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Submission: On January 28 via manual from US — Scanned from DE
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* Register * Help * Forgot Password? * Remember Me? -------------------------------------------------------------------------------- * Home * Forum * New Posts * Calendar * Community * Groups * Forum Actions * Mark Forums Read * Quick Links * Today's Posts * View Site Leaders * Wiki * Downloads * Articles * Blogs * Awards * Rules * FAQ * What's New? * Advanced Search * * Forum * Total War: Shogun 2 * Total War: Shogun 2 * Total War: Shogun 2 Modifications * Visuals and Audio * [Beta] Better Maps 0.45 -------------------------------------------------------------------------------- 1. If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. Page 1 of 12 1234567891011 ... Last * Jump to page: Results 1 to 20 of 225 THREAD: BETTER MAPS 0.45 * THREAD TOOLS * Show Printable Version * Email this Page… * * SEARCH THREAD * * Advanced Search * DISPLAY * Linear Mode * Switch to Hybrid Mode * Switch to Threaded Mode 1. September 04, 2012, 12:47 AM #1 Frodo45127 * View Profile * View Forum Posts * View Blog Entries * Visit Homepage * View Articles Artifex Patrician -------------------------------------------------------------------------------- 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. Reply With Quote -------------------------------------------------------------------------------- 2. September 04, 2012, 12:54 AM #2 Akaie * View Profile * View Forum Posts * View Blog Entries * View Articles Sangi Ukon'e no Chūjō -------------------------------------------------------------------------------- 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 Reply With Quote -------------------------------------------------------------------------------- 3. September 04, 2012, 01:05 AM #3 Frodo45127 * View Profile * View Forum Posts * View Blog Entries * Visit Homepage * View Articles Artifex Patrician -------------------------------------------------------------------------------- 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. Reply With Quote -------------------------------------------------------------------------------- 4. September 04, 2012, 11:04 AM #4 raffychan * View Profile * View Forum Posts * View Blog Entries * View Articles Libertus -------------------------------------------------------------------------------- Join Date Dec 2009 Location South Korea, Busan Posts 71 RE: BETTER CITIES 0.1 > How about making the building out of the wall? > Reply With Quote -------------------------------------------------------------------------------- 5. September 04, 2012, 11:08 AM #5 Maverick Houston * View Profile * View Forum Posts * View Blog Entries * View Articles Civis -------------------------------------------------------------------------------- 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 Reply With Quote -------------------------------------------------------------------------------- 6. September 04, 2012, 04:09 PM #6 Frodo45127 * View Profile * View Forum Posts * View Blog Entries * Visit Homepage * View Articles Artifex Patrician -------------------------------------------------------------------------------- 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. Reply With Quote -------------------------------------------------------------------------------- 7. September 04, 2012, 10:05 PM #7 Lokgar * View Profile * View Forum Posts * View Blog Entries * View Articles Miles -------------------------------------------------------------------------------- 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. Reply With Quote -------------------------------------------------------------------------------- 8. September 05, 2012, 05:13 PM #8 Confucius * View Profile * View Forum Posts * View Blog Entries * View Articles Tiro -------------------------------------------------------------------------------- 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? Reply With Quote -------------------------------------------------------------------------------- 9. September 05, 2012, 09:42 PM #9 Frodo45127 * View Profile * View Forum Posts * View Blog Entries * Visit Homepage * View Articles Artifex Patrician -------------------------------------------------------------------------------- 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). Reply With Quote -------------------------------------------------------------------------------- 10. September 06, 2012, 12:44 PM #10 JustSpectre * View Profile * View Forum Posts * View Blog Entries * View Articles Libertus -------------------------------------------------------------------------------- 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. Reply With Quote -------------------------------------------------------------------------------- 11. September 06, 2012, 05:15 PM #11 yobi_uk * View Profile * View Forum Posts * View Blog Entries * View Articles Miles -------------------------------------------------------------------------------- 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 > ========================================================= Reply With Quote -------------------------------------------------------------------------------- 12. September 06, 2012, 10:25 PM #12 Frodo45127 * View Profile * View Forum Posts * View Blog Entries * Visit Homepage * View Articles Artifex Patrician -------------------------------------------------------------------------------- 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. Reply With Quote -------------------------------------------------------------------------------- 13. September 08, 2012, 11:24 AM #13 Frodo45127 * View Profile * View Forum Posts * View Blog Entries * Visit Homepage * View Articles Artifex Patrician -------------------------------------------------------------------------------- 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: Reply With Quote -------------------------------------------------------------------------------- 14. September 08, 2012, 02:59 PM #14 Winterspawn * View Profile * View Forum Posts * View Blog Entries * View Articles Tiro -------------------------------------------------------------------------------- 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? Reply With Quote -------------------------------------------------------------------------------- 15. September 08, 2012, 03:13 PM #15 Hyzoran * View Profile * View Forum Posts * View Blog Entries * View Articles Indefinitely Banned -------------------------------------------------------------------------------- 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 Reply With Quote -------------------------------------------------------------------------------- 16. September 08, 2012, 10:31 PM #16 other mitch * View Profile * View Forum Posts * View Blog Entries * View Articles Civis -------------------------------------------------------------------------------- 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... Reply With Quote -------------------------------------------------------------------------------- 17. September 09, 2012, 05:24 AM #17 Frodo45127 * View Profile * View Forum Posts * View Blog Entries * Visit Homepage * View Articles Artifex Patrician -------------------------------------------------------------------------------- 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. Reply With Quote -------------------------------------------------------------------------------- 18. September 09, 2012, 12:03 PM #18 other mitch * View Profile * View Forum Posts * View Blog Entries * View Articles Civis -------------------------------------------------------------------------------- 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... Reply With Quote -------------------------------------------------------------------------------- 19. September 09, 2012, 12:41 PM #19 weirdoascensor * View Profile * View Forum Posts * View Blog Entries * View Articles Indefinitely Banned -------------------------------------------------------------------------------- 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. Reply With Quote -------------------------------------------------------------------------------- 20. September 09, 2012, 02:35 PM #20 Frodo45127 * View Profile * View Forum Posts * View Blog Entries * Visit Homepage * View Articles Artifex Patrician -------------------------------------------------------------------------------- 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. Reply With Quote -------------------------------------------------------------------------------- Page 1 of 12 1234567891011 ... 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