gameplay turn into harder to complete,almost imposible, i just want to win that all

    0 0%
  • Unplayable, your mod Sir is one hell of mess, the ui,CAI,evertyhing is wrong, i Hate This Mod, even rubik's cube is better then playing your mod

    0 0%
Page 4 of 23 FirstFirst 1234567891011121314 ... LastLast
Results 61 to 80 of 442

Thread: |RGM| Real Garrison Mod 7.7 is Out !!!

  1. #61
    Foederatus
    Join Date
    Nov 2013
    Location
    Slovenia
    Posts
    28

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    hi, when starting a campaign on ultra unit size the strating army unit size is a bit of yari ashigaru have 250men instead 200men, and bow ashigaru have 160men instead of 120men. (Not a big problem but unfair at the start for the Ai). Recuited units bow and yari are in correct size of men.(Is it normal for a daimo to have 160men)
    When changing in the options menu the unit size to large and starting a campaign it works with correct unit size yari 150men and bow with 90men.

    Some idea or sugestion: If you make korea more agresive is it posible to create a mission type or coalition call from the shogun when korea invades and takes over large chunks of japan (or a realm divide for korea someting like that).

    And some feedback: Campaign is quite fun whit all the features you added, more difficulty building selection(which is fine,rely have to think what to build), to my tastes the combat is a bit to fast paced (to used to mods that slow down combat and kill ratio, and mostly ashigaru armys), as you already mentioned AI to passive, in my campaign there where super developed provinces(one region clan) but very few wars betwen clans.

    No offence, the mod is great I cant waith for the new update.

  2. #62
    Foederatus
    Join Date
    Apr 2013
    Location
    Indonesia
    Posts
    30

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    i use NoRealmDevide to keep them war each other until i capture Kyoto. i don't want to trigger RealmDivide earlier coz they will all automaticly focus attack me.., (dikeroyok..!!) but their general won't get extra exp. by defeating other clans instead of me. and i imagine if other factions could capture Kyoto and he would be the new shogun rather than giving back to Ashikaga...


    There's a mod in TW Rome 2 that gives exp. when generals stay in a city. very slowly but sure. if this kind of mod can be applied in TW Shogun 2, maybe we will encounter more experienced enemy generals even though they stay (practicing maybe..?) in the castle. all this time i encounter just one star general (rarely reach more stars coz always being defeated) while my generals are more experienced. i want a bloody battle but still get the balance of fun. i'd like to enjoy being defeated and my army crushed but i got a glorious defeat. (especially when i lost the siege battle)


    the x.UnitVariety is a VUS i edited.., i think that's safe enough, coz i didn't edit much.


    ane usul gan.., maybe you can creating new siege battle map special for RGM.., . i ever tried using City_Castle mod edited with PFM (for xmple: castle_plane_level_04) i deleted the files then paste map files from multiplayer. i try on campaign and it worked..! this also can be applied with all creating maps (especially siege) and seems to be stable.
    Attached Files Attached Files

  3. #63
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    hi, when starting a campaign on ultra unit size the strating army unit size is a bit of yari ashigaru have 250men instead 200men, and bow ashigaru have 160men instead of 120men. (Not a big problem but unfair at the start for the Ai). Recuited units bow and yari are in correct size of men.(Is it normal for a daimo to have 160men)
    Its left over from startpost.esf i am to lazy to clean it up back there, but i will fix it with the latest release

    Some idea or sugestion: If you make korea more agresive is it posible to create a mission type or coalition call from the shogun when korea invades and takes over large chunks of japan (or a realm divide for korea someting like that).
    The idea is interesting, i see what i can do, its require some mission scripting that i never do it,time to learn some new trick.Its possible to manualy form alliance via diplomacy and channel their army power to invade korea.

    And some feedback: Campaign is quite fun whit all the features you added, more difficulty building selection(which is fine,rely have to think what to build), to my tastes the combat is a bit to fast paced (to used to mods that slow down combat and kill ratio, and mostly ashigaru armys),
    Thank you, for the combat i already have some idea in my head right now, but its still need some testing, if my theory work, its should double the combat time. Hmm if you have time just play some custom battle try to pitch same unit with another like katana samurai vs katana samurai, if the ability is on par especialy elite the combat time will be longer.
    The reason why its quite bit to fast paced maybe some huge margin in the ability, for example your daimyo vs ashigaru.But i agree its bit to fast paced, will fix it in the latest patch.

    as you already mentioned AI to passive, in my campaign there where super developed provinces(one region clan) but very few wars betwen clans.
    Yes, yes most of the time some clan just sit idle watching them killing each other . Cant blame it since we already cut the AI ability to create unit and spam, so its will need some modify behaviour in cai personality, to force him do what he must to do.The reason why ai in vanilla can do attack more occur because the ability to spam unit, and if ai hold large units it will always expand.But now Ai cant spam anymore, and play with human according the rule book.That why its require special treatment in this case.

    No offence, the mod is great I cant waith for the new update.
    Well before your post i plan to release this Saturday, but i think i should add another week, considering futher tweaking,beta testing and bug finding,please be patient
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  4. #64
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    Quote Originally Posted by dzm View Post
    i use NoRealmDevide to keep them war each other until i capture Kyoto. i don't want to trigger RealmDivide earlier coz they will all automaticly focus attack me.., (dikeroyok..!!) but their general won't get extra exp. by defeating other clans instead of me. and i imagine if other factions could capture Kyoto and he would be the new shogun rather than giving back to Ashikaga...


    There's a mod in TW Rome 2 that gives exp. when generals stay in a city. very slowly but sure. if this kind of mod can be applied in TW Shogun 2, maybe we will encounter more experienced enemy generals even though they stay (practicing maybe..?) in the castle. all this time i encounter just one star general (rarely reach more stars coz always being defeated) while my generals are more experienced. i want a bloody battle but still get the balance of fun. i'd like to enjoy being defeated and my army crushed but i got a glorious defeat. (especially when i lost the siege battle)


    the x.UnitVariety is a VUS i edited.., i think that's safe enough, coz i didn't edit much.


    ane usul gan.., maybe you can creating new siege battle map special for RGM.., . i ever tried using City_Castle mod edited with PFM (for xmple: castle_plane_level_04) i deleted the files then paste map files from multiplayer. i try on campaign and it worked..! this also can be applied with all creating maps (especially siege) and seems to be stable.
    1. Yes other faction can capture Kyoto, and become Shogun, for the picture just open my main concept and see the diplomacy, in the fourth pic, you see Oda already become Oda Shogunate.

    2. The realm divide event not kill you, what kill you is the - diplomacy its give that makes all japan Clans go to war to you. In RGM mods the realm divide cost -45 diplomacy and fade away 5 each turn, so its takes 9 turn before its gone back to normal, if you trade with other clans the max diplomacy is + 250, alliance +200. Why every realm divide many clans go war with you its because domino effect its caused, for example A clan betray you and declares war, B clan his ally and your trade patner join with them, another C clans as B clan ally decided to join the war and so on.Still its possible in my mod to form pact like Naruto Ninja Alliance , the concept is adopting Sekigahara,Block east vs Block West
    But its be more fun if you dont triger RDR first instead make the AI feel the RDR effect by form many alliance to declare war with Targeted Faction

    3.No sadly no the general gain exp in the city seem only work in rome 2, in shogun 2 you need some dead body to gain exp, well at least my version is better then vanilla one, do you notice if you bring other general they also gain same exp ? Its one feature from vragos mods.

    4.I am still working how to give human defeat in glorious battle, like i said many improvement in 7.4 patch. I plan to reenable AI use siege engine so if AI siege you, most of coward tactic will be disable, for example mass archer or gun, and sit idle in top of castle.Now you can feel the horror of siege watching your men get bombard by the AI.
    Another good things is reenable some of gun powder dojo units recruitable via castle (as long you have the resource), so expect the AI finaly bring musket,fire rocket, or mortar.
    The concept is simple to merge gun powder dojo into castle.But you still need gun power dojo if you plans to build musket samurai army and hero.

    5.Back before RGM 7.0 I already use combined City Castle and BEM, modify via pfm and yes its worked, but its introduce some stutering bugs especialy when the reinforcement come,fps is normal but my cpu got cram like 100 % usage (I5 4670K 4,3 GHZ, XFX HD Radeon 7970 3gb, 8gb rams) so the screen in stutering (patah - patah).(Bukannya gak mau buat siege map nya gan, ini versi pak tani gunung cap kaskus, yah gak ada TED nya gak work, mau beli males, nanggung, kalo gak sekalian deh ane ganti bendera di kastil ama merah putih biar ngakak semua , namanya juga modding cuma modal pfm, peralatan tempur ala kadarnya yah gitu deh hasilnye banyak kurang ini dan kurang itu,maaf jika kurang berkenan ) But i think i should try again combine both of the mods, but more carefull this time to avoid cpu stress bug.

    6.Well imijin mod indeed use vastator style, my rgm (contain imijin) combines vastator and radious variant, you can notice in nodachi hero and other hero more scary looking compared to vus style.If you use vus style in top of my mod, i think it will got replaced or replaced rgm variant units.

    7. Thank for the save crash i shall report if this can be fixed or not
    Last edited by Junaidi83 de Bodemloze; September 23, 2014 at 10:27 PM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  5. #65
    Foederatus
    Join Date
    Apr 2013
    Location
    Indonesia
    Posts
    30

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    whoow...mantab gaaan, that's the aspects what i (or we..?) wanted.

    hehehe...ane juga nyempet ncicip pak tani sampe ane ketiban rejeki bisa ngori dan seharga 1/3 jatah idup sebulan lantaran penasaran ama mod2 anyar ternyata lumayan repot musti koneksi internet gan. but it's okay, you really one of the best modder, you should keep a good work . honestly i also want to try creating mod, but i fully blank about that..and do not know how to start . all i do is just playing others works and also my english is still abal-abal.

    thanks gan, we'll wait for ur next update and your best masterpiece works. godspeed gan

  6. #66
    Foederatus
    Join Date
    Apr 2013
    Location
    Indonesia
    Posts
    30

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    whew....I just opened yur main concept tab and my questions before were answered already. maklum gan.., i used broadband modem and it's very lambretta, so i didn't open much tabs

    oh ya...an idea again gan.., maybe there's a new costume/skin for anyone who become the Shogun and the original Daimyo skin become the Heir skin... hohoho..am sorry for this weird request.., very much thanks gan
    Last edited by dzm; September 24, 2014 at 01:07 AM.

  7. #67
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    new costume/skin for anyone who become the Shogun and the original Daimyo skin become the Heir skin
    I dont think that possible, long time ago i also have dream like that to bad my dream crush when face with reality wall.Its require some scripting to be done, and scripting in shogun 2 is not advanced like Med 2.

    Attached Files
    gbj_blood_shogun_2
    GoodAIBattle
    MOD_BullGod_Take_MoriMotonari
    MOD_BullGod_Take_TakedaShingen_Mask
    MOD_BullGod_Take_Tokugawa_Ieyasu
    MOD_BullGod_Uesugi_NaoeKanetsugu
    Noif's bows
    NoRealmDivide
    Real_Armies
    recruitable_generals
    Relaod Skill increase
    RGM 7.0 Core
    RGM 7.0 Main
    RGM 7.0 Patch
    RGM 7.0 Sub
    Rotk_Music_mod
    S.A_mod
    Sinfonia_Semplice
    slazens_no_upstart_general
    x.UnitVariety
    I already test it and i cant pass loading game screen, and i can understand the problem realy well since you use many mod,there is possibility your save game contain something my mods didnt have, so when i try your save game it will not load it, since i am missing something here.So i cant help it, sorry

    hehehe...ane juga nyempet ncicip pak tani sampe ane ketiban rejeki bisa ngori dan seharga 1/3 jatah idup sebulan
    Masih bagus agan maen Ori ane mampu build rig pc 12 jt malah sakit hati kalo mesti Ori cuma buat modding , kalo beli Ori nanti bisa download CA tool buat modding, dan itu sungguh powerfull tool buat modding, problemnya gak ada yg upload itu tool mampus deh

    but it's okay, you really one of the best modder, you should keep a good work . honestly i also want to try creating mod, but i fully blank about that..and do not know how to start .
    Nope i think weirdoascensor is better then me since he realy build something from nothing , (orang indo juga, jago bagian texture,pm aja ramah kok orangnya). Ane saranin mending jd pemakai daripada pengguna udah ketagihan nanti bakal repot soalnya tangan bisa gatal gatal buat modding kalo otak tiba tiba dapat wangsit(mending nomor togel ini malah ide).Lebih asyik moddingnya daripada ngegamenya.

    all i do is just playing others works and also my english is still abal-abal
    Google translator will work as brigde to help different language, until you think sufficient enough without machine translation, 3 -4 year before i also like you, just simple guys who likes to mix other mod just for sake playing the game itself, until i cant be satisfied by other people work and decide to do it myself, who know ??? I mod because i want the game exactly like image in my mind, i mod for my self not to please other people since any rep or good comment i collected didnt pay single rupiah or support me building my pc rig plus didnt replace large amount of time i spent for modding instead Dota 2 or other fancy game like Watch dog, Tomb raider, watching anime, reading manga, or ps3.

    I do modding because its my hobby, and its realy addictive hobby
    Last edited by Junaidi83 de Bodemloze; September 24, 2014 at 02:00 AM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  8. #68
    Foederatus
    Join Date
    Apr 2013
    Location
    Indonesia
    Posts
    30

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    wah mantab,, agan modders from same country.., okay gan, if i have enough time i'd like to learning it, at least just for my self. hehehehe

  9. #69
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    RGM 7.4 Preview

    Finaly i break the barrier, i already solve the puzzle i asking myself from the very start i create RGM back in Radious submod. How In The World To make AI As Brutal as its get ? Where the magic number its hiding ? Why some faction acted like so passive even they have chance to strike me when i left my Castle ? Why Radious or Darth or any mod that not limited by dynamic unit caps capable to make such invasion. Why?Why?Why? That question that always is my mind, i do every trick under my book but nothing realy satisfied me till the uanime5 reveals the process to turn Korea into peaceful state.Based on the deduction if one able to make peaceful state the same method will work to reverse it.Afer doing some testing and apply it to the rest of other clans, the result is ........................................................................................................................................................................................................
    Clans : Tokugawa
    Difficult : Very hard campaign/ VH battle
    Fog : Revealed
    Battle : Auto Resolve
    Turn before die : 9
    Turn 3 (Suprising Blitz)


    No one expect Oda just blitzkrierg me just in turn 3, with high precission notice if auto resolve be done, There are good chance i lost for good, lucky its go bad for AI. I realy sparred by pure luck in first siege.

    Turn 4 (The Bad Omen)

    Turn 4 The Oda failed to conquer,withdrew his army,to heal his wound, notice Oda already killed 2 of his neighbours province, and finaly got 3 province. That was quite fast tactic. I left with 3 units in my castle after phyric victory from Oda .

    Turn 9 (Final Siege)

    Again i barely able to defend my last Castle, Oda Clan finally bring large army in my land notice The Siege Catapult he brings.Well this Battle will be my last epic stand.



    Did i not recruit properly ? nope every turn i try squeze every unit i can milk from my castle.The AI simply dont give me time to breath.
    How do i know ? Because i already modify Ai to make his move if he at least obtain 70 % chance to win.And notice to increase the chance to win the AI actualy bring quite good number of men.Remember Rome 2 case where the ai attack with half stack , i think the cure is similiar like my problem

    So how about its impact to the game itself ? If this kind of this intellegent behaviour is only happen to only some or handfull AI Clans its no problem. But how about if every Clan has equal behaviour like Oda.And He not attacked empty Castle,Its fully guard with all men i can recruit until turn 9.The AI will attack you more swiftly then ever, every move he do by calculating your army number and ratio to win the battle.No more passive AI since every Clan retain this kind of behaviour.Your enemy wil calculating his move to your weakest province and you can say Checkmate when you realize it.This kind of calculating is scarry since no moved wasted,the AI actualy send his army to Win and pretty sure of it on the paper.That what i call Total War.

    When it will be Released ? Soon that you expected,after all i need to rebuff some Major Clan like Date since minor clan just simply outmanuver him, due bad starting location, most of the time didnt survive turn 3
    Last edited by Junaidi83 de Bodemloze; September 24, 2014 at 02:16 PM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  10. #70
    Foederatus
    Join Date
    Nov 2013
    Location
    Slovenia
    Posts
    28

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    Hi junaidi, dont mind me just take your time moding (you do sacrifice your free time). Tryed your sugestion with custom battle with the same samurai units, to my tastes stil a bit to fast paced battle.
    I do have another question in naval battles, is it intended for havy bune ships(that fire "fire rockets"), to be that accurate at shoting at the farmost range (shots should be more widespread at distance).

    Thanks for the reply, have a nice day

  11. #71
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    Quote Originally Posted by stefan66666 View Post
    Hi junaidi, dont mind me just take your time moding (you do sacrifice your free time). Tryed your sugestion with custom battle with the same samurai units, to my tastes stil a bit to fast paced battle.
    I do have another question in naval battles, is it intended for havy bune ships(that fire "fire rockets"), to be that accurate at shoting at the farmost range (shots should be more widespread at distance).
    Thanks for the reply, have a nice day
    So steffan6666 i do like some of your opinion before i revamped entire units stats.3 Hours ago i try using stop watch to watch 1 yari samurai vs yari samurai the stopwatch estimated 2 min 30 sec more or less before one routed.Now based on that how long you think the unit should take fight ? 2 x or 1.5 x, If i have some image in my mind about how long the units should fight is more easy to adjust the stats, since i have my own formula just take some and i can recreate entire units stats for all unit in notime.Any suggest is well apreciated.

    Well for naval battle is not perfected yet, naval units stats most of it still retain from vanilla or other mod, i think its Darth or radious stuff, i do tweak a little ,the range i dont know its balance or not, but the fire bomb projectile to make it sync with naval bombardment because its realy strange if ship can do naval bombard but using arrow in sea battle instead rocket. Its not realy focus back there since many issue like CTD and implementing other idea like dynamic unit caps or building sytem you used.Making unit card, testing and many more.

    Fell free to change the value to what you think is right, and i also more welcome if you want to share the ships stats you mod, I will increase the spread value so it will result some little miss.Anyways thanks for your suggestion
    Last edited by Junaidi83 de Bodemloze; September 24, 2014 at 02:57 PM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  12. #72
    Foederatus
    Join Date
    Nov 2013
    Location
    Slovenia
    Posts
    28

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    For battle speed I would suggest for the 2x i do enjoy longer battles (betwen two samurai units or hero around 5 min), a battle betwean ashigarus will be faster they drop like flies, but can you yust change the stats of one unit for testing and pining them against each other to see witch speed would be best for the mod.

    I did not mean to focus back on arrows for havy bune(i do like rockets) in naval battles, it is just their accuracy and range in battle when fighting other ships.

    Will try to look into at least the accuracy of havy bune first(rockets are devastating).

  13. #73
    Herr Doctor's Avatar Biarchus
    Join Date
    Jul 2006
    Location
    Lukomorye
    Posts
    653

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    Personally I like the battle speed as in game right now.

    I can't say however that I am a fun of the ships bombardment, heavy archery and other firing stuff (probably a bit too overpowered), but this is probably an important future of the mod. Still some balancing and nerfing in this area would be great.

  14. #74
    Herr Doctor's Avatar Biarchus
    Join Date
    Jul 2006
    Location
    Lukomorye
    Posts
    653

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    Another two things I've noticed while playing the mod. Have you considered increasing the research time of technologies? x2 or may be even x4? With the new 12 turns per year you can quickly research all of the technologies by 1/4 of the game and have nothing to do the rest 3/4.

    Also have you though to try some balancing on the units upkeep costs? They look really too low at the moment as even big armies are now financially non-issue even for small weak clans. Personally I would double the upkeep of the ashigaru, triple the upkeep for the light samurai, x4 - for samurai, x4.5 for ronins and other special units, x5 for heroes. This will also make the strategic choices for your army more interesting and complex (quality vs. quantity) then like now when you can generally bump your armies (even with the building limits) with elite troops. This is maybe fun from gameplay perspective but does not look very realistic.

  15. #75
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    Thanks for the input guys
    heavy archery and other firing stuff (probably a bit too overpowered), but this is probably an important future of the mod. Still some balancing and nerfing in this area would be great.
    I already reduce it for archer in 7.4 version,also plan to reduce naval bombard number, (more damage less number) because more projectile number for example 3000 will result lag.Also finaly you will see the AI starting to build musket army if the ai alredy unlock the technology (need futher testing) and i plan to increase AI use more fire power to terror human player.How many times you see AI bring rocket and nuke your ass, instead just use muscle and elite army like usual.

    For battle speed I would suggest for the 2x i do enjoy longer battles (betwen two samurai units or hero around 5 min), a battle betwean ashigarus will be faster they drop like flies, but can you yust change the stats of one unit for testing and pining them against each other to see witch speed would be best for the mod.
    Personally I like the battle speed as in game right now.
    I think i will increase the battle time 1.5 - 2x, its more enjoyable when you lead big army like 40 x units stack so at least you have chance to manouver the attack and can enjoy its.Right now i only able to manouver but not realy enjoy the show,because most of the funs show already over.

    I did not mean to focus back on arrows for havy bune(i do like rockets) in naval battles, it is just their accuracy and range in battle when fighting other ships.
    Easy i will reduce the accuracy via spread number so miss will occurs.

    Another two things I've noticed while playing the mod. Have you considered increasing the research time of technologies? x2 or may be even x4? With the new 12 turns per year you can quickly research all of the technologies by 1/4 of the game and have nothing to do the rest 3/4.
    Er Herr Doctor can you tell me what you thinks best,since i always playing long campaign and never be bothered with reseach times,so how many times you thinks the best for each campaign :
    - short campaign = 1x2x 3x 4x
    - long campaign = 1x2x 3x 4x
    - domination campaign = 1x 2x 3x 4x

    Also have you though to try some balancing on the units upkeep costs? They look really too low at the moment as even big armies are now financially non-issue even for small weak clans. Personally I would double the upkeep of the ashigaru, triple the upkeep for the light samurai, x4 - for samurai, x4.5 for ronins and other special units, x5 for heroes. This will also make the strategic choices for your army more interesting and complex (quality vs. quantity) then like now when you can generally bump your armies (even with the building limits) with elite troops. This is maybe fun from gameplay perspective but does not look very realistic.
    Idea accepted, yes with the recent ai fixed i think i will increase the cost unit issue, why the unit cost so low, because back there i just want to encourage AI to produce more army to defeat human player, since more upkeep means less soldier, its work quite well,but not realy help AI much to invade human player.But now everything different since i already tasted how ai blitz me just in turn 3.
    Last edited by Junaidi83 de Bodemloze; September 25, 2014 at 04:24 AM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  16. #76
    Foederatus
    Join Date
    Apr 2013
    Location
    Indonesia
    Posts
    30

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    excuse me sir.., i think


    - short campaign = 2x
    - long campaign = 3x
    - domination campaign = 3x


    would be okay , thanks sir

  17. #77
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    Quote Originally Posted by dzm View Post
    excuse me sir.., i think


    - short campaign = 2x
    - long campaign = 3x
    - domination campaign = 3x


    would be okay , thanks sir
    Sound okay to me Sir if no one complain i will take this as the standart,

    Now let me ask all of you one things, What do you want to do with the current AI reseach cheat
    - Nope Ai should reseach as same as human ( mean more slower things for AI especialy in term of unit quality)
    - I quite satisfied with AI reseach right now nothing to change
    - I not satisfied and demand AI reseach faster then this (2x3x4x) (means AI will suprass you in term of unit quality,building,almost everything)

    Personally I would double the upkeep of the ashigaru, triple the upkeep for the light samurai, x4 - for samurai, x4.5 for ronins and other special units, x5 for heroes.
    There are 10 unit class in RGM, based from you idea i make the similiar concept hope its good enough
    1.Ashigaru 2x
    2.Light 2.5x
    3.Normal 3x
    4.Heavy 3.5x
    5.Elite 4x
    6.Hero 5x
    7.Monk 3.5x
    8.Ninja 4x
    9.Pirate 2.5x - 3x
    10.Ronin 3.5

    But i already been planning to remade every unit upkeep and cost from zero.The concept is quite similiar like making units stats
    Units Cost can be divided into :
    - 10 class maybe more (what class units used)
    - Type weapon he used (if he use naginata + katana its count as 2 weapon that why samurai who carry 2 weapons always cost more)
    - Cavalary or non Cavalary (what type horse its used heavy,light,normal)
    -------------------------------------------------------------------------------------------------------------------------------------------- +
    (.............................................) = Total unit Cost
    This kind of method will make every units become realy details, and mostly different from each other, so katana samurai will different in comparison to katana cavalary,buts its more cheaper then naginata or yari samurai,while katana samurai maybe excelent in melee but proves no protection from cavalary attack, and the cost reflect this.Plus like college things you can explain how in the world you decide that naginata samurai cost 865, so basicly its not random magic number that pop out of nowhere.Unit cost and upkeep in 7.3 is basicly awfull since i realy have no concept how unit cost should like.So i decided to used old value and just reshape it.

    Unit upkeep can be decided based on how many turn to achieve 1 years, so the logic is if katana samurai cost 1200 and there is 12 turn in one year, the upkeep every turn/month should 120.Basicly when you recruit xxx units, you already pay 1 years wages in advances for his service.

    While this kind of tweaks realy add better realism in the game, but it also consumed more times if i put this complex unit cost and upkeep concept in 7.4 release, i think it will consumed another 1-2 weeks.And that not including other tweak like units stats as well

    I decided to release the beta version of RGM 7.4, so anyone can compare how the AI react, including longer reseach time, temporary fix on unit upkeep,reduced projectile arrow damage,and little fix on rocket accuracy, its also contain some fix on CTD you get from 7.3 version.

    RGM 7.4 (Beta Preview).rar
    Last edited by Junaidi83 de Bodemloze; September 25, 2014 at 07:09 AM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  18. #78
    Herr Doctor's Avatar Biarchus
    Join Date
    Jul 2006
    Location
    Lukomorye
    Posts
    653

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    Quote Originally Posted by junaidi83 View Post
    I already reduce it for archer in 7.4 version,also plan to reduce naval bombard number, (more damage less number) because more projectile number for example 3000 will result lag.Also finaly you will see the AI starting to build musket army if the ai alredy unlock the technology (need futher testing) and i plan to increase AI use more fire power to terror human player.How many times you see AI bring rocket and nuke your ass, instead just use muscle and elite army like usual.
    Interesting, would be nice to try in game.

    Quote Originally Posted by junaidi83 View Post
    Easy i will reduce the accuracy via spread number so miss will occurs.
    Quote Originally Posted by junaidi83 View Post
    I think i will increase the battle time 1.5 - 2x, its more enjoyable when you lead big army like 40 x units stack so at least you have chance to manouver the attack and can enjoy its.Right now i only able to manouver but not realy enjoy the show,because most of the funs show already over.
    I see, sounds legit. Only IMO some units morale (ashigaru especially) is too high in battle, so they fight almost to the last man. While this is logical for samurai, it's a bit strange for ordinary troops.

    Quote Originally Posted by junaidi83 View Post
    Er Herr Doctor can you tell me what you thinks best,since i always playing long campaign and never be bothered with reseach times,so how many times you thinks the best for each campaign :
    - short campaign = 1x2x 3x 4x
    - long campaign = 1x2x 3x 4x
    - domination campaign = 1x 2x 3x 4x
    I agree with dzm. Short campaign would be ok with x1.5 or x2, domination probably x3; except may be the long campaign should be either x3 or x4 (according to the number 12 turns per year, i.e. x4 increase). I played on this map with x4 increase and 12 turns per year in my modified game long time before, and it was quite balanced and enjoyable in general. At last one doesn't get firearms by 1549.

    Quote Originally Posted by junaidi83 View Post
    Sound okay to me Sir if no one complain i will take this as the standart,

    Now let me ask all of you one things, What do you want to do with the current AI reseach cheat
    - Nope Ai should reseach as same as human ( mean more slower things for AI especialy in term of unit quality)
    - I quite satisfied with AI reseach right now nothing to change
    - I not satisfied and demand AI reseach faster then this (2x3x4x) (means AI will suprass you in term of unit quality,building,almost everything)
    I don't like too unrealistically big bonuses for AI, so personally I would give AI only a minor research bonus (x1.2 or x1.5) as it sometimes makes bad decisions in research priorities. Would make human vs. AI research quite harmonious.

    Quote Originally Posted by junaidi83 View Post
    Idea accepted, yes with the recent ai fixed i think i will increase the cost unit issue, why the unit cost so low, because back there i just want to encourage AI to produce more army to defeat human player, since more upkeep means less soldier, its work quite well,but not realy help AI much to invade human player.But now everything different since i already tasted how ai blitz me just in turn 3.
    Quote Originally Posted by junaidi83 View Post
    There are 10 unit class in RGM, based from you idea i make the similiar concept hope its good enough
    1.Ashigaru 2x
    2.Light 2.5x
    3.Normal 3x
    4.Heavy 3.5x
    5.Elite 4x
    6.Hero 5x
    7.Monk 3.5x
    8.Ninja 4x
    9.Pirate 2.5x - 3x
    10.Ronin 3.5
    Looks balanced, should work in game well.

    Quote Originally Posted by junaidi83 View Post
    But i already been planning to remade every unit upkeep and cost from zero.The concept is quite similiar like making units stats
    Units Cost can be divided into :
    - 10 class maybe more (what class units used)
    - Type weapon he used (if he use naginata + katana its count as 2 weapon that why samurai who carry 2 weapons always cost more)
    - Cavalary or non Cavalary (what type horse its used heavy,light,normal)
    -------------------------------------------------------------------------------------------------------------------------------------------- +
    (.............................................) = Total unit Cost
    This kind of method will make every units become realy details, and mostly different from each other, so katana samurai will different in comparison to katana cavalary,buts its more cheaper then naginata or yari samurai,while katana samurai maybe excelent in melee but proves no protection from cavalary attack, and the cost reflect this.Plus like college things you can explain how in the world you decide that naginata samurai cost 865, so basicly its not random magic number that pop out of nowhere.Unit cost and upkeep in 7.3 is basicly awfull since i realy have no concept how unit cost should like.So i decided to used old value and just reshape it.

    Unit upkeep can be decided based on how many turn to achieve 1 years, so the logic is if katana samurai cost 1200 and there is 12 turn in one year, the upkeep every turn/month should 120.Basicly when you recruit xxx units, you already pay 1 years wages in advances for his service.

    While this kind of tweaks realy add better realism in the game, but it also consumed more times if i put this complex unit cost and upkeep concept in 7.4 release, i think it will consumed another 1-2 weeks.And that not including other tweak as well
    Very nice concept, like it. You should really try something like this. For me the biggest flaw in Total War series always was the lack of such strategic depth and realistic insight. So, I really enjoyed your developed building system, and the new units costs would defiantly only improve your mod for me.

    And we can always wait two weeks or more if you have other great ideas for your project.

  19. #79
    Herr Doctor's Avatar Biarchus
    Join Date
    Jul 2006
    Location
    Lukomorye
    Posts
    653

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    Two minor visual things I noticed recently: for some reason from time to time daimyos do not have any weapons in their hands, even when fighting on horseback, in contrast to their hatamotos. This happens sometimes because daimyos probably doesn't have naginata. Is it possible to fix this?

    Would be possible to spread Vastator Unit Style armours variations to new units added in the mod? Or is it way too much work (I have almost no idea about this side of modding)?
    Last edited by Herr Doctor; September 25, 2014 at 09:24 AM.

  20. #80
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: |RGM| Real Garrison Mod 7.3 (Latest)

    I see, sounds legit. Only IMO some units morale (ashigaru especially) is too high in battle, so they fight almost to the last man. While this is logical for samurai, it's a bit strange for ordinary troops.
    Well sir there is misunderstanding here if you talk about campaign game, there is possibility some of your general or enemy general or daimyo have some kind of morale bonus status, the highest morale for ashigaru type is katana ashigaru and cav katana ashigaru both morale is 9 as starter. Also dont forget since they fight and get lvup in experience the can achive up to 18 morale,that is if they able to live so long.If you think the bonus morale to high then i just tweak the bonus morale from experience lv up.But no matter how veteran ashigaru i think its still dead meat versus elite type.At least they able to hold line more longer and kill more at least.

    Two minor visual things I noticed recently: for some reason daimyos do not have any weapons in their hands, even when fighting on horseback, in contrast to their hatamotos. Is it possible to fix this?
    Ah i see there is wrong animation here, i will try fix it, on the other side the daimyo did use katana to kill enemy,its just when he idle on horse, its seem he retain the katri animation but holding warfan, since warfan cant be display in top of horse that why its seem he holding nothing. But killing animation using sword work well on foot and horse.If i able to fix this problem then its require you to download the whole core pack again.

    Would be possible to spread Vastator Unit Style armours variations to new units added in the mod? Or is it way too much work (I have almost no idea about this side of modding)?
    What do you mean spread ? If you mean did my mod use vastator unit style, yes its already inside, if you asking can i port some eguip from Vastator to radious unit in my mod, the answer is i cant do it right now because i never learn or try it before.But if i want i can learn from their mod instead how the process to do that, some kind like reverse engineering (that my forte) since i already adapted to reverse engineering any mod i came across, some people considering this skill as stealing information,sadly if i dont do that there will be never RGM mods in the first place since most of knowledge store in mods, instead written tutorial

    Plus to do that its also require some inspiration, for example the head, torso, hand, which part i use and what part will i mix , and what units will i edit.Its require some kind of artist soul.Everyone can painting and drawing but not everyone can painting or drawing beautifully.Even i have the knowledge does not mean i have the soul to do that.
    Last edited by Junaidi83 de Bodemloze; September 25, 2014 at 10:24 AM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •