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Thread: A Shamfur Mod - (Alpha Version 3.3)/Discontinued

  1. #1
    Lugie's Avatar Civis
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    Default A Shamfur Mod - (Alpha Version 3.3)/Discontinued

    * *
    ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​Shamfur Mod is a European style warfare conversion for Shogun 2

    ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ Also known as: Poor Man's NTW

    ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​

    It is currently in the very early alpha stage, though hopefully this can actually become something.
    Note: This only Requires FOTS base, it is also highly recommended to also have all the other DLC for FOTS.
    Currently, most models/unit cards are placeholders


    Here is a list of the current features of the mod:
    Spoiler Alert, click show to read: 

    1. Added the option to board back in for most ships (though it is near suicidal)

    2. Made units more responsive, should be almost no more shuffling around.

    3. Added proper unit collision, units will almost never glob together anymore when in melee and when charging (now globing only seems to happen rarely on steep slopes).

    4. Made melee combat slower/faster (Increased melee defense for all units, but Long kill-moves are no longer used, and bayonet units only use sync combat((old med2/rome system), improves responsiveness)).

    5. Speaking of melee combat, there are now proper bayonet animations so bayonet units in melee (mostly) don't look like wonky spear-men.

    6. Square formation now works on a timer, so if the square is not fully formed when cav charges, the infantry does not get the anti-cav bonus.

    7. Experience is much more rewarding (actually makes the AI try to preserve its experienced units) and slightly harder to get.

    8. A (50% done) overhauled UI.

    9. Fife and Drum marches for line infantry units (only in CB for now).

    10. More music, there are now 5 battle tracks, 6 deployment tracks, and 6 tension tracks for FOTS armies, traditional/shogun 2 armies still have default music.

    11. As the combat wears on, formations/lines that have been fighting will become more disorganized and chaotic.

    12. Imported NTW environments.


    Version 1: (First Release)

    Spoiler Alert, click show to read: 
    Working Drummers:
    Some new units (no custom models... yet):
    ---------------------------------------------
    modded ui
    modded sounds


    Version 2.6:
    Spoiler Alert, click show to read: 
    More units + UI + Animation Overhaul:



    Got NTW marching drum sounds working (Line Infantry only).
    Updated/fixed/cleaned UI.
    Cleaned up some unneeded db files as of now.
    Improved melee animations(hands mostly touch musket now(for everything except the stabbing animations))

    Version 2.7:
    Spoiler Alert, click show to read: 
    Better FX + UI + Naval Overhaul:


    Version 3.3:
    Spoiler Alert, click show to read: 
    Placeholder - pictures incoming


    Note: some of the pictures are from old versions of the mod and may not represent the current version.

    Tips and Tricks:

    Spoiler Alert, click show to read: 
    1. To get the actual effective range of firearms (where they actually do decent damage), subtract "40" for "Small-Arms", and "100" for "Artillery".
    At max range, weapons are much less accurate and have a considerable damage drop.

    2. Do not charge your Calvary head-first into spear/bayonet-equipped infantry.
    Not much else to say. If you are fighting spear/bayonet infantry, hammer and anvil is one of the only options that isn't suicidal.

    3. It is actually very effective to mix low-tech units and high-tech ones.
    Try to have bowmen behind your Musketeers/Riflemen, or if going the fully modern route, make sure to have mortar and rocket support.

    4. Try to prioritize carcass for buildings.
    Carcass shot is somewhat inaccurate, but it is almost always guaranteed to set something ablaze. Use it against buildings and other large targets.

    5. Rank Fire.
    Rank Fire should be used (when it can) for units that have long reload times, or are not very accurate.

    6. Kneel Fire.
    It seems that Kneel Fire is much better with keeping your units firing while in melee than other firemodes.

    (Naval Tips)
    1. Solid shot is your basic-long range projectile
    Solid shot has the longest range of any naval projectile, followed by AP and HE. Use it for initial engagements, then switch to AP for medium-range broadsides.

    2. Mortar Ships are for shelling... And maybe sinking.

    Mortar ships are not very good against other ships, In-fact, they are nearly useless. However, they are superb at shelling provinces/providing fire support for land battles.


    Here is a (desired) road map of the mod:
    Spoiler Alert, click show to read: 

    Version 1: (first release, buggy-unstable-crappy clusterf*** of-a-mess.)

    Version 2: More content in general, units, sound/music, animations, fixes, and UI.

    --- Version 3 (Current release): Even more new units, more UI features, slight campaign changes, and (maybe) custom models and more sounds.

    Version 4: Graphical overhaul: custom unit models, different world models (buildings and such), animations, etc.

    Version 5: Functional campaign.

    Version 6: Clip sizes and other scripting anomalies.

    Version 7: ????


    ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ Anyways, here is the download link. Just put all the pack files in your "data" folder and enable them with the launcher.
    (Note: Before installing a new version, delete the old version first.)
    READ: Make a backup of the "boot" pack file if you ever wish to return to vanilla, as this mod replaces it.
    (Quicknotes: Make sure your Particle Effects setting is on Ultra, otherwise custom fx wont work.)

    I could use some help with this mod! Mainly modelers, but any skills are appreciated! (just send me a PM).
    ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​
    (Most)of the things in this mod are currently made by myself, but there are some credits to other people/things I need to list here:

    Credit goes to: kungfuserge and IGdood For discovering the bayonet models and how to use them.
    The War-thunder and Company of Heroes Soundtrack for most of the music (A few tracks are from movies I forgot the names of).
    (Someone) for the old musket sounds (These sounds are also used in pretty much every big Empire and Napoleon mod).
    Mech_Donald Used his BSM as a reference for creating particle effects (that XML is bloody crazy).
    California Consolidated Drum Band for most of the Marches.
    Troy Banarzi and Assassins Creed 4 for the Sea Shanties.


    ________________________________________________________________________________________________________________
    Have Fun!
    Last edited by Lugie; July 31, 2017 at 01:15 AM. Reason: Version 3.3 Released/Discontinued

  2. #2
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    Default Re: A Shamfur Mod

    So what exactly does "European style warfare conversion for Shogun 2" mean? A Boshin scenario for the Vanilla campaign?

  3. #3
    mhawari's Avatar Miles
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    Default Re: A Shamfur Mod

    Sir Can u add some screenshot here?

  4. #4
    Lugie's Avatar Civis
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    Default Re: A Shamfur Mod

    Quote Originally Posted by LinusLinothorax View Post
    So what exactly does "European style warfare conversion for Shogun 2" mean? A Boshin scenario for the Vanilla campaign?
    Maybe in the future, but for now it only modifies custom battles. It basically makes everything a bit more, well, "European". It also adds some new units and such. Hopefully in the future it can be a proper conversion, as campaign map modding is possible.

  5. #5
    Lugie's Avatar Civis
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    Default Re: A Shamfur Mod

    Quote Originally Posted by mhawari View Post
    Sir Can u add some screenshot here?
    Sorry about that, It seems the screenshots I added did not process properly (twcenter does not like dropbox). Re-added some.

  6. #6

    Default Re: A Shamfur Mod

    Whoa, Drummer animations? In S2TW? Where did you get it?

    Now you get my attention.

  7. #7
    mhawari's Avatar Miles
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    Default Re: A Shamfur Mod

    yeah but the drum stick is gone

  8. #8
    Lugie's Avatar Civis
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    Default Re: A Shamfur Mod

    Quote Originally Posted by mhawari View Post
    yeah but the drum stick is gone
    Currently working on that. I think I'm going to have to map objects to the animation, and put the drumsticks as a "special" line in the fragment.

  9. #9
    MRENGLISHRULES's Avatar Tiro
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    Default Re: A Shamfur Mod (Version 2.5)

    Is this still being worked on? You could probably merge with the total fots mod which would make this a lot easier.

  10. #10
    Lugie's Avatar Civis
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    Default Re: A Shamfur Mod (Version 2.5)

    Quote Originally Posted by MRENGLISHRULES View Post
    Is this still being worked on? You could probably merge with the total fots mod which would make this a lot easier.
    It is indeed still being worked on. I guess merging with that mod wouldn't be too bad, But I think its a bit early.

  11. #11

    Default Re: A Shamfur Mod (Version 2.5)

    Hey Lugie, great job man. I just released the 1.0 version. Maybe yes, we can work together if you want. I don't know how the animation works. So, I can really need some help. If you want off course.

  12. #12
    mhawari's Avatar Miles
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    Default Re: A Shamfur Mod - (Alpha Version 2.8)

    Hey Lugie sorry for asking, but can u make Shield animation for shogun 2 ?

  13. #13

    Default Re: A Shamfur Mod - (Alpha Version 2.8)

    Do you think I could use your bayonet animations on my historical units mod? This is looking great; really cool to still see quality mods being developed after all this time.

  14. #14
    Lugie's Avatar Civis
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    Default Re: A Shamfur Mod - (Alpha Version 2.8)

    Quote Originally Posted by lasersquirrel View Post
    Do you think I could use your bayonet animations on my historical units mod? This is looking great; really cool to still see quality mods being developed after all this time.
    Sure, as long as you give the appropriate credit.

  15. #15
    Lugie's Avatar Civis
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    Default Re: A Shamfur Mod - (Alpha Version 2.9)

    If anyone has any recommendations, feel free to tell me!

  16. #16

    Default Re: A Shamfur Mod - (Alpha Version 3.0)

    fun fact:
    -levy infantry could beat most orther infantry units in stand-and-fire challenge.

  17. #17
    Lugie's Avatar Civis
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    Default Re: A Shamfur Mod - (Alpha Version 3.0)

    That has been fixed in the latest update. The damage values were somewhat off for certain muskets/rifles.

  18. #18

    Default Re: A Shamfur Mod - (Alpha Version 3.3)

    I downloaded this mod to try to see how you did a few things, after looking around im unsure still.

    If anyone can elaborate on :
    Quote Originally Posted by Lugie View Post

    2. Made units more responsive, should be almost no more shuffling around.

    3. Added proper unit collision, units will almost never glob together anymore when in melee and when charging (now globing only seems to happen rarely on steep slopes).

    4. Made melee combat slower/faster (Increased melee defense for all units, but Long kill-moves are no longer used, and bayonet units only use sync combat((old med2/rome system), improves responsiveness)).



    i Would love to know how this was done, especially #2. this would help me immensely

    #3 curious as to how, i just assume a tweak to unit spacing somewhere/radius?LM_entity_training_levels ?

    #4
    I understand the raised melee def and i saw long kill moves were removed for a few custom units-like the bayonets, but i fail to see how all long kill moves are removed from the game for all other units? also the bayonet units have more lines after the sync combat lines, so how they "only use" sync combat doesnt make sense.

    any info would be great! thanks
    Last edited by Havie; July 12, 2017 at 10:25 PM.

  19. #19

    Default Re: A Shamfur Mod - (Alpha Version 3.3)

    Noticed something new with your mod, still confused though,

    You have "man_pike_combat_fragment.txt" added to your battleconfig files, inside youve removed matched kills , YET nothing in your animation tables uses "man_pike_combat_fragment" soooooo how is this being applied, i dont see anything that uses this table..

  20. #20
    Lugie's Avatar Civis
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    Default Re: A Shamfur Mod - (Alpha Version 3.3)

    Terribly sorry about the wait. This mod has been discontinued due to computer problems (all source files have been lost), but I am more than happy to reply to your questions.

    2. Units are more responsive in certain areas. In order to make things a bit more realistic, I decreased acceleration and deceleration of infantry to try and get a more medieval-2 style feel to moving/ordering units, but firing formations and firing LOS was increased to make them more responsive and less clunky in combat. Example: You might notice that light infantry units can fire on enemies beside them, but not behind them. That was to make them a bit more realistic while also preserving the effects of a rear-attack. Line infantry now have a 50% chance of not shuffling the entire line when giving a new target (the chance increases if the new target is close to the old one), and a bunch of other little changes, like calvary being able to fire to the side, help the units feel a bit better. This also has the symptom of lessening the blow from stupid AI, as the AI has never been known to have perfect positioning (AI controlled units in empire routinely faced away from enemy units, as the AI spammed attack orders every 10 seconds, thus messing up the position of units).

    3. While true ragdoll-type unit collision is impossible to mod in, medieval 2/rome 1 unit collision is possible with the right tweaks. There is a script in shogun 2 that makes all units in a unit immediately stop a few seconds after melee combat has been engaged, regardless of current conditions (im not sure why CA shoved in such a stop-gap measure instead of fixing the problem). I tried to make the best of this script by making sure the units were in a good spot when it was run (preferably still in tight formation, but just far enough away from each-other so they dont bounce out of the combat like they're made of rubber). You might notice, in a normal charge across flatter ground, not coming from any harsh angles, it works very good. Anywhere else it does look a bit wonky, but that's the best I could do.

    4. A bit of a mess-up on my part. While sync combat is (mostly) used with bayonet units, kill kill-moves are still used, if that makes sense. I got rid of all the draw moves, and got rid of all the long kill moves. I kept most of the short ones and added a few unused ones. This makes combat much more fluent/responsive but also visually engaging. When playing, you might notice that if soldiers are able to gang up on one target, one man will only be able to "properly" fight the target, but everyone else will be "assisting" by shoving and poking at the surrounded enemy. You might already know that since NTW, the game does calculate how many units are trying to attack another unit, and the unit that is outnumbered gets scaling penalties. This means levy's can take down a guard unit if he has enough levy's trying to kill him. In-game, the devs forgot to visually represent this (even though the animations are in the files), thus people still accuse warscape of being unrealistic and whatnot. I reactivated those and now one guy being surrounded doesn't look as stupid. Sadly, it seems to be somewhat rare in infantry fights, and is much more noticeable when fighting Calvary (due to the larger target).

    As for the pike fragment, im pretty sure the version that is currently up has pike-men as a unit in-game. If it doesn't, then that is probably an old test fragment for the pike-men, a unit that has been lost due to the aforementioned computer problems.

    For everyone else that comes across this, feel free to use my work/discoveries in your own projects.
    Last edited by Lugie; June 23, 2020 at 09:27 PM.

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