Are we still good for this week Geronimo?, for, or on Friday would be nice for a weekend campaign!
Are we still good for this week Geronimo?, for, or on Friday would be nice for a weekend campaign!
I'll try and upload over the weekend as I'm doing a computer accounts course.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
It would be nice to wait for the weekend finally promised update ..
Will it include everything intended for this release, meaning the startpos, the new script as well as the new units and cards?
Are we going to see this today Geronimo? otherwise thats another weekend gone, would be nice to get this started for an evening campaign..perhaps you can tell us exactly when we will see it!
I'll work on it today and tomorrow and hopefully be in a position to upload by late tomorrow or early Monday
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Greetings Geronimo will you be including any historical new portraits in this next release of possibly any Generals or gentleman?? Also if there is a Rebellion in England will those be the Parliamentary forces...? Thanks in advance!
For a rebellion in France will those be the Hugonets units??
Stop inventing further improvement. Otherwise, the update Geronimo never finish ...
Update for "caliverman" and tatarlancer vanila style icons
Here new icons made and remade..fix to match up example Russian Cavalry. it look nice..Austrian half finish. same 3d model retexture like croathb Austrian unit i not do because same like polish unit and other same model too, some dont need new icons.only blank icons. some same icon i made 3-4 time. sorry not expert making icons i juz love this mods =)
Last edited by mhdsafwanindera; February 14, 2016 at 05:53 AM.
Total War Shogun 2 : Morning Sun Mods - Ming Dynasty vs Japan Shogunate
http://www.twcenter.net/forums/showt...un-Version-1-0
Could you upload the original tgas please in a rar or zip file? Thanks.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Could you make a changelog of sorts with this update? I'd really like to know what is new in contrast to the old version.
ok but i still working on it
Total War Shogun 2 : Morning Sun Mods - Ming Dynasty vs Japan Shogunate
http://www.twcenter.net/forums/showt...un-Version-1-0
Just one thought, did you change the Pikemen to walk by default..previously than legged it everywhere, which spoils the whole battle dynamics, Pikes should walk everywhere all the time, with perhaps a charge to close (though this is also unlikely!)
Okay I'm now going to upload the new ship models. Regarding the new units thats still a couple of days away as I've been making more models and am waiting for mhdsafwanindera icon uploads.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
I agree with Poacher, this imo should be a priority over everything else, I've played this mod such a long atime ago that I've forgot it has ever been an issue.
I'll wait until everything is ready personally. Will the startpos and the new scripts be included sometimes soon or are they still being worked on?
I've updated the OP download links with the new naval models. The units/scripts/icons will come in a few days.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Okay lovely, thank you for responding.
What about the pikemen running though? Poacher has raised a very good point, most of the time, rather, all of the time the enemy is attacking rather than defending, everyone, including the pikemen just rushes towards the player in the most uncohesive, hideous manner.
This is what I meant when I raised my concerns about the BAI more than anything. It didn't occur to me that pikemen should physically not be able to run in a cohesive formation as I was playing, for whatever reason. I just thought it was just the AI behaving very stupidly (which is also true). Two players could theoretically slowly walk around with their pikemen, but why do it when they can run? There is really no penalty that justifies the pikemen moving quickly, they just get tired like every other unit.
It should in no universe be happening, can you please somehow disable it and make them only walk? Like it it is Medieval II where pike formations move around excellently in slow, inflexible squares. I had some amazing pike & shot experiences in "For King or Country" and "Call of Warhammer" mods. Particularly in the former. A lot of push of pike was going on.
I think that the same pacing and dynamics can be recreated here by merely removing the ability to run from pikemen. Far too many times it happened to me that guns were useless as they reload for two minutes and most of the time I can simply charge my infantry in and win the day. This is most certainly not how it played out.
Slowing down the pikemen will vastly benefit the gameplay, as it will make many elements of it instantly work better. Cavalry might pack an extra punch since the player will be able to exploit the AI's inability to protect it's musketeers properly, but I believe this can be ailed by increasing the price of cavalry units, particularly shock cavalry such as cuirassiers.
Please think about it Geronimo.
Not sure its possible to disable running but it is possible to make a unit slow-moving.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog