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THREAD: BETTER MAPS 0.45

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 1.  September 04, 2012, 12:47 AM #1
     Frodo45127
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     Join Date Dec 2011 Location Lost In Translation Posts 438
     
     
     
     
     BETTER MAPS 0.45
     
     > What is Better Maps?
     > - Better Maps is a mod that "update" all the maps in the game to make
     > them interesting both visually and tactically.
     > 
     > The "update" in the maps is only a visual update without gameplay
     > effects?
     > - Nop. Now in the cities there are "garrisonable" buildings, the houses
     > can block the attacks of rifles, etc. Now you can make better tactics and
     > use the buildings for obtain advantage in battle.
     > 
     > This make the battles more hard?
     > - Maybe. You will have more strategical options.
     > 
     > This change the maps of campaing?
     > - Yes. This change the maps (specially castles) of campaing and skirmish
     > mode with my modded maps. The name of the new maps in skirmish mode are:
     > 
     > Spoiler Alert, click show to read: 
     > - Chihaya Castle.
     > - Cape Irago.
     > - Outlands Castle.
     > - Plains Garrison.
     > - Kyoto.
     > - Kyoto (1868).
     > - Mountaintop Fort.
     > - Tarajo.
     > - Mountain Fort.
     > - Mountain Stronghold.
     > - Lonely Fort.
     > - Lonely Fortress.
     > - Plains Fort.
     > - Shinjo.
     > - Plains Fortress.
     > - Osaka Castle.
     > - Himeji Castle.
     > - Iburi Castle.
     > - Ezochi Fort
     > 
     > Can I see the changes?
     > - Yes. Here are some screenshots:
     > Version 0.45:
     > Spoiler Alert, click show to read: 
     > 
     > 
     > More screenshots here:
     > http://steamcommunity.com/id/frodo45127/screenshots
     > More screenshots of Kyoto (thanks to Sinisa26):
     > http://imgur.com/LUuCDlR,XkigeLE,8pn...uj96nG,RB7ZPNM
     > 
     > This mod have some incompatibilities?
     > - Yep, since version 0.40, with UPC-SHO. But don't worry, to fix it just
     > delete the UPC-SHO pack file and use the modified UPC I make for Better
     > Maps.
     > 
     > It's XXXXX mod compatible with this?
     > - Yes, and I will no answer more questions about this.
     > 
     > There are some that I need to know before use this mod?
     > - If your computer runs the game in medium-low graphics, maybe you will
     > have a little drop of frames.
     > 
     > How I must to install this mod?
     > - Extract the files "Better_maps.pack", "Better_maps2.pack" and
     > "Better_maps3.pack" to data folder of Total War: Shogun 2 and play. If
     > you don't have the game in english, you will need to download the "UPC"
     > rar too, and extract ONLY the file of your language into data folder of
     > shogun 2.
     > 
     > This version it's playable or it's only for testing?
     > - It's fully playable.
     > 
     > I need some DLC or something special for use this mod?
     > - Nop. And if you only have FOTS and you dont have vanilla Shogun 2, YES
     > WILL WORK.
     > 
     > How I can help?
     > - Testing the maps. If you found something that don't work or you think
     > "here must be that building" or something like that, say it. You can help
     > making maps too.
     > 
     > Frecuently Asked Questions (FAQ):
     > Spoiler Alert, click show to read: 
     > 
     > Q: In level 1 castles of ROTS (AKA towns) the AI don't use the defenses.
     > A: If there aren't walls, AI thinks "It's a normal land battle!!
     > Yayyyy!!". I can't fix that.
     > 
     > Q: In level 1 castles of ROTS (AKA towns) there are no capture point!!!
     > Why???
     > A: AI thinks "It's a normal land battle!! Yayyyy!!". With capture point,
     > AI don't work as well as in a normal land battle. And how will they win
     > capturing a building with almost none defenses??? It doesn't have any
     > sense.
     > 
     > Q: In both Kyoto maps there are some zones like little streets that are
     > innaccesibles.
     > A: Work As Intended. It's for prevent units to get dispersed and stuck
     > between buildings.
     > 
     > Q: I'm attacking Kyoto and enemies spawn inside the temples that are
     > outside of his deployment zone.
     > A: Veeeeeery strange bug. Only happends to me a couple of times and I
     > don't know why.
     > 
     > Q: There is a beautiful garden in level 4, 5 and 6 of plane castles that
     > is inaccesible.
     > A: Work As Intended. It's not walkable to avoid a bug related with stuck
     > units.
     > 
     > Q: When AI use cavalry in a siege, they use it like an idiot.
     > A: AI in shogun... is not the most clever AI.
     > 
     > Q: My units are stuck in X place!!!!
     > A: Tell me where map and I will try to fix it. The only exception to this
     > is when a cannon send a soldier flying right to the inner ditch of Kyoto.
     > That will be fixed when I remake Kyoto.
     > 
     > Q: My units can't use stairs (AKA "stairs are not walkable" bug).
     > A: You don't have active in mod manager the part 1.
     > 
     > Q: My game crash when I/AI try to siege.
     > A: If you have Expanded Japan, this is the cause, not better maps. I'm
     > tired of answer people with crashes due to Expanded Japan. If you don't
     > have Expanded Japan, tell me what map crash.
     > 
     > Q: My game has no sound.
     > A: This is a bug due to a mod with spaces in his name, not to better
     > maps.
     > 
     > Q: When the battle starts, my units have a brutal lag!!!!!
     > A: Vanilla bug. I can't fix it.
     > 
     > Q: When will this mod be updated?
     > A: When I want.
     > 
     > Q: Why?
     > A: Because I'm a lazy man.
     > 
     > Q: Why your english is so bad?
     > A: Because I am spanish.
     > 
     > 
     > Changelog:
     > 
     > Spoiler Alert, click show to read: 
     > Version 0.45:
     > - Hopefully fixed all crashed due to TEd deleting the 4vs4 deployment
     > zones.
     > - New map: Ezochi Fort. It replace the "castle_hilly_coast_level_1".
     > - Emfab updated to 1.2.
     > - Updated all UPC packs.
     > 
     > Version 0.42b:
     > - Fixed AI attacking deployment in a mountain map.
     > 
     > Version 0.42:
     > - Fixed the "corner of wood walls not show in radar" bug (Finally!!!!!).
     > - Heavely improved pathfinding in almost all maps.
     > - Detailed and finished all mountain maps.
     > - Reduced to 1 the max number of players in "mountain_level_02" map.
     > 
     > Version 0.40:
     > - Modified and heavely detailed the 4 "Level 1" castles of ROTS.
     > - Enabled the posibility of play all modified maps in a custom battle.
     > 
     > Version 0.35b:
     > - Fixed a little bug in "castle_mountain_level_02" where units get stuck
     > in a wall.
     > 
     > Version 0.35:
     > - Fully modified and finished the castles "castle_plane_level_01",
     > "castle_plane_level_02", "castle_plane_level_03",
     > "castle_plane_level_04", "castle_plane_level_05" and
     > "castle_plane_level_06".
     > - Fixed a bug where you can't join to a multiplayer campaign even when
     > both of players have the same files.
     > 
     > Version 0.32:
     > - Fully modified and remaked the castles "castle_plane_level_01",
     > "castle_plane_level_02", "castle_plane_level_03",
     > "castle_plane_level_04", "castle_plane_level_05" and
     > "castle_plane_level_06".
     > - Fully modified the castle "castle_fs_mountain_level_01".
     > - Fixed a bug where units can go through the tenshu walls in
     > "castle_mountain_level_02".
     > - Fixed a bug with towers in FOTS campaing in
     > "castle_mountain_version_02_level_02".
     > - Included the mod EMFAB.
     > 
     > Version 0.26:
     > - Fully modified the castles "castle_mountain_level_01" and
     > "castle_mountain_level_02".
     > - Reworked lanterns in both Kioto maps for better night battles.
     > - Reworked east of "Kioto_level_6" for better AI deployment.
     > 
     > Version 0.23:
     > - Fully modified the castles "castle_mountain_version_02_level_01" and
     > "castle_mountain_version_02_level_02".
     > - Improved the AI starting position in
     > "castle_mountain_version_02_level_01" and
     > "castle_mountain_version_02_level_02".
     > - Improved defensive AI in both Kioto maps.
     > 
     > Version 0.20:
     > - Completelly remaked Kioto and Kioto_level_6
     > - Fully modified the castles "castle_mountain_version_03_level_01" and
     > "castle_mountain_version_03_level_02".
     > 
     > Version 0.15:
     > - Lot of fixes and improvements in Kioto and Kioto_level_6.
     > - Improved the AI starting position in both Kioto maps (Need more
     > testing).
     > - Fixed the bug that AI dont use artillery if is attacking Kioto.
     > - Made some buildings garrisonable in historical battles of Aizu,
     > Anegawa, Hakodate, Osaka, Toba-Fushimi and Ueno.
     > - Changed name from "Better Cities" to "Better Maps".
     > 
     > Version 0.1 (Initial release):
     > - Fully modified "Kioto" and "Kioto Level 6".
     > 
     > 
     > 
     > Steam Workshop version:
     > Part 1:http://steamcommunity.com/sharedfile...s/?id=99501976
     > Part 2:http://steamcommunity.com/sharedfile.../?id=123046263
     > Part 3:http://steamcommunity.com/sharedfile.../?id=427417469
     > 
     > Non-Steam version:
     > http://www.twcenter.net/forums/downl...o=file&id=3856
     > 
     > UPC-SHO adapted for better maps:
     > https://mega.co.nz/#!KggFGaqA!QJTUzKqHBnwVxR8Kii9XqQMsdaeWMwx_3fS0dmLBTbc
     > 
     > Thanks to:
     > - oriajh, from clanguardias.com, for help me testing the maps.
     > - Little Rock, from steam, for help me testing the maps.
     > - Sisina26, for some of the screenshots you can see in this post.
     > - tom.025 (from steam) for translate to french the name of the new maps.
     > - Dramabelli, for translate to italian the name of the new maps.
     > - Destin Faroda, for translate to german the name of the new maps.
     > - Weierstrass, help me with almost all the decoration of Ezochi Fort.
     
     > Last edited by Frodo45127; April 18, 2015 at 07:11 AM. Reason: Part 3
     > uploaded
     
     > FIXING PCS LIKE A BOSS!
     > 
     > My mods for Shogun 2- Better Maps
     > - Main Menu Replacer
     > - EMFAB
     > - Unit Pack Compatibility - Spanish Version+
     > - Parrot's Smoke Fix
     > - Fire Mangonels
     > - "Roots of Japan" Unit Pack ("normal" and "darthmod versions")
     > - Assembly Kit's Update Pack
     > - Real Armies
     > 
     > Under the patronage of a good guy called Inkie Pie.
     
     
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 2.  September 04, 2012, 12:54 AM #2
     Akaie
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     Sangi Ukon'e no Chūjō
     
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     Join Date Jun 2011 Location Australia Posts 3,291
     
     
     
     
     RE: BETTER CITIES 0.1
     
     > Castles are distinct from cities. Otate was not a part of Kasugayama . I
     > figure this is strictly for gameplay?
     
     > The S2 Onin War Mod | Boshin: Total Domains
     > Patron of Erwin Rommel
     > Under the proud patronage of Radious
     
     
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 3.  September 04, 2012, 01:05 AM #3
     Frodo45127
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     Join Date Dec 2011 Location Lost In Translation Posts 438
     
     
     
     
     RE: BETTER CITIES 0.1
     
     > Originally Posted by Akaie
     > Castles are distinct from cities. Otate was not a part of Kasugayama . I
     > figure this is strictly for gameplay?
     > I know, but when you attack a castle it's more interesting (at least for
     > me) attack a castle with more than one or two buildings. It's partially a
     > visual update (more buildings in the fortress) and partially a gameplay
     > update. I put this mod in "Visuals and Audio" because change some maps
     > and I don't know were I must to put this mod.
     
     
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 4.  September 04, 2012, 11:04 AM #4
     raffychan
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     Libertus
     
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     Join Date Dec 2009 Location South Korea, Busan Posts 71
     
     
     
     RE: BETTER CITIES 0.1
     
     > How about making the building out of the wall?
     
     > 
     
     
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 5.  September 04, 2012, 11:08 AM #5
     Maverick Houston
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     Civis
     
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     Join Date Jun 2012 Location Houston Texas Posts 179
     
     
     
     RE: BETTER CITIES 0.1
     
     > I think they look very cool. I haven't had much playtime, but I'll try to
     > put some time in on them in custom battles, and see if there are any
     > problems.
     > 
     > Why the english in this post is so bad?
     > - Because I am spanish.
     
     > http://www.youtube.com/watch?v=I7ou5RhUi7E&feature=plcp
     
     
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 6.  September 04, 2012, 04:09 PM #6
     Frodo45127
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     Join Date Dec 2011 Location Lost In Translation Posts 438
     
     
     
     
     RE: BETTER CITIES 0.1
     
     > Originally Posted by raffychan
     > How about making the building out of the wall?
     > In all the "other" castles (plains, coastal, etc) It will be buildings
     > out of the wall. In the next version I will try to add them to Kioto too.
     > The name maybe change too, to "Better Maps" or something like that.
     
     
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 7.  September 04, 2012, 10:05 PM #7
     Lokgar
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     Miles
     
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     Join Date Mar 2012 Posts 344
     
     
     
     RE: BETTER CITIES 0.1
     
     > man, I want more towns for normal battles too, I'm always sad when I
     > fight a battle and there is a little town, but it's not near my
     > deployment zone so I won't have enough time to set up to have an awesome
     > town / farm battle.
     
     
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 8.  September 05, 2012, 05:13 PM #8
     Confucius
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     Tiro
     
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     Join Date Aug 2011 Posts 279
     
     
     
     RE: BETTER CITIES 0.1
     
     > Can you elaborate more on your mod please? Does this only work with FOTS?
     > What about original andROTS? Will you povide us some screenshots? As
     > Lokgar suggested, will you make one for normal battles too?
     
     
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 9.  September 05, 2012, 09:42 PM #9
     Frodo45127
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     Join Date Dec 2011 Location Lost In Translation Posts 438
     
     
     
     
     RE: BETTER CITIES 0.1
     
     > Originally Posted by Confucius
     > Can you elaborate more on your mod please? Does this only work with FOTS?
     > What about original andROTS? Will you povide us some screenshots? As
     > Lokgar suggested, will you make one for normal battles too?
     > 1 - Of course. This is the first version, and is a bit simple.
     > 2 - This mod works on the 3 campaings, and in skirmish mode. Should work
     > in online too if both have the same version of the mod.
     > 3 - There are 20 comparative screenshots in the first post.
     > 4 - In the next version, the name will change to "Better Maps". So yes, I
     > will try to improve normal maps too.
     > 
     > If anyone have any idea for a map or something, say it.
     > 
     > And finally, a question for the Kioto map. In the next version you want
     > that all the water around Kioto except north zone will be no longer
     > walkable? It's for use more the artillery, that is very useless in
     > original campaing (at least for me).
     
     
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 10. September 06, 2012, 12:44 PM #10
     JustSpectre
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     Join Date Jul 2011 Location Hradec Králové (Czech Republic) Posts 63
     
     
     
     RE: BETTER CITIES 0.1
     
     > Thanks a lot for interesting mod, I was wondering myself, if something
     > like this can be made.
     
     > Last edited by JustSpectre; September 06, 2012 at 03:59 PM.
     
     
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 11. September 06, 2012, 05:15 PM #11
     yobi_uk
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     Miles
     
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     Join Date Jun 2008 Posts 395
     
     
     
     RE: BETTER CITIES 0.1
     
     > Gomen...but is this for FOTS per chance?
     
     > The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's
     > Heart Especially If They Cook Something Tasty
     > =========================================================
     
     
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 12. September 06, 2012, 10:25 PM #12
     Frodo45127
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     Join Date Dec 2011 Location Lost In Translation Posts 438
     
     
     
     
     RE: BETTER CITIES 0.1
     
     > Originally Posted by yobi_uk
     > Gomen...but is this for FOTS per chance?
     > This mod must work with every version of the game. You don't need any
     > special dlc or expansion. So yes, this should work on FOTS.
     
     
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 13. September 08, 2012, 11:24 AM #13
     Frodo45127
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     Join Date Dec 2011 Location Lost In Translation Posts 438
     
     
     
     
     RE: BETTER CITIES 0.1
     
     > Here is a gift: some screenshots from the future and WIP version 0.2. The
     > screenshots are from a couple of battles in Kioto.
     > 
     > Spoiler Alert, click show to read: 
     > 
     > At the east of Kioto:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > 
     > My little zen's garden:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > The misterious enchanted house of the hill:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > The A.I. using a building:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > East of Kioto with ways:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > Now with key buildings inside and outside the castle:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > The rice fields:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > The new, bigger and with lights, tenshu for all level 6 castles and both
     > Kiotos:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > And, finally, the best way for capture Kioto:
     > 
     > Spoiler Alert, click show to read: 
     
     
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 14. September 08, 2012, 02:59 PM #14
     Winterspawn
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     Tiro
     
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     Join Date Feb 2012 Location Belgium Posts 298
     
     
     
     RE: BETTER CITIES 0.1
     
     > Looking good, any chance you will do some other cities as well? Musachi
     > or major clan capitals?
     
     
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 15. September 08, 2012, 03:13 PM #15
     Hyzoran
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     Indefinitely Banned
     
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     Join Date May 2010 Posts 171
     
     
     
     RE: BETTER CITIES 0.1
     
     > I throughly enjoy this mod as it adds more flavor and variance to siege
     > battles, thanks. However, the idea of this mod could be expanded to add
     > villages on battlemaps that are near province settlements (Such as farms
     > and similar buildings) and just generally increase battlemap variance in
     > general. Would be nice if you did it (if possible)
     > 
     > EDIT: 0.2 is looking great too, good work
     
     
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 16. September 08, 2012, 10:31 PM #16
     other mitch
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     Civis
     
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     Join Date Sep 2011 Posts 188
     
     
     
     RE: BETTER CITIES 0.1
     
     > awesome mod! I was wondering if it was okay to do an alternative to this
     > mod here...
     > 
     > I'm making a mod that adds cities (and the strategic buildings) to all
     > the siege maps in the campaign. and place some of the tower capture
     > points to some more strategic locations...
     > 
     > You mind if I post that here? I think I'd need someone to test them
     > first, but the ones that I've made work in the campaign so far...
     
     
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 17. September 09, 2012, 05:24 AM #17
     Frodo45127
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     Join Date Dec 2011 Location Lost In Translation Posts 438
     
     
     
     
     RE: BETTER CITIES 0.1
     
     > Originally Posted by Hyzoran
     > I throughly enjoy this mod as it adds more flavor and variance to siege
     > battles, thanks. However, the idea of this mod could be expanded to add
     > villages on battlemaps that are near province settlements (Such as farms
     > and similar buildings) and just generally increase battlemap variance in
     > general. Would be nice if you did it (if possible)
     > 
     > EDIT: 0.2 is looking great too, good work
     > It's possible, but it's very hard because those maps are saved with a
     > diferent form. And there are more than 200 maps with variants.
     > 
     > Originally Posted by other mitch
     > awesome mod! I was wondering if it was okay to do an alternative to this
     > mod here...
     > 
     > I'm making a mod that adds cities (and the strategic buildings) to all
     > the siege maps in the campaign. and place some of the tower capture
     > points to some more strategic locations...
     > 
     > You mind if I post that here? I think I'd need someone to test them
     > first, but the ones that I've made work in the campaign so far...
     > You can post here you mod. If you want,even we can merge the mods and
     > colaborate for make the mod better.
     
     
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 18. September 09, 2012, 12:03 PM #18
     other mitch
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     Civis
     
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     Join Date Sep 2011 Posts 188
     
     
     
     RE: BETTER CITIES 0.1
     
     > Originally Posted by Frodo45127
     > It's possible, but it's very hard because those maps are saved with a
     > diferent form. And there are more than 200 maps with variants.
     > 
     > You can post here you mod. If you want,even we can merge the mods and
     > colaborate for make the mod better.
     > Absolutely, working together sounds awesome man. I'll post the first
     > castle set (Coastal Castle level 1-6) either tonight or tomorrow morning
     > and you can have at it. they might need a touch up...
     > 
     > I do have an issue with the 6th level castle I.E. the Boshin "star fort".
     > it looks rather ridiculous when cannons at a low level are firing into
     > their own city with extreme prejudice... so I'll try to position them
     > better...
     
     
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 19. September 09, 2012, 12:41 PM #19
     weirdoascensor
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     Join Date Nov 2011 Location The western part of an Island They thought a
     kind of Coffee... Posts 1,932
     
     
     
     RE: BETTER CITIES 0.1
     
     > Interesting...Really Interesting...
     > 
     > ...I have seen Exquisite TED maps...but nothing have the potential as
     > this one...
     > 
     > Frodo, why dont you start a Project...gathering the Talents of all TED
     > mappers...announcing this in the GD section, hmm?
     > 
     > ...A Project, to upgrade All Siege Maps, into living, breathing
     > battlegrounds. Shogun would not be the same. Ever Again.
     > 
     > 
     > From the game, we have 2 Plains, 2 Coastal, and 2 Mountain Castle; all in
     > 6 tiers - First is 12th Century Wooden Keep in middle of Nowhere. Sixth
     > is Citadels with strange pointy kuruwa they called "Star Forts"...still
     > in middle of nowhere...
     > Plus Special Kyoto Siege Map - Shogunal Palace... in middle of Nowhere,
     > following the trend mentioned...
     > 
     > The Three first tier do not need to many embellishment...Early Japanese
     > Castles were built in middle of nowhere, just for ad-hoc defensive
     > purposes...just add some Besieger Camps with Jinmaku-Curtains, palisades,
     > earthworks and other equipments...
     > 
     > ...If you want though, you can add some early-Japanese Towns for lower
     > tier Plains Castles, to represent Heian-Era Cities(not castles)for
     > RoTS...we'll besiege Provincial Capitals, not some makeshift
     > fortifications without any significance...right?
     > 
     > Spoiler Alert, click show to read: 
     > 
     > Hiraizumi - Fujiwara's Capital of Mutsu
     > 
     > 
     > 
     > 
     > Scaled Down, of Course
     > 
     > Higher Tier of Castles, started becoming Governmental Centres...and
     > people eventually built Jokamachi-Town under the Castles.
     > Grand Mountain Yamashiro do not have large jokamachi, of course...but
     > give it Samurai Dwellings, Barracks, Training Grounds, Armories inside
     > its courtyards...so not just a empty shell...Surrounded by Besieger
     > camps, complete with Palisade and Earthworks surrounding the
     > Castle...Think Odawara, or Alesia, if thats more familiar...Barricades,
     > Oodate Pavise, Trenches at range of 150-100 from the Castle walls, used
     > by Archers and Musketeers...something like this:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > 
     > 
     > 
     > Fifth and Sixth tiers should have been adapted for Cannon
     > warfare...simply give them places where cannons could be fired without
     > obstruction...No, not Coastal Batteries...just a place where walls
     > wouldnt obstruct...
     > 
     > Make "Star Forts" Real Star Forts. Please. Fix it, You're Hero of The
     > Restoration.
     > 
     > Spoiler Alert, click show to read: 
     > 
     > Goryokaku
     > 
     > 
     > Benten Daiba
     > 
     > Hekirichi
     > 
     > Tokyo Bay Fortresses
     > 
     > 
     > 
     > 
     > 
     > 
     > About Kyoto Map, I have some suggestions:
     > 
     > City of Kyoto
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > 
     > 
     > Could you see the Nijo Castle we used to besiege? its the moated building
     > on the West.
     > Its surrounded by built-up area...so Samurai Manors with Courtyards fit
     > for a Imperial Capital shall be better than Ricefields
     > Nijo Castle
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > 
     > 
     > 
     > 
     > 
     > 
     > 
     > 
     > You fear the bridges would be too easily destroyed, arent you? Maybe
     > Causeways are a safer alternative, something like this:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > 
     > 
     > Its also Prettier to line up the moats with walls...
     > ...but i fear the AI could not handle outer moat with walls on both
     > side...keep it just for inner moat.
     > 
     > Nijo Castle do not have High Keeps...its more of a Luxury Manor, so
     > something like this maybe better:
     > 
     > Spoiler Alert, click show to read: 
     > 
     > 
     > 
     > 
     > Do you see the stone foundation in the Nijo Castle inner courtyard on
     > southwest? It was the keep, burned down in a fire...yes its that
     > small...as small as an Lookout Tower...
     > 
     > 
     > 
     > If You're Ambitious Enough, why not making Historical Replicas of Actual
     > Siege to replace Generic ones...For Instance...
     > Using Ishiyama Honganji/Osaka as Template for one of the Coastal Castle
     > Kasugayama as 3rd/4th Tier Mountain Castle.
     > Goryokaku as Plains 6th Tier.
     > ...and so on...Imagine...
     
     > Last edited by weirdoascensor; September 09, 2012 at 02:39 PM.
     
     
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 20. September 09, 2012, 02:35 PM #20
     Frodo45127
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     Join Date Dec 2011 Location Lost In Translation Posts 438
     
     
     
     
     RE: BETTER CITIES 0.1
     
     > Originally Posted by other mitch
     > ...
     > If you can, send me the files for merge the mods.
     > 
     > Originally Posted by weirdoascensor
     > ...
     > Thanks for all of that information. It will be very usefull for mod the
     > maps. About start a project... It's started since I release the beta.
     > More mappers will be better and they are welcome.
     > About made the "Real Star Forts", we need to know how to introduce more
     > maps in the game (I've tried a lot of times but I only can change maps
     > with others that exits in the game). I want to improve the maps without
     > change it completely.
     > 
     > And in the map of Kyoto... I see some maps for search inspiration and the
     > nijo castle is the big green zone in the center-north of the map. The
     > building in the east is the imperial palace.
     > 
     > EDIT 1: I don't have fear of the bridges broke too easily. It's made
     > intentionally for make the player don't abuse of the artillery and
     > increase the dificulty.
     > EDIT 2: Yeah It would be incredible make historical replicas, but I'm a
     > noob with TEd (three days ago I discover what are the decals jeje).
     
     > Last edited by Frodo45127; September 09, 2012 at 02:49 PM.
     
     
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