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Thread: UI converter now supports Shogun 2

  1. #1
    Artifex
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    Default UI converter now supports Shogun 2

    So that UI to XML and back converter which alpaca once wrote for NTW, and which I then improved and extended to ETW... Now I added Shogun 2 support.

    Enjoy. Code needs Python 3 to run.

  2. #2

    Default Re: UI converter now supports Shogun 2

    Quote Originally Posted by taw View Post
    So that UI to XML and back converter which alpaca once wrote for NTW, and which I then improved and extended to ETW... Now I added Shogun 2 support.

    Enjoy. Code needs Python 3 to run.
    Holy Moly....Your the best taw!!!!!!!!!!!!!!!!!!++++++rep. I can't thank you enough. I will test it out later on.

  3. #3
    Artifex
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    Default Re: UI converter now supports Shogun 2

    I've taken a quick look at Rome 2 files, and it looks like there's a lot of changes from Shogun 2. Oh well, maybe someday.

  4. #4
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    Default Re: UI converter now supports Shogun 2

    What possibilities does this open for Shougun II modding?Stuff like more building slots would require changes to the Assembly Kit or at least the XML files, wouldn't it?
    Last edited by Destin Faroda; December 28, 2018 at 03:46 PM.
    My Mod:
    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  5. #5
    Primergy's Avatar Protector of the Union
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    Default Re: UI converter now supports Shogun 2

    Well, it mostly allows for changing the look of the UI. What I did for my North&South Mod for Napoleon was to create a complete new Main Menu look. But Mitch and Topcat also used it to introduce some new game features.

    One thing I want to try the new converter is to see if its possible to reintroduce the old artillery system with different buttons for different shot types. Maybe you can also reintrocude the Gabionades for artillery guns. You can activate this ability in the DBs but only the AI is able to use it, because the button does not appear for the Player.

    Those are my first ideas, more skilled LUA modders might have some more.

  6. #6
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    Default Re: UI converter now supports Shogun 2

    Yeah, any feature which works for AI but not for player is a good candidate for something which could be added with UI modding.

    If it doesn't work for AI, it's less likely to work this way.

  7. #7

    Default Re: UI converter now supports Shogun 2

    I hope you can add more playable factions for the Fall of the Samurai campaign. I already have taken a look that file, and i think it's possible now. But need to test this theory.

  8. #8
    Primergy's Avatar Protector of the Union
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    Default Re: UI converter now supports Shogun 2

    Izzy, did you already tried to add the gabionades? I always get a crash when i'm trying it :/

  9. #9

    Default Re: UI converter now supports Shogun 2

    Quote Originally Posted by Primergy View Post
    Izzy, did you already tried to add the gabionades? I always get a crash when i'm trying it :/
    I didn't yet worked with the ui converter. Hope you can find a way to add them.

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