MegaGlest Forum

Modding and game content creation => Mods => Topic started by: Hagekura on 25 October 2010, 19:05:43

Title: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 25 October 2010, 19:05:43
Latest release:V0.89a (9 December 2011)
Japanese Faction V0.89a
http://dl.dropbox.com/u/28217581/Japanese_V089a_20111209.7z (http://dl.dropbox.com/u/28217581/Japanese_V089a_20111209.7z)
Japanese Faction wiki at glest wikia
https://docs.megaglest.org/Japanese (https://docs.megaglest.org/Japanese)
(http://dl.dropbox.com/u/28217581/v089a_Sonae_Regiment_s.png) (http://dl.dropbox.com/u/28217581/v089a_Sonae_Regiment.png)
HF!

Change log:
V0.89a, 9 December 2011

-Four New units: Standard Bearer (https://forum.megaglest.org/index.php?topic=6103.msg78835#msg78835)(The unit inspires nearby military units by the Large Battle Standard and increases their attack strength by 20),
Tsubute (https://forum.megaglest.org/index.php?topic=6103.msg78048#msg78048)(Slinger), Taketaba Archer(Archer with large bamboo siege shield), Taketaba Gunner
-Added variety of new units animations for more units, also Improved some units attacking animations.
-Largely Improved units perticle effects and projectile perticles: i.e. Perticle Muzzle flare effects of muskets and cannons, Battlefield Smokes. (https://forum.megaglest.org/index.php?topic=6103.msg78447#msg78447)
-New AI direction by using megaglest's AI-behavior option: Now CPU plays much better than the previous versions.
-Now Ikki mobs/Warrior monks gain fighting bonuses when they are near the Farmhouse/Temple. (https://forum.megaglest.org/index.php?topic=6103.msg78900#msg78900)
-Improved sound effects include more realistic Shooting/Impact sounds of Matchlock Muskets and Cannons, Bows.
-Improved models/textures of some units and buildings.
-Two New upgrades:"Siege Engineering" -Requirement for building siege shields and cannons-.
"Anatomische Tabellen" -Purchase this German Medical Textbook in European Trader allows you to increase physical resistance of all units in the faction-.
-Now some units have building limits: i.e. Shinobis.
-Changing in several stats/costs of units and upgrades.
-Removed normalmap textures for reduce filesize.
-many more.

(http://dl.dropbox.com/u/28217581/v089a_raid_on_city_s.png) (http://dl.dropbox.com/u/28217581/v089a_raid_on_city.png)
Hi :).
I'm making a japanese faction for glest.
It is intended for work on both Glest Advanced Engine or Megaglest.
Currently this mod works properly only in Megaglest.
It is magitech and megapack compatible.

The mod I'm currently working is based on historical Late 15~ Early 17th century japan.
At the time japan was under a civil war and the era was known for "SENGOKU JIDAI(era of warring states) ".
large variety of units will be included in this mod, along with many japanese traditional style buildings.
(http://dl.dropbox.com/u/28217581/JP_Glest_NewTechtree_s.png) (http://dl.dropbox.com/u/28217581/JP_Glest_NewTechtree.png)

screen shots
Latest screen shots from alpha(9 December 2011)
(click to show/hide)
First screen shots (26 October 2010)
(click to show/hide)

Minimod of Japanese
Currently Kiko (https://forum.megaglest.org/index.php?action=profile;u=33440) is working for making minimod for GAE based on Japanese faction.
The mod focuses on more minor villagers/bandits battles, also with some rollicksome flavors inspired by famous Kurosawa films and some Japanese "JIDAIGEKI (http://en.wikipedia.org/wiki/Jidaigeki)" cinemas such as "Yojimbo", "Seven Samurai", "Zatoichi".
The thread of the minimod:
Fancy testing a GAE Ninja mod?
https://forum.megaglest.org/index.php?topic=8033.0
Title: Re: Japanese Faction mod
Post by: John.d.h on 25 October 2010, 19:24:26
Oh wow, those buildings are awesome. :thumbup:  The command icons are going to be a pain for those of us who don't read Japanese, though.  Aside from that, I'll be looking forward to this.
Title: Re: Japanese Faction mod
Post by: Zoythrus on 25 October 2010, 19:37:51
when you said "Japan," i was thinking 4Chan and random crap...thank you for making historical Japan.
Title: Re: Japanese Faction mod
Post by: claymore on 25 October 2010, 19:44:01
Very nice! Though I share John's concerns regarding the command icons.
Title: Re: Japanese Faction mod
Post by: Gabbe on 25 October 2010, 20:10:25
OMG! a decent mod! Ã…sum!

You should definately make a wiki :P
Title: Re: Japanese Faction mod
Post by: Yggdrasil on 25 October 2010, 20:16:53
The buildings look very nice indeed. Can't wait to play as Shogun.
Title: Re: Japanese Faction mod
Post by: Hagekura on 25 October 2010, 21:08:44
Thx for your replies!  :)

Oh wow, those buildings are awesome. :thumbup:  The command icons are going to be a pain for those of us who don't read Japanese, though.  Aside from that, I'll be looking forward to this.
It's good time for you to learn our Kanjis! ;D
btw these command icons shown in screenshots are temporary uses.
personally i prefer these simple character icons though,if there are many concerns about it,I'll think of make symbolic icons for Non-Kanji using players.thx.

when you said "Japan," i was thinking 4Chan and random crap...thank you for making historical Japan.
lol. those goblins are spreading all over the internet.I feel sorry for that.

Very nice! Though I share John's concerns regarding the command icons.
as i wrote to john above,I'll make a symbolic icons for people who has no time for learn kanjis. thx.

OMG! a decent mod! Ã…sum!

You should definately make a wiki :P
thx.I don't know how to edit a wiki well,but I'll try after i made a decent progress of this mod.

The buildings look very nice indeed. Can't wait to play as Shogun.
I had no 3D modeling experiences till i work with this mod,so i'm struggling to make sophisticated 3D models.but I'll try hard live up to your expectation.thx.
Title: Re: Japanese Faction mod
Post by: Gabbe on 25 October 2010, 21:27:15
judging by the screenshots, you live up to our expectations ;) :thumbup:
Title: Re: Japanese Faction mod
Post by: ultifd on 25 October 2010, 22:13:34
Wow, looks nice. Can't wait for updates and a release :)  :thumbup:
Yay, something new
Title: Re: Japanese Faction mod
Post by: wyvern on 26 October 2010, 00:31:49
Sweet finally something historical, I can't wait ;D ;D :) :thumbup: :thumbup:
Title: Re: Japanese Faction mod
Post by: Zoythrus on 26 October 2010, 00:54:27
maybe you can ask for it to be added to the megapack when its done!
Title: Re: Japanese Faction mod
Post by: -Archmage- on 26 October 2010, 00:57:08
Wow, it looks great! :thumbup:
Title: Re: Japanese Faction mod
Post by: ultifd on 26 October 2010, 02:34:06
maybe you can ask for it to be added to the megapack when its done!
Maybe, but I wonder if it will be too great for the megapack :/  :O joking...
Hmm, the megapack would need tons of balancing...also since there are other factions that might be in the megapack in the future...
Title: Re: Japanese Faction mod
Post by: Zoythrus on 26 October 2010, 03:19:22
maybe you can ask for it to be added to the megapack when its done!
Maybe, but I wonder if it will be too great for the megapack :/  :O joking...
Hmm, the megapack would need tons of balancing...also since there are other factions that might be in the megapack in the future...
like the woodsmen?
Title: Re: Japanese Faction mod
Post by: Psychedelic_hands on 26 October 2010, 05:36:43
This is really cool, awesome work! how long have you been working on it?
Title: Re: Japanese Faction mod
Post by: ElimiNator on 26 October 2010, 06:19:43
Very good! I think the buildings are very well done but the humans look kind of squarish from the shots. Also why don't you just have a preview of the unit on the icon? just like tech?

Keep up he good work!  :)
Title: Re: Japanese Faction mod
Post by: Zoythrus on 26 October 2010, 13:58:45
but the humans look kind of squarish from the shots.

keep in mind that's what the guys in ancient Japan looked like. they're armor was kinda blocky...
Title: Re: Japanese Faction mod
Post by: Hagekura on 26 October 2010, 15:39:22
I'm glad to see many replies on this topic.thx guys! :D

I have add a bit changes to main castle building's texture and model.now it looks slightly better than which shown in screenshots of a first post.
(http://photofriend.jp/u/66205/da726107f86da529083dbfe25252f33980000000000001497122.jpg)
In fact it's a one of my favorite models i have made so far :O.

maybe you can ask for it to be added to the megapack when its done!

It would be great!all factions in megapack are finely made.I have learned a lot from them.I do not sure i can create a fine one which can compete with them though.

This is really cool, awesome work! how long have you been working on it?

Thx,I've been working on this mod about half a year in total.which includes time to learning how to edit xmls and learning 3D modelings.

Very good! I think the buildings are very well done but the humans look kind of squarish from the shots. Also why don't you just have a preview of the unit on the icon? just like tech?

Keep up he good work!  :)
Thx.to me,modelling human bodies is more challenging than modelling buildings :dead:.but it wouldn't be serious matter when look at them in longshot.

(http://photofriend.jp/u/66205/d3e6b8525dbed82196114708d6aa9e9070000000000001497123.jpg)
This is a close-up of Ashigaru_spearman unit model.I have made 5units(Ashigaru,Archer,Arquebuser,Swordsman,Cannon crews) based on this model.

about a unit preview,I'm going to upload tech-tree plan image before long.hold on ;)

Title: Re: Japanese Faction mod
Post by: Zoythrus on 26 October 2010, 21:06:04
hey, buddy, if you need any particle effects, im the one for the job. im rather good with particles, so pm me!

also, if you need any help with the XMLs, ill help out there too...
Title: Re: Japanese Faction mod
Post by: wciow on 26 October 2010, 21:48:44
This mod looks great!  :o Please release something for us soon.
Title: Re: Japanese Faction mod
Post by: ultifd on 26 October 2010, 21:51:48
like the woodsmen?
No
Title: Re: Japanese Faction mod
Post by: Omega on 26 October 2010, 22:20:03
Wow, this looks fantastic Hagekura! Welcome to the Glest Board! We are happy to see your first contribution to Glest to have such quality!

You say this is your first time modeling? You must learn amazing fast, because those units look fantastic! The textures are gorgeous and everything looks realistic and well made. A very good job.

Thx,I've been working on this mod about half a year in total.which includes time to learning how to edit xmls and learning 3D modelings.
Great work learning. It's rare to see people jump right into a quality mod creation. I think this mod has potential, and can't wait to see more of it.
Title: Re: Japanese Faction mod
Post by: Hagekura on 26 October 2010, 23:56:08
hey, buddy, if you need any particle effects, im the one for the job. im rather good with particles, so pm me!

also, if you need any help with the XMLs, ill help out there too...
Thanks men,when i encounter hardships,I'm counting on you ;D.

This mod looks great!  :o Please release something for us soon.
thx.soon I'll upload a tech-tree image.
I'm also looking forward to your new undead faction :D.

Wow, this looks fantastic Hagekura! Welcome to the Glest Board! We are happy to see your first contribution to Glest to have such quality!

You say this is your first time modeling? You must learn amazing fast, because those units look fantastic! The textures are gorgeous and everything looks realistic and well made. A very good job.

Thx,I've been working on this mod about half a year in total.which includes time to learning how to edit xmls and learning 3D modelings.
Great work learning. It's rare to see people jump right into a quality mod creation. I think this mod has potential, and can't wait to see more of it.
Thank you sir.to learn modding glest was not so difficult for me,thanks to this game's great modability and a lot of kind tutorials on youtube and wiki and websites.I was also greatly helped by many forerunner mods especially factions in megapack and ElimiNator's vbros packs.I could learn a lot from them.
Title: Re: Japanese Faction mod
Post by: Zoythrus on 27 October 2010, 00:02:24
like the woodsmen?
No

what do you mean "no"?
Title: Re: Japanese Faction mod (Tech-tree Updated)
Post by: Hagekura on 27 October 2010, 02:55:48
I've uploaded tech-tree plan image on first post.
It roughly describes outline of this mod would be.
the tree can be changed as progress of the mod.
sorry for low-res picture.My uploader restricts to upload larger size pictures :dead:.
Title: Re: Japanese Faction mod
Post by: ultifd on 27 October 2010, 22:21:17
Looks good.  :thumbup: You could always use another image host if the one you are currently using is too restrictive...
Title: Re: Japanese Faction mod (Tech-tree Updated)
Post by: Omega on 27 October 2010, 22:22:57
I've uploaded tech-tree plan image on first post.
It roughly describes outline of this mod would be.
the tree can be changed as progress of the mod.
sorry for low-res picture.My uploader restricts to upload larger size pictures :dead:.
Sweet! Looks cool. You can always upload to imageshack.us if you need to upload larger images than your hoster will allow.
Title: Re: Japanese Faction mod
Post by: Hagekura on 28 October 2010, 00:35:11
Thanks fellas! :)
I've uploaded larger image on the imageshack.
I'm going to update specific description of each Units/Buildings/Upgrades.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: John.d.h on 28 October 2010, 02:10:57
Also, when you upload to imageshack, you can use the "forum thumbnail" code, which includes a smaller image with a link to the full size image, so you can post as many as you want without causing clutter or hogging bandwidth.

Example:
Code: [Select]
[URL=http://img196.imageshack.us/i/0001ck.jpg/][IMG]http://img196.imageshack.us/img196/9412/0001ck.th.jpg[/img][/URL]
(You can also trim off the "uploaded with..." thing.)

Code: [Select]
[URL=http://img13.imageshack.us/i/23570208.jpg/][IMG]http://img13.imageshack.us/img13/8273/23570208.th.jpg[/img][/URL]
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Zoythrus on 28 October 2010, 03:15:40
you know, i was talking about adding it to the megapack. i was thinking, they dont have any air units. i can find this as a balance thing, giving them powerful infantry, but no aircraft. it would work...

you should shoot for the Megapack.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: John.d.h on 28 October 2010, 03:32:46
Has anyone thought of actually asking the MG devs if they're interested in adding more factions? ::)  It's already a huge download.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Gabbe on 28 October 2010, 03:44:27
Hey, Hage, did you develop this mod to balance for regular glest factions (magitech(Tech and Magic))
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 28 October 2010, 04:51:55
Thx for the tip John! :thumbup:
Can i use the code without resgistration?
next time when I upload images with imageshack,i shall use the trick.

you know, i was talking about adding it to the megapack. i was thinking, they dont have any air units. i can find this as a balance thing, giving them powerful infantry, but no aircraft. it would work...

you should shoot for the Megapack.
Fabricating air units without too much deviation from historical limit was one of my burdens about making this mod.
In japan 400 years ago(and in rest of the world),people didn't have any flying tools.Initially I was thinking introduce Falconer(http://en.wikipedia.org/wiki/Takagari (http://en.wikipedia.org/wiki/Takagari))with hawks as air units.but i thought it's too difficult to make them with my modding skill.
but your proposal is getting the point.I want to make japanese as strong in infantry faction as a compensation for lack of air units and large-size units.also presence of the Ninjas(they will have long sight and fast-speed with powerful sabotage skill) and strong defence facility(Yagura) will give this faction a tactical advantage.

Hey, Hage, did you develop this mod to balance for regular glest factions (magitech(Tech and Magic))
Of course ;).I,myself love to play with magitech and megapack factions with added factions.so balancing issue is a my important task of modding.I'm often play with them as developing the mod and carefully adjust my faction's stats.I'm struggling to make my faction to won't be too much weak or strong compared with those factions.:scientist:
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Omega on 28 October 2010, 05:36:15
Can i use the code without resgistration?
Imageshack does not require, nor ever has required, registration. Feel free to just upload and forget. Though, registering an account does let you manage your images, I usually don't take the time to log in, instead opting for quickly uploading.

Has anyone thought of actually asking the MG devs if they're interested in adding more factions? ::)  It's already a huge download.
I think this is a great looking mod and may have Megapack quality, but, I'm with John, the megapack is just too big as it is!
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Psychedelic_hands on 28 October 2010, 06:28:49
I agree this wouldn't really work in the Megapack.... but thats up to Titi and Hagekura.
Why not make your own tech tree Hage? One full of Asian historical factions?
Korean?
Chinese?
Mongolian?

.... Yes?  ::)
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 28 October 2010, 07:09:50
Imageshack does not require, nor ever has required, registration. Feel free to just upload and forget. Though, registering an account does let you manage your images, I usually don't take the time to log in, instead opting for quickly uploading.

Has anyone thought of actually asking the MG devs if they're interested in adding more factions? ::)  It's already a huge download.
I think this is a great looking mod and may have Megapack quality, but, I'm with John, the megapack is just too big as it is!

Thx omega.now i'm feel free to use imageshack! :)

It'll be delightful for me if megapack acquire japanese faction.but first,maybe I have to finish this mod.after that,I'll think about it.

Why not make your own tech tree Hage? One full of Asian historical factions?
Korean?
Chinese?
Mongolian?

.... Yes?  ::)

I wish i could make that.but it'll be a too big project to done by hands of me alone.
People outside asia most likely to think that they are mostly same countries :-[,but there are many differences between them.I could do a little something about japanese,but making another countries,that's a different story.

Title: Re: Japanese Faction mod [W.I.P.]
Post by: titi on 28 October 2010, 11:38:40
Those screenshots look very nice!
The buildings look quite big. Is the AI playing ok with it, or do units get stuck very often in a town ?
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 28 October 2010, 12:38:37
Those screenshots look very nice!
The buildings look quite big. Is the AI playing ok with it, or do units get stuck very often in a town ?
Danke schoen,Herr titi!
I have rarely seen units get stuck in those buildings.also AI places those buildings well and rarely get stucked.
though size=2 unit(Cannon) is sometimes gets stuck when AI spams buildings and units in late game.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Zoythrus on 28 October 2010, 14:16:36
i kinda enjoy the idea of your own mod pack, but i dont think it should be restricted to all Asian factions. Why? because they used similar (not the same) tactics and units. i think it should be part of a larger battle. think Japanese vs Arabs vs Europeans. it may not be entirely historically accurate, but it would open up different tactics and asymmetrical gameplay.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 28 October 2010, 15:36:56
hmn...That's a splendid plan.I'm dreaming of create such a grand mod 8) ....someday....
but I think it's too early to talk about next project.above all, I've not completed even a single mod.
for the time being,my hands and head are full of working on this mod :look:.
though after I complete it,I want to keep creating glest modding work as long as my time allows.
and next project would be a japan-related mod after all.such as another period like 19th century age of modernization,(btw do you remember tom cruise's "Last samurai" movie?) or fantasy-japanese.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Zoythrus on 28 October 2010, 15:48:35
i'd love to help you out. i dont do any unit creation (models, texes, anims), but i am an XML and particle artist.

anything i can do to help?

also, you should pair it up with China from the Vbros packs!
Title: Re: Japanese Faction mod [W.I.P.]
Post by: ultifd on 28 October 2010, 21:43:42
Has anyone thought of actually asking the MG devs if they're interested in adding more factions? ::)  It's already a huge download.
They've already talked about it, but right now that's for later...

also, you should pair it up with China from the Vbros packs!
Hmm, I can see why...but the quality wouldn't match...or so it seems...
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Zoythrus on 29 October 2010, 00:53:04
also, you should pair it up with China from the Vbros packs!
Hmm, I can see why...but the quality wouldn't match...or so it seems...

i was being sarcastic...
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 29 October 2010, 04:52:16
also, you should pair it up with China from the Vbros packs!
That's an interesting idea.since I'm a big fan of his works(As a matter of fact,I started my modding career from editing his mods for my own).
but there is a discrepancy of orientation between his china and my current work.It'll be discord when unite them together.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: ElimiNator on 29 October 2010, 05:20:13
but there is a discrepancy of orientation between his china and my current work.It'll be discord when unite them together.
What do you mean?
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 29 October 2010, 05:39:33
Oh,please don't misunderstand what i said,sir :scared:.
Your mod is intended for work with vbros packs,and deal with fantasy motif.
mine is magitech-based and deal with historical settings.so they wouldn't be harmonic.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Psychedelic_hands on 29 October 2010, 05:52:45
I like how English is your second language.... yet you write nicer than I do haha.

Hmmm, I know making your own tech-tree is hard.... But man, I wish Glest would have more historical factions sometimes.... it seems like there are many sci-fi/mythical mods though....
and next project would be a japan-related mod after all.such as another period like 19th century age of modernization,(btw do you remember tom cruise's "Last samurai" movie?) or fantasy-japanese.

Hey, if you're going to make other Japanese factions at different time periods... why not merge the factions together? Have you ever played Age Of Empires? You could make it so you have to "age up" and then unlock the next faction's units.......

I know for sure it isn't possible with Vanilla(random question, why do they call it vanilla?) or Megaglest. But I know that it's at least half possible with GAE's subfactions.

Do you like the idea?

Edit: 111th post :D
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 29 October 2010, 08:00:04
I have never been to abroad and have no experiences of oral communication in English.
so sometimes i doubt that is my comment get through to people rightly?
I must be more careful when I say something in English :-X.

Hey, if you're going to make other Japanese factions at different time periods... why not merge the factions together? Have you ever played Age Of Empires? You could make it so you have to "age up" and then unlock the next faction's units.......

I know for sure it isn't possible with Vanilla(random question, why do they call it vanilla?) or Megaglest. But I know that it's at least half possible with GAE's subfactions.

Do you like the idea?

I have played a AOE-like game(Rise of nations),so I know what "age up" thing is like,and I also thought is it possible to make such a mod in glest?but usually Glest game ends-up in almost 30-minutes around,this is a too short time to describe long-range periods in-depth.and it would be too busy.so i think it's better to make them separate rather than merge it together.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Omega on 29 October 2010, 08:04:56
I know for sure it isn't possible with Vanilla(random question, why do they call it vanilla?) or Megaglest. But I know that it's at least half possible with GAE's subfactions.
Except the major issue is that the AI cannot play subfactions, and thus, shouldn't be depended on until that issue is fixed.

(random question, why do they call it vanilla?)
What kind of ice cream is vanilla? Plain. Thus, vanilla glest = plain glest.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Zoythrus on 29 October 2010, 15:14:48
(random question, why do they call it vanilla?)
What kind of ice cream is vanilla? Plain. Thus, vanilla glest = plain glest.
not only glest, "vanilla" can refer to the original of anything. an example would be a game w/o any expansion packs.

Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 29 October 2010, 20:02:14
What kind of ice cream is vanilla? Plain. Thus, vanilla glest = plain glest.
wow I hear the reason of why we call original games vanilla first time :o.
I just used the word likewise people do.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: ElimiNator on 30 October 2010, 07:12:36
Oh,please don't misunderstand what i said,sir :scared:.
Your mod is intended for work with vbros packs,and deal with fantasy motif.
mine is magitech-based and deal with historical settings.so they wouldn't be harmonic.
Do you think that magitech is historically accurate?
Title: Re: Japanese Faction mod [W.I.P.]
Post by: -Archmage- on 30 October 2010, 07:23:19
Vanilla is a very rich and misunderstood flavor, there is nothing plain about it. 8)



Quote
Hmmm, I know making your own tech-tree is hard.... But man, I wish Glest would have more historical factions sometimes.... it seems like there are many sci-fi/mythical mods though....

Man, and everyone said no to a historically accurate Romans faction.



Oh,please don't misunderstand what i said,sir :scared:.
Your mod is intended for work with vbros packs,and deal with fantasy motif.
mine is magitech-based and deal with historical settings.so they wouldn't be harmonic.

Agreed. :)
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 30 October 2010, 09:03:38
Do you think that magitech is historically accurate?
Master,I'm begging you,don't pay attention to the word "historical accuracy" too much please :(.
I completely don't mean to say historical is better and fantasy is inferior.
In the first place,my japanese faction is almost nothing historically accurate in historian point of view.
It's just take a motif of japanese history,also I don't mind historical accuracy in this type of gaming.
If not so,i would rather played paradox games or old fashioned strategic board games.
I love glest because this is where everything can be mixed up in it.
there can be everything bunch up together.my megaglest folder is already full of every kinds of factions.
I love to see british fighting against horde of daemons.but it's a my personal preference.
It must be a certain amount of people he think highly of uniformity and balancing.
To each his own taste.and it must be respected.I want glest to be full of options.
so I'm also looking forward to your new greek faction.
for now,i choiced my start of modding to historical-based japanese.
because i wanted to there will be my country in Glest world.and it constructed from vanilla tech faction.
this is why i mentioned about magitech.
Best Regards.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Zoythrus on 30 October 2010, 16:07:28
Do you think that magitech is historically accurate?
Master,I'm begging you,don't pay attention to the word "historical accuracy" too much please :(.
I completely don't mean to say historical is better and fantasy is inferior.
In the first place,my japanese faction is almost nothing historically accurate in historian point of view.
It's just take a motif of japanese history,also I don't mind historical accuracy in this type of gaming.
If not so,i would rather played paradox games or old fashioned strategic board games.
I love glest because this is where everything can be mixed up in it.
there can be everything bunch up together.my megaglest folder is already full of every kinds of factions.
I love to see british fighting against horde of daemons.but it's a my personal preference.
It must be a certain amount of people he think highly of uniformity and balancing.
To each his own taste.and it must be respected.I want glest to be full of options.
so I'm also looking forward to your new greek faction.
for now,i choiced my start of modding to historical-based japanese.
because i wanted to there will be my country in Glest world.and it constructed from vanilla tech faction.
this is why i mentioned about magitech.
Best Regards.
ok. i personally have no problem with a not-so-historically accurate faction, i think it adds flavor. if we were to do a faction that was as historically accurate as possible, it would be really boring. it is our jobs as modders to make factions that are loosely based on history, because no one wants to play a really realistic game.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 30 October 2010, 17:26:12
Yeah,I think we have to carefully weigh the relative merits of historical accuracy and phantasy flavour when making a historic factions for fun gaming experiences ::).
Title: Re: Japanese Faction mod [W.I.P.]
Post by: ElimiNator on 31 October 2010, 02:30:40
I like historical but sometimes it is boring.
OK, so back to the topic, the faction looks great. Are you going to have particle effects in it? Like smoke or fire?
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 31 October 2010, 03:08:43
I like historical but sometimes it is boring.
OK, so back to the topic, the faction looks great. Are you going to have particle effects in it? Like smoke or fire?
In a sense,history is boring(especially what we studied in school :dead:),I must admit that.
I implemented smoke effects(but they are stolen from blacksmith's chimney so looks a bit cheap) when arquebuser or cannon start firing.I also discussed about implementing muzzle-flash like effect with zoy.though we concluded that it will be impossible.Currently I hope to give an explosive effect when Ninja throws a bomb.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: ElimiNator on 2 November 2010, 00:16:18
OK but the ninjas splash would jut be particle splash, not a particle like smoke.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Psychedelic_hands on 2 November 2010, 00:34:04
I like history..... It's kinda the thing that got me into RTSs haha.
Real life things usually have far more depth than in a game, and sometimes that complexity is what makes a game fun.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 2 November 2010, 07:08:33
I like history..... It's kinda the thing that got me into RTSs haha.
Real life things usually have far more depth than in a game, and sometimes that complexity is what makes a game fun.
That's true.I admire young people like you have interest in real history.
when I was your age,I do know nothing about history(I just did know about FPS gamings) :D.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: titi on 2 November 2010, 10:53:49
What about about a alpha release ?  8)
I want a download  :angel:

For the techtree discussion I would also suggest to go with your own techtree ( at least for the first releases ) .

And here my usual hint for all new modders:
Don't forget the teamcolors in your models!
( for teamcolor look here: https://docs.megaglest.org/Glest_Blender_Hints )
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 2 November 2010, 11:39:14
Danke,herr!
about a release of alpha,I think my mod is currently far away from complete.
It's still lacks some units and I also have to look for musics,and have to make icons.
I think I shouldn't release it for public for the time being.though I asked Zoy to betatesting of my working personally.
His reaction for my mod was positive :thumbup:
About a teamcolor,Kein Problem!I made most of my units have teamcolors(you could see it on my screenshots).
thanks for the hints :),I'll read it carefully.
Title: About releasing alpha
Post by: Hagekura on 3 November 2010, 06:49:22
I'm thinking I'm going to upload first-alpha of this mod tommorow.
Do you know where should I upload the mod better?
Code: [Select]
[URL=http://img816.imageshack.us/i/yagura.jpg/][IMG]http://img816.imageshack.us/img816/8248/yagura.th.jpg[/img][/URL]
well,I've remaked 物見櫓(MONOMIYAGURA,watchtower) Model.now It looks slightly better than old one.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: -Archmage- on 3 November 2010, 07:05:46
Filefront.com (http://Filefront.com)

Just sign up for free and upload.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 3 November 2010, 08:36:09
Thx,I'll upload on there. :thumbup:
Title: Re: About releasing alpha
Post by: Psychedelic_hands on 3 November 2010, 10:46:43
Code: [Select]
[URL=http://img816.imageshack.us/i/yagura.jpg/][IMG]http://img816.imageshack.us/img816/8248/yagura.th.jpg[/img][/URL]

That is a nice model man!  :o I think it's fair to say it's above Magitech. This is the quality I want to achieve with my models.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: titi on 3 November 2010, 12:40:44
It looks like some of these buildings are very big( regarding height ). This will be a good test for softcoders new features in Megaglest which makes flying units fly higher if they have to fly above a high building. I am very curious about this :).

Are there any flying units in the mod itself up to now?
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Zoythrus on 3 November 2010, 14:10:04
no, there are not, and i like that.

Japan has superb infantry, but no air units. it's a good balance.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Gabbe on 3 November 2010, 15:20:35
Did they even have something flying at Japans medieval great time? Or even anything flying at all in this era?
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Zoythrus on 3 November 2010, 16:37:27
Did they even have something flying at Japans medieval great time? Or even anything flying at all in this era?
exactly!

a faction does not need air units, no, a whole mod does not need air units. it can be done!
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Gabbe on 3 November 2010, 16:58:40
ultra cheap small birds for scouting maybe..no just kidding, me neither think this will need any flying units.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Hagekura on 3 November 2010, 22:12:29
I just packed my faction.now only thing I have to do is just upload it.after that,things will done.

That is a nice model man!  :o I think it's fair to say it's above Magitech. This is the quality I want to achieve with my models.
Thx,but seems you are a bit overestimating my work ;D.Mine is still an amateur's one.far behind from magitech's.

It looks like some of these buildings are very big( regarding height ). This will be a good test for softcoders new features in Megaglest which makes flying units fly higher if they have to fly above a high building. I am very curious about this :).

Are there any flying units in the mod itself up to now?
The highest building in my faction is the Castle(height value=7). - btw I should name the building keep,not castle - .
as zoy already told to you,there is no air-unit in my faction.but after I read your post,I played as a tech in megaglest-3372 and send my airships and ornithopters toward the building.the result was,those airunits simply slip through the building's top structure,like 911 Airplane.anyway,It's a pleasure if my mod could contribute your great work,herr!

About Air units,I have thought about introducing a small birds such as gabbe suggests,as a falconer and his birds.
as you can see on thishttp://en.wikipedia.org/wiki/Takagari (http://en.wikipedia.org/wiki/Takagari) wiki's article,falconry was a populor sport of the Sengoku Daimyos.later i gave up the idea coz I didn't sure if i could render and animate a bird.
but I also think my faction would work finely whether there are air units or not :D.
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Zoythrus on 3 November 2010, 22:17:15
i think there should be NO air units, but that's just me...
Title: Re: Japanese Faction mod [W.I.P.]
Post by: Gabbe on 3 November 2010, 22:41:13
Well,  a scouting unit could be very good, but its glest and not SC i dont think it`s really needed (nesesarry, howdheckk did you spell that right now...?). You usually know what your oponent is up to anyways.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 3 November 2010, 23:38:31
I think scouting unit is still needed in glest(If fog of war was acitve),though if air-unit wasn't needed,it's good for me coz i can slack by don't making it :D
btw i have released a alpha,HF!
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 4 November 2010, 00:37:15
the archer folder has the Uppercase name problem...please fix it.
EDIT: there were too many ones, so tomreyn (and others) uploaded a fixed version...
Code: [Select]
http://freeit.org/glest/other/japanese_V0.71a-20111104_lowercase.7z(thanks to tomreyn)
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: tomreyn on 4 November 2010, 02:52:33
That's a very nice faction. :-) Good work!
I can't tell about balancing, yet, but they look pretty nice in my opinion and the sounds are cool (even though I don't get what they are saying ;-) ).

It would be nice if you could make the faction installable in a separate tech tree which megaglest users could install in mydata/techs/ (it takes the same directory structure below this as in techs/ just that it is custom data). This way users would not have to modify their 'megapack' tech tree but could have a separate tech tree such as 'japanese_testing' or the like, with just the japanese faction in it, cleanly separated from the games' original data (of the megapack tech tree). You would need to copy the 'resources' data (gold, stone, wood) from techs/megapack/resources to mydata/techs/japanese_testing/', though. Ping me on IRC if you'd like more info on how to do this properly.
Title: Re: First Test + Screenshots!
Post by: ultifd on 4 November 2010, 03:03:04
Well, we had a really good game after an hour of fixing and discussing about the problem...was fun.
A lot of units seem to be powerful...not sure if overpowerful...
Also, will there be a healer? Even though the units are powerful, they are expensive...
It's kinda weird and/or new that you build a peasant farm to get peasants, and then they build the paddy field to get food. I guess people will get used to it... Also why does the Yagura get gold, wood, and stone? it is a defense building...
One more thing, are you planning to add air units to this faction? Even though it seems that this faction has enough units/it is "full", it would matter later on.
(click to show/hide)
Good work so far!!! Just don't make the uppercase mistake again.
Oh yeah...the musics and sounds are great, even though they are from others...  :thumbup:
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 4 November 2010, 04:58:33
Thx for DL my mod and uploading fixed version,guys! :D

the archer folder has the Uppercase name problem...please fix it.
EDIT: there were too many ones, so tomreyn (and others) uploaded a fixed version...
http://freeit.org/glest/other/japanese_V0.71a-20111104_lowercase.7z
(thanks to tomreyn)
I thought Uppercase name problem only applied to texts inside xmls,so I didn't care the Uppercase filenames.
(It's odd that I had no-problem with those uppercase files.Is it a only problem when in online game?)
thx for telling me that!

That's a very nice faction. :-) Good work!
I can't tell about balancing, yet, but they look pretty nice in my opinion and the sounds are cool (even though I don't get what they are saying ;-) ).

It would be nice if you could make the faction installable in a separate tech tree which megaglest users could install in mydata/techs/ (it takes the same directory structure below this as in techs/ just that it is custom data). This way users would not have to modify their 'megapack' tech tree but could have a separate tech tree such as 'japanese_testing' or the like, with just the japanese faction in it, cleanly separated from the games' original data (of the megapack tech tree). You would need to copy the 'resources' data (gold, stone, wood) from techs/megapack/resources to mydata/techs/japanese_testing/', though. Ping me on IRC if you'd like more info on how to do this properly.
Thx for uploading fixed file!
I already had a my own separate tech tree folder in my megaglest directory(I named it "mypack")and i thought others also have their own mydata folder,and would place my faction in there.Maybe I had to think more about it.
I made a separate tech tree within new uploaded file by following your advice,thank you!  :)

Well, we had a really good game after an hour of fixing and discussing about the problem...was fun.
A lot of units seem to be powerful...not sure if overpowerful...
Also, will there be a healer? Even though the units are powerful, they are expensive...
It's kinda weird and/or new that you build a peasant farm to get peasants, and then they build the paddy field to get food. I guess people will get used to it... Also why does the Yagura get gold, wood, and stone? it is a defense building...
One more thing, are you planning to add air units to this faction? Even though it seems that this faction has enough units/it is "full", it would matter later on.

Good work so far!!! Just don't make the uppercase mistake again.
Oh yeah...the musics and sounds are great, even though they are from others...  :thumbup:

Many thanks for your effort fixing problems and nice screenshots!
and yeah,I have to do a lot more about balancing,I'll consider your advice.
there will be a healer unit(Buddhist_priest) though which is not implemented yet in this version.

about a peasant,It's hard to tell by my english skill... :-[
but I'll try to tell you,first,paddy field and rice was a main food resource of Japan,and there were also a tactics which often used in battlefield,青田刈り(aotagari).This is plunder the paddyfield under the enemy lord that is not ready to harvest,to harrass the enemy and cut their supply.I tried to reflect that.(and peasant_house is not a peasant farm,which is just a house where peasant lives.at first,I made them never produce the food,only produce the peasant to construct paddyfield,but when i made so,AI often get short in food,so i made pesant_house also produces a bit food.maybe I have to reconsider about these pesant and paddyfield features in future).
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: John.d.h on 4 November 2010, 05:21:00
The uppercase issue is actually dependent on which operating system you use.  Windows doesn't respect case sensitivity, while Linux and Mac both do.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 4 November 2010, 05:24:58
Quote
I thought Uppercase name problem only applied to texts inside xmls,so I didn't care the Uppercase filenames.
(It's odd that I had no-problem with those uppercase files.Is it a only problem when in online game?)
Well, you were probably using Windows... apparently it is a problem if you use Linux (or Mac?).
(But this has happened in the past, with a lot of mods and/or tileset(s))
Quote
I have to do a lot more about balancing,I'll consider your advice.
Thanks  :thumbup:
Quote
there will be a healer unit(Buddhist_priest) though which is not implemented yet in this version.
I see, good to know. A healer would really help.  :thumbup:
Quote
paddy field and rice was a main food resource of Japan,and there were also a tactics which often used in battlefield,青田刈り(aotagari).This is plunder the paddyfield under the enemy lord that is not ready to harvest,to harrass the enemy and cut their supply.I tried to reflect that.(and peasant_house is not a peasant farm,which is just a house where peasant lives.at first,I made them never produce the food,only produce the peasant to construct paddyfield,but when i made so,AI often get short in food,so i made pesant_house also produces a bit food.maybe I have to reconsider about these pesant and paddyfield features in future).
Oh...that makes more sense. I see...
Maybe don't reconsider it, but change it a bit...(later)
tomreyn ran out of food because he was confused about this in our game, but somehow, luckily, he revived himself...I think. :/
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 4 November 2010, 05:33:14
oops :green:,I forgot to tell you about YAGURA stores resource issue,sorry.
to begin with,yagura in japanese word 矢倉 means,
矢(Ya,arrow),倉(Kura,store),although the word "yagura" is used for many kinds of deffensive buildings(such as watchtower),
this type of yagura was also used for store resources when at peacetime.by reflecting it,my yagura can store resources.though I also had a bit concern that maybe this feature made yagura too conveniet.In consideration of balancing issue,I might delete resource storing feature of yagura and made them purely a defensive building.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 4 November 2010, 05:46:14
oops :green:,I forgot to tell you about YAGURA stores resource issue,sorry.
to begin with,yagura in japanese word 矢倉 means,
矢(Ya,arrow),倉(Kura,store),although the word "yagura" is used for many kinds of deffensive buildings(such as watchtower),
this type of yagura was also used for store resources when at peacetime.by reflecting it,my yagura can store resources.though I also had a bit concern that maybe this feature made yagura too conveniet.In consideration of balancing issue,I might delete resource storing feature of yagura and made them purely a defensive building.

you do need a resource drop off though, i think the yagura is fine...
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: John.d.h on 4 November 2010, 05:50:22
By the way, I could be wrong, but isn't Shinto more dominant in Japan?

And actually, dropping off resources at the Yagura probably makes as much sense than bring them to the Castle.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 4 November 2010, 07:00:33
The uppercase issue is actually dependent on which operating system you use.  Windows doesn't respect case sensitivity, while Linux and Mac both do.
Thx for the important information! :thumbup:
yes,I'm windows user,and I didn't notice about these issues.from now on,I'll watchout for filenames.

By the way, I could be wrong, but isn't Shinto more dominant in Japan?
A good question,but hard to answer ::).
I don't have enough knowledge to answer the religious thing correctly,so excuse me for my answer would be rough.

Shinto was dominant in japan,that's true.Shinto is a unique ancient religion of japan.
though when Buddhism introduced into japan from Baekje,japanese government at that time used Buddhism for rule the country(likewise Romans used christianity to rule their empire).Influence of buddhism was getting bigger and bigger.later,in Kamakura period,Buddhism spread into military nobility(Samurai),so most of samurais believed in buddhism religion. - though after arrival of Chrisitian missionary from europe,few samurais converted to christianity,Ōtomo Sōrin(1530-1587) was the one of those christian samurai -
after the Ōnin War(1467-1477),some Buddhist sects gained strong military power and even a conflicts between these sects and Daimyos occured.wars between Daimyo,Oda Nobunaga(1534-1582) and Ikko-ikki sect http://en.wikipedia.org/wiki/Ikk%C5%8D-ikki (http://en.wikipedia.org/wiki/Ikk%C5%8D-ikki)  is famous.

after a Meiji Restoration in 1868,japan became a Emperor's country and influence of buddhism was decreased,though buddhism is still a major religion in japan today.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: wciow on 4 November 2010, 12:37:56
Just downloaded and played the alpha. This is the best Glest mod since Megapack  :D

The building models are as good as anything seen in Glest thus far (Castle, Yakura and Dojo are my favorites), only the rice paddy could do with a little remodeling to make it look less like a solid cube. I also like the way the models have a slight Japanese look about their dimensions without making them look cartoonish.

Textures on all the models are crisp and well made.

The animations are generally good but the running animation for offensive units needs to have its timing adjusted, it looks like they are running on the spot. The death animations are smooth and imaginative, not just the usual fall-in-a-straight-line type. 

The tech tree is large and well structed, with plenty of buildings, units and upgrades  :thumbup:

This mod also has some good sound effects which are lacking in most Glest mods  :thumbup:

My only complaint is that it is in its own tech tree rather than being magitech/megapack compatible.

Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Omega on 4 November 2010, 21:08:45
Wow... This looks great! Without doubt the best looking Alpha I've yet to see. Makes me imagine what the final will be like.

Personally, I don't think it needs air units. They aren't a necessity, and as long as the ground units balance out, they're fine without air units.

My only complaint is that it is in its own tech tree rather than being magitech/megapack compatible.
At the same time, though, this means we don't have to "mess up" our megapack with a testing alpha, as someone pointed out earlier. Plus, it would need more testing for balance, and the issue with air units going through buildings before being packaged with the MegaPack. It certainly does fit into the megapack's quality though!

And to clear things up a bit, the "case problem" isn't that uppercase is bad (though you should use all lowercase to prevent accidents), it's just that you must use the same case for something all the time. This is better explained with an example:
Suppose we have a file name "Swordman.g3d". In the xml, we say the model is called "swordman.g3d". Notice that the file has an upper case S, so case sensitive operating systems (such as linux) will be looking ONLY for the lowercase variety, and the upper case is considered a whole separate file (it's possible to have two files named "A" and "a" on linux, but NOT possible on windows (and should be entirely avoided)). However, even if you are careful, don't use uppercase in unit names because GAE will throw an error designed to prevent modders from doing so (which can be a pity with units that need forced case). Regardless, just use all lowercase, because no matter how careful you are, someone can easily still make that mistake. There's also a tool, if I recall, for linux operating systems that will convert all case, and is probably available on Titi's site.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 5 November 2010, 01:34:34
hey, i played the new version, and it's cool.

i do have some concerns though:
the music has got to go, it was very distracting and felt like it just droned on (noisily).
the Arquebuser needs a slight price increase, it's really powerful (dont change the damage, please).
the armored samurai really needs a new model
the defensive towers could have a range increase (14?)
the archer should get a bonus against buildings, and the arque should be nerfed when it comes to buildings. (archer>buildings>arque) the arque should be in an anti-unit role.

that is it.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 5 November 2010, 02:09:23
Quote
the music has got to go, it was very distracting and felt like it just droned on (noisily).
That's debatable, but I'm pretty sure a lot of people would disagree with that...

Quote
the Arquebuser needs a slight price increase, it's really powerful (dont change the damage, please).
I agree, but it would need a change of damage too, for it to be balanced with the other units or buildings.

Quote
the defensive towers could have a range increase (14?)
Maybe, but they are powerful enough...and especially later on when you upgrade them...

Quote
the armored samurai really needs a new model
heh, of course, but he probably already knows that...

Hmm...maybe the cannon should be a bit weaker? This cannon is the strongest one of "all the catapults/cannons" that I've seen in Glest. :/ maybe around 200 less...or at least 100.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 5 November 2010, 06:48:58
Thx for everyone who have tested my mod and giving me beneficial suggestions!
I'll consider all of your feedbacks and they will be reflected in next version!

The building models are as good as anything seen in Glest thus far (Castle, Yakura and Dojo are my favorites), only the rice paddy could do with a little remodeling to make it look less like a solid cube. I also like the way the models have a slight Japanese look about their dimensions without making them look cartoonish.
yeah,the paddyfield is one of the early models I have made and I'm also thinking which needs to remodelling.
but there are many incomplete unit models I must make first,after I complete all modellings,I want to redo these discontent models.

The animations are generally good but the running animation for offensive units needs to have its timing adjusted, it looks like they are running on the spot. The death animations are smooth and imaginative, not just the usual fall-in-a-straight-line type. 
maybe unit's animation when they charge needs to more speed slow down?
or I have to redo model's animation?anyway,I'm not get used to both modelling and animation yet,
these Issues will be fixed in the future when I get more experiences.

My only complaint is that it is in its own tech tree rather than being magitech/megapack compatible.
In fact,my faction is magitech/megapack compatible.I made them in separate techtree because of simple reason omega already told to you.I didn't use special resources,neither special attack/armor types nor altered damage-multipliers,so you can simply copy and paste my faction in magitech or megapack techtree's faction folder,then you can play with them.

And to clear things up a bit, the "case problem" isn't that uppercase is bad (though you should use all lowercase to prevent accidents), it's just that you must use the same case for something all the time. This is better explained with an example:
Suppose we have a file name "Swordman.g3d". In the xml, we say the model is called "swordman.g3d". Notice that the file has an upper case S, so case sensitive operating systems (such as linux) will be looking ONLY for the lowercase variety, and the upper case is considered a whole separate file (it's possible to have two files named "A" and "a" on linux, but NOT possible on windows (and should be entirely avoided)). However, even if you are careful, don't use uppercase in unit names because GAE will throw an error designed to prevent modders from doing so (which can be a pity with units that need forced case). Regardless, just use all lowercase, because no matter how careful you are, someone can easily still make that mistake. There's also a tool, if I recall, for linux operating systems that will convert all case, and is probably available on Titi's site.
Thank you,now I get things more clearly.I will not use Uppercase filenames from now on.

hey, i played the new version, and it's cool.

i do have some concerns though:
the music has got to go, it was very distracting and felt like it just droned on (noisily).
the Arquebuser needs a slight price increase, it's really powerful (dont change the damage, please).
the armored samurai really needs a new model
the defensive towers could have a range increase (14?)
the archer should get a bonus against buildings, and the arque should be nerfed when it comes to buildings. (archer>buildings>arque) the arque should be in an anti-unit role.

that is it.
Maybe you are cherishing the fine music piece from OST of Lastsamurai I used in the one I handed to you,aren't you? ;D

I agree with that Arquebuser is a bit too powerfull,likewise it was in the real world.
I had many adjustment abuot the unit's stats.If i made them more realistic,I must decrease their fire-rate and increase damage.or consideration of gamebalance,I would make them less powerfull or increase their price.
but we also have to consider that you need a some investment for buildings and upgrades before get the unit.
maybe we must have a lot of debates about the unit's stats.

and about armoured_samurai,ofcourse I will create a new model for him.I'm going to create whole new models for units except worker(only do retexturing and it is enough,I think).though about modelling armoured samurai,there might be a lot of difficulties modelling him :dead:. Have you ever seen an armor which samurai wore at that time?
Like this one↓
(http://img01.hamazo.tv/usr/yoroiya/DSCF7953.JPG)
to say the least,It's a challenging especially for novice modellar like me :dead:.but I'll try.

the archer should get a bonus against buildings, and the arque should be nerfed when it comes to buildings. (archer>buildings>arque) the arque should be in an anti-unit role.
It's an interesting suggestion,but do I need to edit a damage-multipliers to achieve that?

Hmm...maybe the cannon should be a bit weaker? This cannon is the strongest one of "all the catapults/cannons" that I've seen in Glest. :/ maybe around 200 less...or at least 100.
OK,I'll lower the attack strength of cannon.though the cannon isn't so powerfull as you said,I think.
coz Its fire-rate is very low,and needs a lot of time to recruit,and has no-splash damage.

Thank you all!
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 5 November 2010, 07:02:41
to say the least,It's a challenging especially for novice modellar like me :dead:.but I'll try.
I can see why it would be challenging, but you don't really seem to be a novice modeler for Glest...  :O others, yes, but then almost everyone in this community would be...anyways, good luck on creating that model.  :thumbup:

Quote
OK,I'll lower the attack strength of cannon.though the cannon isn't so powerfull as you said,I think.
coz Its fire-rate is very low,and needs a lot of time to recruit,and has no-splash damage.
Oh...no splash? I guess 800 to 950 is OK then...maybe 700 to 850 would still be a bit better, not sure now...I guess I would need to do some more tests to see...
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: titi on 5 November 2010, 10:41:42
I also played it a bit now and it was fun. Sadly my system seems to have a problem with the sounds and glest crashes after 5-10 minutes of playing with problems in my soundlib  :scared:. I will investigate/test more on a newer Linux version because I am quite shure its not your fault, but a buggy soundlib in my system.

What I have seen so far was really good!
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: james876 on 5 November 2010, 12:01:24
It also needs to be improved, as compared a number of units it should be something missing.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Psychedelic_hands on 5 November 2010, 15:10:02
Really good, I LOVE the sounds. They make this mod so unique. I hope there shall be more nice work like this in the future!

P.S this totally needs a Japanese tileset.... It feels strange in the normal Glest forests.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Mirage2777 on 5 November 2010, 19:36:19
It also needs to be improved, as compared a number of units it should be something missing.

You can't fairly criticize the number of units in a mod when it's still in its alpha.   
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: titi on 6 November 2010, 02:11:29
Ignore these critism ... There are always guys like this .

For your info, I think i was able to fix my sound problems. You are using a lot of sound formats in your mod ( different types of partly very unusual wavs ). This somehow confused my sound system ( and I bet others might have trouble too ) . I recalculated all wav files to a quite common 22050Hz 16bit and Stereo. Then everything was fine! The linux command  I used was this:

Code: [Select]
for i in `find . -name "*.wav"` ; do echo $i; mv $i temp.wav;sox temp.wav -r 22050 -c 2 -2 $i ;done   ( start it in the units directory )

Maybe this can be done in the final version to make it more compatiblel? I will happily do this for you if you need help.

Another thing i saw is that your background music is really huge! Maybe that can be shrinked a bit ? At least recalculate it with 128 kbit instead of 225 or something like this  now. The result will be much smaller. This can be done with audacity for example.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 6 November 2010, 07:07:01
Oh...no splash? I guess 800 to 950 is OK then...maybe 700 to 850 would still be a bit better, not sure now...I guess I would need to do some more tests to see...
I've changed cannon's attack strength to 700 to 900 :thumbup:

It also needs to be improved, as compared a number of units it should be something missing.
As Mirage2777 said to you,this is alpha.There will be more units in the proper version.

Really good, I LOVE the sounds. They make this mod so unique. I hope there shall be more nice work like this in the future!

P.S this totally needs a Japanese tileset.... It feels strange in the normal Glest forests.
Thanks fella!I agree with you that it needs a Japanese tileset.I also want that.sadly,I don't know about making a new-tilesets.but maybe in future,I might try.

It also needs to be improved, as compared a number of units it should be something missing.

You can't fairly criticize the number of units in a mod when it's still in its alpha.   
Thank you for telling him that :thumbup:

For your info, I think i was able to fix my sound problems. You are using a lot of sound formats in your mod ( different types of partly very unusual wavs ). This somehow confused my sound system ( and I bet others might have trouble too ) . I recalculated all wav files to a quite common 22050Hz 16bit and Stereo. Then everything was fine! The linux command  I used was this:

Code: [Select]
for i in `find . -name "*.wav"` ; do echo $i; mv $i temp.wav;sox temp.wav -r 22050 -c 2 -2 $i ;done  ( start it in the units directory )

Maybe this can be done in the final version to make it more compatiblel? I will happily do this for you if you need help.

Another thing i saw is that your background music is really huge! Maybe that can be shrinked a bit ? At least recalculate it with 128 kbit instead of 225 or something like this  now. The result will be much smaller. This can be done with audacity for example.
Danke,Herr meister! :D
by following your advice,I've converted almost every sound files to 22050Hz/16bit/Stereo.
I also recalculated the music with 128kbit.I'm going to upload fixed version of alpha.
thx for the important information! :thumbup:
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 6 November 2010, 19:30:36
Quote
Yagura's resources stockpiles reduced to 150.
Hmm...I wonder if this would really make a difference, as it still holds resources...but you explained the reason why, so I guess that's ok...
Quote
I've changed cannon's attack strength to 700 to 900  :thumbup:
Good, I guess... Although now, after I played a long game with this faction, I think the cannon would be better with having splash...(and if so, lower attack too)

Alright, going to test the 3rd alpha :)
edit: just had a nice game of 2 vs 1 mega!!! It was fun :) We beat them... :)
I noticed that the construction model for the castle is way too big...it should be a bit smaller

and here is a guide that "notsogood" made: http://guideguy.atspace.com/
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 7 November 2010, 10:02:36
Thanks for playing with my mod and nice Guides!ultifd man. :D
I'm going to add your guide at the 1st post of the thread.

Quote
I've changed cannon's attack strength to 700 to 900  :thumbup:
Good, I guess... Although now, after I played a long game with this faction, I think the cannon would be better with having splash...(and if so, lower attack too)
This is a difficult matter to decide.because cannonballs of cannons used at that time were a just a chunk of metal or plumbum.there weren't HE rounds or Shrapnel rounds.so it could kill only one man if hit him exactly.Cannons were used for purely a siege purpose or threaten enemy by its large sound.but I'll give the cannon splash damage(and lower attack strength)and try some tests.If the result of the test feels good for me,I'll give them a splash damage.

Alright, going to test the 3rd alpha :)
edit: just had a nice game of 2 vs 1 mega!!! It was fun :) We beat them... :)
I noticed that the construction model for the castle is way too big...it should be a bit smaller
Maybe you guys had a gg :thumbup: I'm glad to hear that.
and about castle construction model,OK,I'll make it a bit smaller.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: syakamaru on 7 November 2010, 15:14:30
 :O Thank you! I use it A LOT!  :O
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: titi on 7 November 2010, 19:11:11
Thanks a lot for the sound conversion! It all works fine now for me on all computers!
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 7 November 2010, 20:00:39
:O Thank you! I use it A LOT!  :O
You are welcome.btw your name is kinda japanese. :D

Thanks a lot for the sound conversion! It all works fine now for me on all computers!
Nichts zu danken,herr!
If you have anything noticed about my mod's problems,Bitte,tell me!Danke gleichfalls!
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Gabbe on 7 November 2010, 20:38:30
All Hagekura needs is some more games with titi and he porbably knows German in and out ;)

All worked out for me, quite nicely, for an alpha tho :D
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 7 November 2010, 21:40:22
hey, Hage, answer me this: what is the main strategy, pros/cons, etc of the Japanese faction?

here's how i see it:

Pros:
superb infantry
well built buildings

Cons:
no air units
no scouts
defenses are ok...

can we keep this?
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 7 November 2010, 22:17:56
All Hagekura needs is some more games with titi and he porbably knows German in and out ;)

All worked out for me, quite nicely, for an alpha tho :D
I don't know german(I wish i could know that) but,I like german indeed.coz Japan and German fought the last war together as the axis powers! ;D
I would present you more nice one in the v1.0,await!

hey, Hage, answer me this: what is the main strategy, pros/cons, etc of the Japanese faction?

here's how i see it:

Pros:
superb infantry
well built buildings

Cons:
no air units
no scouts
defenses are ok...

can we keep this?
Yo,Zoy(or brenton)! :D
I'm broadly have consensus with you in the faction's pros/cons.
but there will be a scouting unit(Ninja).
also,I might possibly make an air unit in the future.but it isn't planned at least at v1.0.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 9 November 2010, 01:25:53
 :thumbup: But the guide is by a different person (https://forum.megaglest.org/index.php?action=profile;u=12315), not me. He isn't so much on, on the forums, but more on the IRC Channel. Later on I think we can implement the guide to the future wiki page of this faction. :)
Code: [Select]
[img]http://img232.imageshack.us/img232/6895/ss105.png[/img]
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 9 November 2010, 01:50:21
ok, we can have a ninja. he needs to have shuriken that he throws at the enemy, and dont forget the katana. but im thinking, nearly no armor or HP. long line of sight, and great speed (faster than all other units).

will this work?

P.S. when he dies, he should throw down a smoke bomb and have that as a death particle effect (it's assumed that he would have gotten away)
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 9 November 2010, 02:17:58
Quote
This is a difficult matter to decide.because cannonballs of cannons used at that time were a just a chunk of metal or plumbum.there weren't HE rounds or Shrapnel rounds.so it could kill only one man if hit him exactly.Cannons were used for purely a siege purpose or threaten enemy by its large sound.but I'll give the cannon splash damage(and lower attack strength)and try some tests.If the result of the test feels good for me,I'll give them a splash damage.
I see. For splash, true, I think more testing will work it out. Hmm...but the cannon in this faction already kills the unit, no need to scare... Just that we're trying to be historically accurate while the cannon already kills the enemy units(usually), which is already not accurate... I guess we can't always make it really accurate. It'll just depend on the testing, then.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 9 November 2010, 02:21:01
i think it should be the most powerful cannon, but have NO splash. powerful enough to kill any standard infantry with one hit (it's the slow reload time that gets them)
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: John.d.h on 9 November 2010, 02:58:15
Realistically, while a cannonball doesn't explode, it doesn't just stop when it hits one guy.  It keeps going, and potentially kills a lot of people.  There's not really a way to simulate this in Glest yet, but a think a splash is better than nothing.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Mark on 9 November 2010, 03:32:33
But cannons only killed at maximum 20 people (japanese did not use explosive ammo or shrapnel often), and glest is on like a 1/60 scale, so I think killing one unit is reasonable, if even a little generous.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 9 November 2010, 04:12:26
I've remaked peasant_house(home).

Code: [Select]
[URL=http://img153.imageshack.us/i/peasanthouse1.jpg/][IMG]http://img153.imageshack.us/img153/7639/peasanthouse1.th.jpg[/img][/URL]
Now it looks slightly nicer than old one...maybe.

:thumbup: But the guide is by a different person (https://forum.megaglest.org/index.php?action=profile;u=12315), not me. He isn't so much on, on the forums, but more on the IRC Channel. Later on I think we can implement the guide to the future wiki page of this faction. :)
Code: [Select]
[img]http://img232.imageshack.us/img232/6895/ss105.png[/img]
Oh,I'm sorry for him. :o I've fixed first post.anyway thx you guys! :thumbup:
I'll make a guide of my faction by myself when I'm through these busy modmaking days,
but It would be really helpful for me if you could edit wiki for the faction.since I'm not really get used to editing wikis.

ok, we can have a ninja. he needs to have shuriken that he throws at the enemy, and dont forget the katana. but im thinking, nearly no armor or HP. long line of sight, and great speed (faster than all other units).

will this work?
I would make Ninja to have moderate HP and Attack,and long line of sight and great speed like you suggested - but would not faster than horses -.shuriken attack would be an anti-air attack.also,I'm thinking give him an ability to throw powerfull bombs(it will cost EP).
P.S. when he dies, he should throw down a smoke bomb and have that as a death particle effect (it's assumed that he would have gotten away)
If such a death animation is really possible in glest,it's awesome!I was also wished to give him an such death scene.(yes,Ninjas should NEVER be fall in a captive at enemy's hands).

About cannons,I gave them a splash damage and lowered attack strength(350~550) and did some test.
they became really usefull especially against enemy missile units,still powerfull against buildings.and it was actually an exhilarating.Now the cannons are really funny to use. :O
I like it,so I've decided give them a splash-damage.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 9 November 2010, 04:26:36
ok, we can have a ninja. he needs to have shuriken that he throws at the enemy, and dont forget the katana. but im thinking, nearly no armor or HP. long line of sight, and great speed (faster than all other units).

will this work?
I would make Ninja to have moderate HP and Attack,and long line of sight and great speed like you suggested - but would not faster than horses -.shuriken attack would be an anti-air attack.also,I'm thinking give him an ability to throw powerfull bombs(it will cost EP).
P.S. when he dies, he should throw down a smoke bomb and have that as a death particle effect (it's assumed that he would have gotten away)
If such a death animation is really possible in glest,it's awesome!I was also wished to give him an such death scene.(yes,Ninjas should NEVER be fall in a captive at enemy's hands).

i dont think the shuriken attack should be solely anti-air, it should just be a range attack. also, the bombs would be cool as an anti-building measure. speed-wise, the ninja should be the fastest Japanese unit, but be slightly slower than standard cavalry. i said they should have low HP/armor to balance their great speed and power. ninjas traveled light, so they wouldnt have much armor anyways. compromise.

also, ninjas should look stereotypical, only their robes would be the teamcolor (as opposed to black).
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 9 November 2010, 04:52:21
I've remaked peasant_house(home).
Now it looks slightly nicer than old one...maybe.
:o Nice.  :thumbup:

Quote
but It would be really helpful for me if you could edit wiki for the faction.since I'm not really get used to editing wikis.
I'll try my best...I'll probably have some time later along this wiki week to create one. Hopefully others and yourself will help me then... :)

Quote
About cannons,I gave them a splash damage and lowered attack strength(350~550) and did some test.
they became really usefull especially against enemy missile units,still powerfull against buildings.and it was actually an exhilarating.Now the cannons are really funny to use. :O
I like it,so I've decided give them a splash-damage.
Sounds good :) If they are really really good, you might have to raise their price a bit then... I guess we'll see when you release the next alpha.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 9 November 2010, 05:17:05
Ok,zoy.shuriken would be both ground/air attack.lower-armor is okay,but I'll give them a moderate(at least a bit higher than standard ahigarus)HP.as we go on the stereotypical Ninjas,they should trained from young age and it would give them physical strength.to keep the balancing,their cost would higher and took a long time to recruit.
I'm going to make their looks stereotypical.teamcolor is a problem indeed.especially when the color is red and yellow...It will be too standing out.but I'll think about it after I made their models.

I've remaked peasant_house(home).
Now it looks slightly nicer than old one...maybe.
:o Nice.  :thumbup:
Thx! :thumbup:

I'll try my best...I'll probably have some time later along this wiki to create one. Hopefully others and yourself will help me then... :)
I'll gladly help you then!

Next release would come after I've done samurai and ninja modelings.It'll take a bit long,but plz keep waiting!
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: -Archmage- on 9 November 2010, 07:46:15
Ahah, ze ninja! :P

Teamcolor: The main part of the robe should be black with thick teamcolor trim. ;)

Ninja Stats: Attack(Melee) - Heavy
                 Attack(Shuriken) - Moderately Heavy(Needs to have a shorter range than the archer, probably 6-8 would be good. Ninja's were very good with these.)
                 Armor - Leather(They had no armor, only black robes.)
                 HP - Normal(They were human like everybody else...)
                 Speed - Moderately Fast(They are only human, but they do have much better skills at overcoming obstacles than the average person.
                 Cost - ~600 Gold
                 Recruitment time - Very long, to give the feel that they are being trained.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 9 November 2010, 09:42:06
http://www.youtube.com/watch?v=kefaT6cGmtE

Ninja pwns!

Teamcolor: The main part of the robe should be black with thick teamcolor trim. ;)
Maybe I'll go on that line.

Ninja Stats: Attack(Melee) - Heavy
                 Attack(Shuriken) - Moderately Heavy(Needs to have a shorter range than the archer, probably 6-8 would be good. Ninja's were very good with these.)
                 Armor - Leather(They had no armor, only black robes.)
                 HP - Normal(They were human like everybody else...)
                 Speed - Moderately Fast(They are only human, but they do have much better skills at overcoming obstacles than the average person.
                 Cost - ~600 Gold
                 Recruitment time - Very long, to give the feel that they are being trained.
Ninja's attack have not to be so powerful.muscle to muscle fight is not their role.their main roles are espionage,assassination,sabotage.
I agree with shuriken range,It should be around 6~8.
but don't forget,they are often wear chain mails under their robes,though,I would set their armor leather.
HP and Speed is ok.their Cost would be around 200~300 golds and some woods.
and sure,their recruitment time will be much longer.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 10 November 2010, 00:33:14
For the wiki page...should I list Japanese as a techtree or a faction... not sure if you are going to make opposing factions...
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 10 November 2010, 01:03:09
well, Hage and i had discussed possibly adding more factions...

say that it's the beginning of a new mod entirely
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 10 November 2010, 02:59:32
I,myself am thinking the mod is not an entire new tech-tree,
at least currently,I'm thinking my mod is just a new faction.
might be in future,I am possibly making more factions,at then list it as tech-tree.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: -Archmage- on 10 November 2010, 08:45:21
Ninja's were very skilled at close-combat. :|
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 10 November 2010, 10:23:19
Maybe they were skilled at colose-comabt,or maybe not.
anyway,I'm not going to make them all-rounder elite unit.
though I'll give them a relatively strong attack strength. :swordman:
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: emscape on 10 November 2010, 11:03:57
OMG this looks so asssuuuuuuummmmm!

I've got a question, is it possible to use some of your models, ofcourse you will get all the credit for them.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 10 November 2010, 11:20:33
OMG this looks so asssuuuuuuummmmm!

I've got a question, is it possible to use some of your models, ofcourse you will get all the credit for them.
Thank you. :D and alright,but what models do you want to use?
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: emscape on 10 November 2010, 18:24:46
Well, the barracks and the whatchtower look very suitable for my mod :D

Would that be ok with you?
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: John.d.h on 10 November 2010, 20:46:26
Ninja's were very skilled at close-combat. :|
Ninjas aren't superhuman, you know.  The last thing he'd want to do is get into a fight with somebody who's better armed, better armored, and better trained than he is.  Like a samurai, for example.

And also, the idea of them wearing black jumpsuits originated (AFAIK) in Japanese theatre, not reality.  Still, maybe it's necessary for distinguishing him from the other units.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: emscape on 10 November 2010, 20:51:58
I doubt samurai where better trained than ninja, Armored they were for sure, their katanas butchered ninja's indeed. But a ninja had a really neat training
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 10 November 2010, 21:01:55
if i remember correctly, ninjas and samurai werent the best of friends. this means that they would have special training to defeat each other. i think that the samurai and the ninja should have damage bonuses against each other. that would make things interesting....
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 10 November 2010, 22:37:18
Well, the barracks and the whatchtower look very suitable for my mod :D

Would that be ok with you?
I got it. :thumbup:
I'm looking forward to how my models used in your story mod.

lol I'm pleased to see how you guys are interested in Ninja. :O

actually,John's comment is right.Black robed Ninja style what we often see in movies and comics are not true.
such styles were created after sengoku period,In modern pulp fictions.
Ninjas at that time,乱破(rappa),素破(suppa),間者(kanja),they were actually a people who were good with disguisement and sneak into enemy territory,and grab some important information or spread rumor to confuse enemies.so they were looked like ordinary peasants or vendors indeed. - but it's not interesting so I'll use the familiar black suit style in my mod -.maybe some of them had special skills to pursuit their sabotage missions. maybe some of them had a excellent fighting skills.but truth is in the darkness.
after all,they were "secret services".

if i remember correctly, ninjas and samurai werent the best of friends. this means that they would have special training to defeat each other. i think that the samurai and the ninja should have damage bonuses against each other. that would make things interesting....
this is somewhat truth.Daimyo Oda Nobunaga invaded one of the famous Ninja villages,Iga village in 1579 and 1581.
but many daimyos and Ninja families had a contract each other.for example,Hojo clan dealed with famous Ninja family,風魔衆(Fuuma family).Takeda clan also had their own ninja unit,祝師衆(Hafuri unit).above all,Tokugawa clan used tha Ninjas most largely.Tokugawa clan used the most famous ninjas 甲賀衆(koga people)lead by The Ninja Hattori Hanzo and 伊賀衆(Iga people).these Ninjas often saved Tokugawa from crisis.

anyway,Ninja pwns!
(http://pds.exblog.jp/pds/1/200607/21/44/a0006144_1334228.jpg)
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Mark on 10 November 2010, 22:42:17
The only reason ninjas existed is that bushido (which samurai followed more than knights followed chivalry) forbade samurai from undertaking secret tasks.  So, they hired people who would do these for them.  Ninjas were hired thieves and spies, and when it was necessary to remain inconspicuous, they wore normal clothes.  They also did not necessarily have good fighting skills, especially when compared to samurai.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 10 November 2010, 22:58:45
well, isnt a ninja anyone who knows Ninjitsu?

ninjas need to awesome, but flawed. so far, i like the idea of no armor/ little HP, but ok attack, good speed, and just overall awesomeness....
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: John.d.h on 11 November 2010, 00:16:28
actually,John's comment is right.Black robed Ninja style what we often see in movies and comics are not true.
such styles were created after sengoku period,In modern pulp fictions.
Ninjas at that time,乱破(rappa),素破(suppa),間者(kanja),they were actually a people who were good with disguisement and sneak into enemy territory,and grab some important information or spread rumor to confuse enemies.so they were looked like ordinary peasants or vendors indeed. - but it's not interesting so I'll use the familiar black suit style in my mod -.maybe some of them had special skills to pursuit their sabotage missions. maybe some of them had a excellent fighting skills.but truth is in the darkness.
after all,they were "secret services".
I think you could have some compromise between reality and fantasy here.  Maybe something like this (http://www.figures.com/forums/attachments/news/1771d1256306092-movie-masterpiece-kamui-gaiden-action-figure-kamui_14.jpg) would be a good starting point.  A black shirt and a headband might make it a bit more obvious to the player that he's a ninja.  A headband would also be a good place to put team color, and so would a belt (or both).
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: -Archmage- on 11 November 2010, 00:48:28
Quote from: John.d.h
Quote from: -Archmage- on Today at 05:50:09
Ninja's were very skilled at close-combat. No Opinion
Ninjas aren't superhuman, you know.  The last thing he'd want to do is get into a fight with somebody who's better armed, better armored, and better trained than he is.  Like a samurai, for example.

They were usually recruited, but there were some families that trained ninja's professionally, so it's really about the ninja personally not ninja's in general. Consider this an update I've read a bit more. http://en.wikipedia.org/wiki/Ninja#Iga_and_K.C5.8Dga_clans


Quote from: John.d.h
And also, the idea of them wearing black jumpsuits originated (AFAIK) in Japanese theatre, not reality.  Still, maybe it's necessary for distinguishing him from the other units.

Still, the point is to be stealthy, black "jumpsuits" would work well at night. ;D For instance, my halloween costume was great, I was in all black and people literally a few feet away from me looked right past me. :P


Quote from: Zoythrus
if i remember correctly

How old are you???


Quote from: Zoythrus
ninjas and samurai werent the best of friends. this means that they would have special training to defeat each other. i think that the samurai and the ninja should have damage bonuses against each other. that would make things interesting...

Class difference....
Samarai were from the high classes, and because the work of a ninja was not considered honorable, ninjas were mostly people recruited from lower classes to spy, sabotage, assassinate, not be seen, fit in, and more.

I did some reading up on ninjas the other day. The siege at Hara Castle, a final stand for the Shimabara Rebellion (http://en.wikipedia.org/wiki/Shimabara_Rebellion), was won mainly through the use of ninjas, infiltrating and sabotaging. Maybe the ninjas should have a sabotage attack which is very effective again buildings, of course you'll need to add some attack modifiers though...


Quote from: Mark
The only reason ninjas existed is that bushido (which samurai followed more than knights followed chivalry) forbade samurai from undertaking secret tasks.  So, they hired people who would do these for them.  Ninjas were hired thieves and spies, and when it was necessary to remain inconspicuous, they wore normal clothes.

 :thumbup:
Quote from: http://en.wikipedia.org/wiki/Ninja#Development
The ninja emerged as mercenaries in the 15th century, where they were recruited as spies, raiders, arsonists and even terrorists. Amongst the samurai, a sense of ritual and decorum was observed, where one was expected to fight or duel openly. Combined with the unrest of the Sengoku era, these factors created a demand for men willing to commit deeds considered not respectable for conventional warriors. By the Sengoku period, the shinobi had several roles, including spy (kanchō), scout (teisatsu), surprise attacker (kishu), and agitator (konran). The ninja families were organized into larger guilds, each with their own territories. A system of rank existed. A jōnin ("upper man") was the highest rank, representing the group and hiring out mercenaries. This is followed by the chūnin ("middle man"), assistants to the jōnin. At the bottom was the genin ("lower man"), field agents drawn from the lower class and assigned to carry out actual missions.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Mark on 11 November 2010, 02:40:42
I was right!  Good, I don't remember where I got that from... might have been TV, actually.

I like john's idea, but make sure he has some team color.  Maybe the sock and the sleeves (the orange parts).
Title: Re: Japanese Wiki Page!
Post by: ultifd on 11 November 2010, 05:03:33
https://docs.megaglest.org/Japanese  :thumbup:
Alright, now everyone else please help add information...
(For now I put it as a faction, because it would be kinda hard to edit it when it is a "techtree" with only one known faction...Also, cause this faction is still in WIP + it'll be easier to change the wiki page later when you announce the other factions...)

For the Mansion of Daimyo, should it really have a pointer?
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 11 November 2010, 07:52:31
I think you could have some compromise between reality and fantasy here.  Maybe something like this (http://www.figures.com/forums/attachments/news/1771d1256306092-movie-masterpiece-kamui-gaiden-action-figure-kamui_14.jpg) would be a good starting point.  A black shirt and a headband might make it a bit more obvious to the player that he's a ninja.  A headband would also be a good place to put team color, and so would a belt (or both).
Cool,Kamui!
I'll use his style as a reference.thx.

https://docs.megaglest.org/Japanese  :thumbup:
Alright, now everyone else please help add information...
(For now I put it as a faction, because it would be kinda hard to edit it when it is a "techtree" with only one known faction...Also, cause this faction is still in WIP + it'll be easier to change the wiki page later when you announce the other factions...)
Thank you! :thumbup: I think it's okay put it as a faction.

For the Mansion of Daimyo, should it really have a pointer?
pointer??? ::)

Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 11 November 2010, 08:05:53
A headband would also be a good place to put team color, and so would a belt (or both).
heh, I thought of that too.  :thumbup:

Quote
pointer?
Meeting point, I mean.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 11 November 2010, 08:17:30
Meeting point, I mean.
Ah,I see.
Daimyo's mansion will produces Ninjas when they are done,so it has a meeting pointer.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Psychedelic_hands on 11 November 2010, 08:32:34
if i remember correctly, ninjas and samurai werent the best of friends. this means that they would have special training to defeat each other. i think that the samurai and the ninja should have damage bonuses against each other. that would make things interesting....

This is true. I may be wrong about this, so don't condemn me for saying it. ( also I don't know times)

The Samurai were dominant in Japan, like they did all the dirty work for their lords. They were the mac daddies. Until the ninja came along who didn't care about honor so they actually used smart tactics to defeat them. So the lords started hiring them instead....

So wouldn't the most accurate thing to do is to make the Samurai beat all other infantry, but you could counter them with the ninjas.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 11 November 2010, 14:41:35
if i remember correctly, ninjas and samurai werent the best of friends. this means that they would have special training to defeat each other. i think that the samurai and the ninja should have damage bonuses against each other. that would make things interesting....
So wouldn't the most accurate thing to do is to make the Samurai beat all other infantry, but you could counter them with the ninjas.

Ninjas should be the anti-heavy infantry/reconnaissance unit. that's a fun combination
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Gabbe on 11 November 2010, 15:02:53
Hmm, i think you also should make a colonial japanese faction, with "Ashigaru" or something musketeer [Ashigaru musketeer]
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 11 November 2010, 19:35:07
colonial japanese?like 19th~20th Empire of Japan?
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 11 November 2010, 19:42:34
Daimyo's mansion will produces Ninjas when they are done,so it has a meeting pointer.
Oh... I thought they would be produced from another building... But good, cause some people thought it had one for no reason...
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Gabbe on 11 November 2010, 19:54:15
Ashigaru formed the backbone of samurai armies in the later periods. The real change for the ashigaru began in mid 16th century with the introduction of guns from foreign traders, such as the Portuguese. Almost immediately local daimyo started to equip their ashigaru with the new weapon that required little training to use proficiently, as compared to the Japanese longbow which took many years to learn.

The advantage of the new powerful ranged weapon proved decisive to samurai warfare. This was demonstrated at the Battle of Nagashino in 1575, where carefully positioned ashigaru with muskets thwarted Takeda's repeated heavy cavalry charges against the Oda clan's defensive lines and broke the back of the Takeda war machine.

After the battle, the ashigarus' role in the armies were cemented as a very powerful complement to the samurai. The advantage was used in the two invasions of Korea in 1592 and 1597 against the Koreans and later the Chinese. Though the ratio of the guns (muskets) and the bows was 2:1 at the first invasion the ratio became 4:1 at the second invasion since the guns were very effective .[1]
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 11 November 2010, 20:53:55
Daimyo's mansion will produces Ninjas when they are done,so it has a meeting pointer.
Oh... I thought they would be produced from another building... But good, cause some people thought it had one for no reason...
You missed the small sign which shows where Ninja produced from in the tech-tree map huh? :D
again,thank you for creating wiki page.I'll try edit it after i take short sleep(I just returned from night shift) :zzz:.

Are you talking about Japanese invasion of Korea,Gabbe?
that is an interesting idea,though there are some problems about I make the mod.
First,I don't know much about Joseon Dynasty and Ming empire's militaries.
Second,If I make such a mod,korean people will get angry like fire :bomb:.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 11 November 2010, 20:58:34
You missed the small sign which shows where Ninja produced from in the tech-tree map huh? :D
Yes :D
Quote
Second,If I make such a mod,korean people will get angry like fire :bomb:.
Yeah, I think there are a lot of other ideas that would be better, or more appropriate.
Quote
again,thank you for creating wiki page.
It's my pleasure, such a great mod anyways  :O and of course also we're trying to update the wiki...  :thumbup:
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Gabbe on 11 November 2010, 21:06:44
just make Korea afterwards, or get someone to help you.  Im not angry at Titi for him making norsemen  :|
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 11 November 2010, 21:16:00
Im not angry at Titi for him making norsemen  :|
That's not the same thing...Hagekura isn't making a Korean faction...different scenario. This is about if any Koreans feel uh...not that good after seeing a mod based upon when Japan invaded Korea...  :|
Plus, he doesn't have much information about them (he could research as others do, but if he knows more information about other eras of Japan/etc. , wouldn't it would be better to create them...)
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Gabbe on 11 November 2010, 21:43:48
I wouldnt stop anyone from making a swedish mod, from the napoleon era, even though at that time, sweden controlled norway.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 12 November 2010, 06:08:20
i think you need to make a Swedish faction, and an Arabic faction...that would shake up the mold...
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 12 November 2010, 06:38:24
OK I "temporarily" fixed it...but I have a feeling that when we include the information for the units/buildings, it'll be messed up again... I don't know/forgot what's the problem with the spacing on the wiki...
Also, sooner or later, don't forget to link the Japanese wiki page on the first post.

Future opposing faction: whatever...let's just focus on the current faction here...
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 12 November 2010, 07:18:27
Thank you ultifd!
hmn..maybe we must wait add more information for the units/buildings till next release.
coz I will add many changes in the unit's names and some features(for example,I have removed paddyfield.Now you have to just produce peasants from peasant_house,and they will produce foods automatically).meanwhile,I'll study more about editing wikis.

for the future opposing faction,I'm thinking it might be interesting create Germany at 30-years war period.Its timeline is close to japanese sengoku period,and there are plenty of ubercool units in the Germany at that era!(Pikemen,Musketeer,Cuirassiers,Reiters,Culverins,Mortars...).Of course I'll focus on the current faction for the time being though... 8).
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 12 November 2010, 07:28:44
Quote
(for example,I have removed paddyfield.Now you have to just produce peasants from peasant_house,and they will produce foods automatically).
:/ I think that is even worse. Paddyfields weren't even that bad, just a new concept. I hope that you got something else in mind later...  :-\

Germany: Interesting. Hopefully none of the Germans here will be offended later. (for any reason, not sure how yet)
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 12 November 2010, 07:46:45
Quote
(for example,I have removed paddyfield.Now you have to just produce peasants from peasant_house,and they will produce foods automatically).
:/ I think that is even worse. Paddyfields weren't even that bad, just a new concept. I hope that you got something else in mind later...  :-\
yeah,I feel a bit regret about it,but it's concept was a bit confusing indeed,and AI often builds peasant_houses than build paddyfields.also,in some ways,It become more realistic now.coz we didn't really need to produce many peasants at last version.but now you have to produce many peasants to keep food supply,and when at emergency,you can morph those peasants to soldiers at the expense of food supply.though If i came up with more better ideas,I'll reconsider the feature again.

Germany: Interesting. Hopefully none of the Germans here will be offended later. (for any reason, not sure how yet)
Certainly ;D.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Psychedelic_hands on 12 November 2010, 07:59:59
Hmmm, German? it would be cool... but I still think a another Asian faction would be better.What about Mongolian? I love Mongolian history and style. I know there wasn't actually a time when the Mongolians fought the Japanese. ( I know they were close, but a storm destroyed their ships.)

But it would still make more sense than German.  :|
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 12 November 2010, 08:06:15
Quote
yeah,I feel a bit regret about it,but it's concept was a bit confusing indeed,and AI often builds peasant_houses than build paddyfields.also,in some ways,It become more realistic now.coz we didn't really need to produce many peasants at last version.but now you have to produce many peasants to keep food supply,and when at emergency,you can morph those peasants to soldiers at the expense of food supply.though If i came up with more better ideas,I'll reconsider the feature again.
Yeah, I remember that AI problem. I just feel that this method is not that good... :/ heh, now I'll just have peasants standing around everywhere  :O , as I don't think I'll ever upgrade them, at least usually. It'll be kinda different, as peasants are human while usually "Glest food" is gotten from animals.
Meh...let's hope that someone thinks of something better...  :-\
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 12 November 2010, 16:00:59
i was thinking, a nice opponent for the Japanese and the Germans would be the Zulus. i mean, they were fighting Europe at this time, so they actually had a presence in the world.

the way i see it, the Zulus would be the opposite of the Japanese - lots of cannon fodder. while the Japanese have powerful and flexible infantry, the Zulus have really fast/low armored infantry. i think it could work.

also, at this time in history, European powers were using observation balloons. that means that Germany should have the only aircraft in the game. that would give a huge sight bonus, as well have an okay attack.

this is going to be the coolest historical mod ever!
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Gabbe on 12 November 2010, 16:08:33
The observation baloon cannot attack? Atleast have the handcannon its gonna use be an upgrade so that the early game wont unbalance.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 12 November 2010, 16:12:46
The observation balloon cannot attack? At least have the hand cannon its gonna use be an upgrade so that the early game wont unbalance.

ok, nice idea. i was assuming that the man inside the basket would use a musket, like the rest of the infantry.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: John.d.h on 12 November 2010, 19:31:37
The maker of this mod has expressed no interest in working on another mod until this one is finished, so let's let the man work, shall we?  If you want to start a new thread about "factions that would be interesting to make", then feel completely free to do so.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: titi on 13 November 2010, 00:52:36
I played this in multiplayer today and it was really really fun! The first game we lost after about 30 minutes of playing!
The second we won  :-* .We played coop in conflict vs 2 CPU ultras!
 
I think the arquebuser is a bit too strong or too cheap at the moment. Make them a bit more expensive. If you get too many of them( like 20 ) the game is over ... you won . BUt Maybe I am wrong and I just didn't played enough yet  ;D
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Zoythrus on 13 November 2010, 01:14:23
personally, the way i see it, the arquebuser needs to be more expensive, and get a bonus against infantry. the archer fills an anti-building role, dealing far more damage to buildings than the arque.
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: ultifd on 13 November 2010, 01:25:04
Heh, it does seem need to be more expensive,but I think we need to wait for the next update to see if it really needs it. After all, there will be updates and new units...
Title: Re: Japanese Faction mod [WIP] First Alpha Released!
Post by: Hagekura on 13 November 2010, 05:45:12
Hmmm, German? it would be cool... but I still think a another Asian faction would be better.What about Mongolian? I love Mongolian history and style. I know there wasn't actually a time when the Mongolians fought the Japanese. ( I know they were close, but a storm destroyed their ships.)

But it would still make more sense than German.  :|
haha,exactly. :D
a german faction occured  to me coz I like their history and gamings dealing german at 30-years war period are very rare.so I dreamed up making about it.Mongolians are more appropriate for the faction indeed,but they are Nomad.It might be difficult to represent their culture on the game.but I'll think about it.

Yeah, I remember that AI problem. I just feel that this method is not that good... :/ heh, now I'll just have peasants standing around everywhere  :O , as I don't think I'll ever upgrade them, at least usually. It'll be kinda different, as peasants are human while usually "Glest food" is gotten from animals.
Meh...let's hope that someone thinks of something better...  :-\
No,they are not just standing around,but now they are swinging hoes while they are idle.
Code: [Select]
[URL=http://img521.imageshack.us/i/peasants.png/][IMG]http://img521.imageshack.us/img521/9928/peasants.th.png[/img][/URL]still a bit weird sight though... :|
paddyfields are gone,but Imagine they are still cultivating their land.also,you can get 25% discount when you upgrade them to soldiers.I also had once saved myself from danger in vs AI game, to morph them instant soldiers.It's not so bad feature,I think.but I must admit still a better idea is needed.

to Zoy and gabbe,
about Zulus and German observation balloon idea,I must mention that first airballoon flight was done by Montgolfier brothers in 1782,as far as my memory was correct.it's almost 150years later from german 30-years war period,it's kinda too modern.but zulus are a bit interesting idea to have such african tribes in game,I think.(I know almost nothing about them thuogh).

I felt sort of fun about discussing these future plans,but after all,as John said,It might better to discuss about these future opposing faction at the another thread. :angel: yeah I must concentrate about current project.

I played this in multiplayer today and it was really really fun! The first game we lost after about 30 minutes of playing!
The second we won  :-* .We played coop in conflict vs 2 CPU ultras!
 
I think the arquebuser is a bit too strong or too cheap at the moment. Make them a bit more expensive. If you get too many of them( like 20 ) the game is over ... you won . BUt Maybe I am wrong and I just didn't played enough yet  ;D

Much obliged,herr!I feel delightful to you have enjoyed my mod. :D
about Arquebuser's attack,I'll think lower their attack a bit.
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 13 November 2010, 05:55:11
NO! dont lower the attack, raise the cost. the guns should stay powerful, dont nerf them whatever you do.

and, have you checked out the wiki lately?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 13 November 2010, 06:11:03
hmn,I also feel a bit shame for these gunners shoot down samurais easily -even though it's realistic-.
and they mustn't be so expensive and elite units.these arquebusers were organized quickly and largely in the later sengoku period,as a easy to train and expendable soldiers.

I've checked wiki after i read your post,those cool description about units were wrote by you?Thank you for really nice descriptions! ;D I think your description depicts their traits properly. :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 13 November 2010, 06:16:36
i think the Samurai should be demi-uber units. ones that have a special pop cap of 3. like, each one is EXTREMELY impressive, but take lots of resources and training time to make (but you get what you paid for)
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 13 November 2010, 06:20:19
Quote
No,they are not just standing around,but now they are swinging hoes while they are idle.
still a bit weird sight though... :|
paddyfields are gone,but Imagine they are still cultivating their land.also,you can get 25% discount when you upgrade them to soldiers.I also had once saved myself from danger in vs AI game, to morph them instant soldiers.It's not so bad feature,I think.but I must admit still a better idea is needed.
I guess that's a bit better. But yes, later we still need a better idea.
25% discount? sounds good, I guess in emergencies players could use it...I wonder if the cpus would ever use it.

Quote
hmn,I also feel a bit shame for these gunners shoot down samurais easily -even though it's realistic-.
and they mustn't be so expensive and elite units.these arquebusers were organized quickly and largely in the later sengoku period,as a easy to train and expendable soldiers.
I think lowering their attack should be ok (but 200 should be the least (I think, for now)), and will be better so it'll be balanced later on...Really hard to decide for now...guess we'll have to wait for the next alpha :)
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 13 November 2010, 06:24:39
Quote
hmn,I also feel a bit shame for these gunners shoot down samurais easily -even though it's realistic-.
and they mustn't be so expensive and elite units.these arquebusers were organized quickly and largely in the later sengoku period,as a easy to train and expendable soldiers.
I think lowering their attack should be ok (but 200 should be the least (I think, for now)), and will be better so it'll be balanced later on...Really hard to decide for now...guess we'll have to wait for the next alpha :)

well, think about it, it's a gun - guns are FAR more lethal than arrows. i think they should nearly kill all infantry except the samurai and ninja in one or two hits.
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 13 November 2010, 06:28:11
well, think about it, it's a gun - guns are FAR more lethal than arrows. i think they should nearly kill all infantry except the samurai and ninja in one or two hits.
There's that reason...but there other reasons for not making them like that. Anyways, as I said, we should wait for the next alpha, as it will help decide whether or not to change...anything. Who knows? It might change a lot of peoples' opinion.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 13 November 2010, 06:36:10
well,maybe we can compromise about arquebusers to lower their attack-rate and not lower their attack strength.
It's rather historical,in fact,first i made them,their attack speed was just a 15!(though their fire power was more lethal than current version's).
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 13 November 2010, 06:38:55
i would prefer the deadly, but slow recharge rate concept
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 13 November 2010, 06:47:29
well,maybe we can compromise about arquebusers to lower their attack-rate and not lower their attack strength.
It's rather historical,in fact,first i made them,their attack speed was just a 15!(though their fire power was more lethal than current version's).
That's sounds like something good...but I'm not sure. I really think that we can't really decide what's best for them, until we test them in the next alpha. So until then. :thumbup: After all, we'll test it then. Also their attack kinda sounds like a miniature cannon :/ (the one in this faction of course)...
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 13 November 2010, 20:43:05
That's sounds like something good...but I'm not sure. I really think that we can't really decide what's best for them, until we test them in the next alpha. So until then. :thumbup: After all, we'll test it then. Also their attack kinda sounds like a miniature cannon :/ (the one in this faction of course)...
yep,I'll rush to making next release! :scientist:
and when you said "minature cannon",I felt a bit funny about this.
coz Japanese had actually "minature cannon" type firearms,called "大筒(Oodutsu,large pipe)".
Code: [Select]
[img]http://6090.img.jugem.jp/20060809_150708.jpg[/img]
[img]http://www.og-bunka.or.jp/event/other/2006/img/gun/01_ozutsu.jpg[/img]
(http://image.space.rakuten.co.jp/lg01/39/0000134939/48/imgcf1ce3bczik2zj.jpeg)
Maybe I might better to made these cannons instead of european style cannon. :|
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 13 November 2010, 20:53:48
Quote
yep,I'll rush to making next release! :scientist:
:O Heh, no need. Just know that we'll be very happy when you do. :thumbup:
Quote
and when you said "minature cannon",I felt a bit funny about this.
coz Japanese had actually "minature cannon" type firearms,called "大筒(Oodutsu,large pipe)".
Maybe I might better to made these cannons instead of european style cannon.  :|
:O Wow.
Well, maybe.
Title: Re: Japanese Faction mod [WIP]
Post by: John.d.h on 14 November 2010, 00:00:47
yep,I'll rush to making next release! :scientist:
When you release, remind me to sticky it for a week and I will.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 14 November 2010, 01:11:55
Ok,thank you john. :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: -Archmage- on 15 November 2010, 05:31:57
Quote from: Zoythrus
guns are FAR more lethal than arrows
Not true.


Quote from: Hagekura
Maybe I might better to made these cannons instead of european style cannon. No Opinion

Awesome! :thumbup: :thumbup: :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 15 November 2010, 08:27:28
Quote from: Zoythrus
guns are FAR more lethal than arrows
Not true.
In some ways,both opinions are correct.
Of course Guns were deadly,but arquebuses used at that time was still immature and had many drawbacks - like slow reloading time,and vulnerable to moisture - .Japanese composite longbows had enough power to penetrate metal plates.before guns were appear,arrows were the most deadly weapon of sengoku-era battlefield.though using the arrow to purpose required hard trainings,on the other hand,guns did not require such trainings so could arm peasants with the weapon and bring them in mass in the battlefield.but due to many drawbacks the arquebuses had,arrows were still used alongside the guns after a introduce of guns.


Quote from: Hagekura
Maybe I might better to made these cannons instead of european style cannon. No Opinion

Awesome! :thumbup: :thumbup: :thumbup:
ah,I don't sure I really make those little cannons,for we already have a cannon.maybe in future,I might make them,maybe... :|
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 15 November 2010, 11:26:55
cooooooooool i have been always a fan of te japanese history. mainly the civil war period. my favourite clan is the useugi clan. whats your favourite clan???

awesome mod  :thumbup: :thumbup: :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 15 November 2010, 12:40:04
cooooooooool i have been always a fan of te japanese history. mainly the civil war period. my favourite clan is the useugi clan. whats your favourite clan???

awesome mod  :thumbup: :thumbup: :thumbup:
Thank you! :D
wow Uesugi clan!they are great.especially 不識庵謙信 is.毘
for Clan,I like "Shimazu" and "Date" clan!
Date's gunner cavalry are cool.I want to make them in this mod.
but for the person,I like "Akechi Mitsuhide",I use his portrait for I respect him.
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 15 November 2010, 15:02:50
cooooooooool i have been always a fan of te japanese history. mainly the civil war period. my favourite clan is the useugi clan. whats your favourite clan???

awesome mod  :thumbup: :thumbup: :thumbup:
Thank you! :D
wow Uesugi clan!they are great.especially 不識庵謙信 is.毘
for Clan,I like "Shimazu" and "Date" clan!
Date's gunner cavalry are cool.I want to make them in this mod.
but for the person,I like "Akechi Mitsuhide",I use his portrait for I respect him.

i really need to study up on my Feudal Japan....because i didnt understand this at all.... :confused:
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 15 November 2010, 17:26:26
shimazu was a large network fief for blacksmithes. they had guns, lotsa guns. lol. date was epic storyline of incidents, theywere feared by their rivals. i somewhat dont remember who crushed tem... they also had the famous leader masemune!

i love useugi because they had the legendary leader kenshin a truely honorable leader. otomo is i like too. it was taking care of foriegn businass more then sticking with feudal and war stuff. if i am not wrong (lol)

oda was so awesome. he got assasnited in his golden age. by his probably the most trusted officar.

failure for the oda clan. they were gonna do it and unify japan with much less fire.

also that oda is much of a strange leader (one of the kind) they say he was a stupid, foolish, sucidel commander. but he proved his true worth in the battle of okehazama. In 1560, Imagawa Yoshimoto gathered an army of 25,000 men and started marching towards kyoto. their death march was halted in road for a small party. oda nobunaga set up a very small army and crashed the party with his few cavalry and infantry slaughtering lots of drunk enemies and fleeieng infantry. and killed their leader. what an amazing victory!

nice mod. are you going to make heroes?
please do.
Title: Re: Japanese Faction mod [WIP]
Post by: Mark on 16 November 2010, 02:18:02
Quote from: Zoythrus
guns are FAR more lethal than arrows
Not true.
It depends on what you mean by lethal.  A 7.5 foot longbow would have compared well with the arquebus, but arquebusiers could be fully trained in less than a month.  A longbow required several years.  The longbow also shot more quickly.  The longbowman should deal more damage and attack quickly, but should train slowly.  The arquebusier should be almost instantaneous, sort of a swarm unit. 

Just a note, samurai would not have won any battles in europe-the arquebus was already 200 year old history there!
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 16 November 2010, 02:27:11
exellent. most clever mark. as the lords could train their gunners in few months. but the quality of weapons are low... though they were able to quickly recruit and train soldiers in fast rates while an archer of any sort will require the experience of a lifetime. arrows are slightly more qualafied for killing. but very slow to skill. and the longbow is even harder i think!
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 16 November 2010, 04:51:22
i really need to study up on my Feudal Japan....because i didnt understand this at all.... :confused:
Don't mind friend,you don't have to study about feudal japan to enjoy the mod.but If you do,I promise,you could more enjoy my mod! :thumbup:

shimazu was a large network fief for blacksmithes. they had guns, lotsa guns. lol. date was epic storyline of incidents, theywere feared by their rivals. i somewhat dont remember who crushed tem... they also had the famous leader masemune!

i love useugi because they had the legendary leader kenshin a truely honorable leader. otomo is i like too. it was taking care of foriegn businass more then sticking with feudal and war stuff. if i am not wrong (lol)

oda was so awesome. he got assasnited in his golden age. by his probably the most trusted officar.

failure for the oda clan. they were gonna do it and unify japan with much less fire.

also that oda is much of a strange leader (one of the kind) they say he was a stupid, foolish, sucidel commander. but he proved his true worth in the battle of okehazama. In 1560, Imagawa Yoshimoto gathered an army of 25,000 men and started marching towards kyoto. their death march was halted in road for a small party. oda nobunaga set up a very small army and crashed the party with his few cavalry and infantry slaughtering lots of drunk enemies and fleeieng infantry. and killed their leader. what an amazing victory!

nice mod. are you going to make heroes?
please do.
Wow awesome.you understand the history of sengoku quite correctly. :thumbup:
Surely Oda Nobunaga was a supreme leader,but he was also a ruthless tylant.
He burned venerable buddhist sanctuary Mount Hiei coz Mount Hiei saved Oda's enemy soldiers.
thousands of Priests,monks,women and children genocided by the Siege.
His cruelty also displayed on the war against Ikko-ikki sect.
He exterminated Ikki peasants of the sect.maybe his cruel humanity led his tragic death at the Honnō-ji.

about hero units,for the time being,I am not planning introduce hero untis in my mod,and I don't know whether is it possible to create hero units in glest or not.(maybe GAE allows them?)

Just a note, samurai would not have won any battles in europe-the arquebus was already 200 year old history there!
I know the european used firearms hundreds years faster than japanese(like primitive handguns hussite used).
but Invention of arquebus type match-lock musket in Europe was at late 15th,as far as my memory is correct,and arquebus first brought into japan in 1543 by accidentaly landed Portuguese.there isn't so much time delay between them.and maybe Japanese tactics of combination of Mass use of musketeer and pikemen at the sengoku-period could compete the european tercio style tactics at that time.
but you know,these assumptions are completely meaningless in the history.  :D
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 16 November 2010, 12:54:14
oda nobunaga was cruel??!! never had an idea of him such a mean fellow. i think that's why there was a revolt on him at the honganji with his best follower leading it. how could he stand up to the entire confedrancy and coalation of the other clans? truely amazing!

siege of osaka was enormous right? and battle of sekihara and okehazama. it was a big war (bigger with the sucidel samuria followers of bushido lol no offense)
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 16 November 2010, 15:11:24
dont get me wrong, i love history, but would it be ok with you guys if we got back on topic?

so, tell me more about the Buddhist Monk unit that you have planned?
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 16 November 2010, 16:19:59
coooooooooooooooll theres buddhist monks? this mod is gonna be awesom.

 :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:

keep up the good work mate
Title: Re: Japanese Faction mod [WIP]
Post by: Gabbe on 16 November 2010, 16:23:40
well yeah, BUT THE MOD IS AWESOMELY ENOUGH ALREADY OUT! :D
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 16 November 2010, 16:40:01
OUT? SAYS 70% IS DONE! WHERE CAN I DOWNLOAD THIS?

YAY YAY YAY COOOOOOOOOOOOOL :thumbup: :thumbup: :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: Gabbe on 16 November 2010, 16:52:50
http://www.filefront.com/17481999/JapaneseV0.73a_20111106.7z/

and the extractor

http://www.7-zip.org/download.html
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 16 November 2010, 21:37:22
oda nobunaga was cruel??!! never had an idea of him such a mean fellow. i think that's why there was a revolt on him at the honganji with his best follower leading it. how could he stand up to the entire confedrancy and coalation of the other clans? truely amazing!

siege of osaka was enormous right? and battle of sekihara and okehazama. it was a big war (bigger with the sucidel samuria followers of bushido lol no offense)
Yeah general impression of japanese for nobunaga is that he was a strong,genius,fearsome,difficult person.
maybe his cruelty was necessary as the ruler of the disorder time-period.
there is a Japanese poem which sang each personality of the three Tenkaninns(nobunaga,hideyoshi,ieyasu).

"If a Cuckoo doesn't willing to crow,kill it" - nobunaga.
"If a Cuckoo doesn't willing to crow,I'll make him crow" - hideyoshi.
"If a Cuckoo doesn't willing to crow,I'll wait till he crows" - ieyasu.

Even If nobunaga was a cruel person,he is still a one of the most popular hero of japanese.
I'm sorry for I misspelled place where nobunaga died in my last post,he died at the Honno-ji,not Honganji. (these two spells are confusing even for japanese).:D

Siege of the osaka castle(it was fought twice in 1614-winter and 1615-summer)was enormous and the last battle of sengoku-period.many cannons are used at the battle.battle of sekigahara(1600) was the most biggest battle in japanese history.it was Decisive battle for tokugawa victory.okehazama(1560) was a small blitz raid if compared with previous two battles.

dont get me wrong, i love history, but would it be ok with you guys if we got back on topic?

so, tell me more about the Buddhist Monk unit that you have planned?
oh sorry,I just be too enthusiastic for telling sengoku history. :O

Buddhist priest will be a healer-unit.
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[URL=http://img293.imageshack.us/i/japanesebuddhistpriest.jpg/][IMG]http://img293.imageshack.us/img293/8186/japanesebuddhistpriest.th.jpg[/img][/URL]
Warrior_monk will be a midium-melee fighting unit with Naginata.
Code: [Select]
[URL=http://img217.imageshack.us/i/largea.jpg/][IMG]http://img217.imageshack.us/img217/889/largea.th.jpg[/img][/URL]
well yeah, BUT THE MOD IS AWESOMELY ENOUGH ALREADY OUT! :D
Thank you! btw you changed your icon? :look: I liked the previous one.
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 16 November 2010, 23:10:19
osaka was realy big. i dont think as sekigahara (east VS west) it was- if not mistaken a gorila battle right?

blitz raid? it was an ambush my sources say.

cool poem. sounds epic. honestly. this is realy funny and shows the facts of those 3 genrels.

honnoji? i will belive you. hoping you might be not in the confused party :O

big raid of honnoji. i heard a tower fell over there (in the midst of fighting) those samurias and ashigaru and warrior monks and other warriors were surley realy going at it :O lol

nothing like an old fashioned cannon manned by samuria shooting it at some scared ashigaru who never heard of something called firearms. i realy want to see a scene or a story like that :O :O :O

that nobunaga had it too much of selfishness and hatrdand cruelty. he dident think of the Consequence. pwned at his rest place with his retainers. perhaps mitsuhide killed him with his own hands from the anger and gore violance? or a gun. a katana. a yari. most likley a sword (wakizachi is in my mind when i had this thaught) oda will most likley accept mitsuhide killing him in a honorable death! cuts head of nobunaga and runs away is most likley to go.

i'd like to see castle maps. can you build walls in this mod? i'd LOVE an osaka battlemap or a kessen battle.

ignore
(click to show/hide)

osaka was the last battle (?) i think there was 2 fights or 3 after it...
it was pretty much a last stand. siege of osaka was the finals. evrey thing was shut after it.

regulary there would be lots of fire arms in osaka siege. it was a very late period and the foriegen merchants and traders and invetions were all across. also. in that time. the genrels and leaders and retainers would relize that the clan fanaticism and hugging the japanese old tredetions and dumping foriegns would be awfuly bad. they opened another path to even bigger glory with europeans. it was struggling to catch up with the european countries. AND advancment. just like any leader would. or country, government, people. (nazi empire for example)
the germans dumped nazism because it what were thaught to glorify and great their country. it only brough bad and crazy killing and blood death! so now the government made big propoganda to leave this nazi crap.
there is ecen signs over walls saying "thank you for dumping nazi" and the drawing of some kind of human throwing a swastika into a trash cane.

cheers. i hope i dident made any offense here. if i did. am realy sorry.
Title: Re: Japanese Faction mod [WIP]
Post by: wyvern on 17 November 2010, 03:33:29
I got an idea, what if you could recruit one hero commander such as Nobunaga and with him you would be able to unlock some specific upgrades or units, for example improved ninjas better samurai,or great fire arms. I'm also a history lover but am not so good with japanese history so I have learned a lot from this topic :) :) :thumbup:, great faction, I really like it. :) :) :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: titi on 17 November 2010, 12:28:19
I played this a lot now and its really fun!
I think the arquebuser is a bit too strong. Once you can produce it you start massproducing those guys and you win every game! I don't really have an idea how to solve it, but this fact kills the fun after a while. You start to stop producing cannons and those things just hunting for the arquebuser.
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 17 November 2010, 14:58:05
I played this a lot now and its really fun!
I think the arquebuser is a bit too strong. Once you can produce it you start massproducing those guys and you win every game! I don't really have an idea how to solve it, but this fact kills the fun after a while. You start to stop producing cannons and those things just hunting for the arquebuser.


that's why i had the idea that the archers should do really well against buildings, but the arques would do virtually nothing (for realism of course).
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 17 November 2010, 15:11:05
yeah how could guns and muskets drop down a building (dojo for example)

they would start shooting the walls. decorating it with musket balls and holes and blackpowder.

an archer would put his arrow at fires and shoot an arrow and leave the building for collapsing. very realestic.

cheers.
Title: Re: Japanese Faction mod [WIP]
Post by: Gabbe on 17 November 2010, 15:23:51
or just a suicide bomber, kamikaze?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 17 November 2010, 15:32:20
Guten Abend,warlord!

In Battle of Sekigahara,east and west armies brought 160000 men in total,the number is the most bigger in the japanese battle history.It should be a epic huge battle if they fought face to face,but one of the west army's general Kobayakawa betrayed west army and besided east army,then everything have ruined.west army collapsed and ran away.

that nobunaga had it too much of selfishness and hatrdand cruelty. he dident think of the Consequence. pwned at his rest place with his retainers. perhaps mitsuhide killed him with his own hands from the anger and gore violance? or a gun. a katana. a yari. most likley a sword (wakizachi is in my mind when i had this thaught) oda will most likley accept mitsuhide killing him in a honorable death! cuts head of nobunaga and runs away is most likley to go.
Nobunaga saw the mitsuhide's army is sieging him,and he knew that he couldn't escape.thus Nobunaga did harakiri and probably his page assisted his harakiri and cut off his head - it was a traditional mode of harakiri.a one does harakiri thrust his own stomach with short-blade and assistant cut off his head :dead: -.
There are many assumptions about why mitsuhide betrayed nounaga.
some says Nobunaga taunted mitsuhide badly and mitsuhide resent it,so he decided to rebel against nobunaga. some says mitsuhide was egged on by hideyoshi - because death of Nobunaga gave huge benefits for hideyoshi.he inherited Nobunaga's business and he eventually unified japan. - but truth is uncertain.

making walls in glest is might be difficult.I don't know sure though,I am a beginner modder.
and Shibata katsuie!?  :o do you like him?he was certainly a good commander ,but he's a bit minor if compared with many other famous daimyos... ::)

In general,siege of the osaka considered as the final battle of sengoku-period.after the battle,there was no one stand against Tokugawa :swordman: and rule of the Tokugawa shogunate had been established.
In fact,after the siege of the osaka,there were some conflicts like Shimabara Rebellion,but it was just a christian peasant rebellion.
Tschüs!

I got an idea, what if you could recruit one hero commander such as Nobunaga and with him you would be able to unlock some specific upgrades or units, for example improved ninjas better samurai,or great fire arms. I'm also a history lover but am not so good with japanese history so I have learned a lot from this topic :) :) :thumbup:, great faction, I really like it. :) :) :thumbup:
Thank you,your Idea is very good,I like it. :-* I hope to include such features in my mod someday,but first,I must complete "basic" units.after I finish them,I'll think about add additional hero units and features.

I played this a lot now and its really fun!
I think the arquebuser is a bit too strong. Once you can produce it you start massproducing those guys and you win every game! I don't really have an idea how to solve it, but this fact kills the fun after a while. You start to stop producing cannons and those things just hunting for the arquebuser.

Danke,herr. :D and you must be a really good player,meister!because somtimes I feel hard to beat Ultra-AI on 1vs1 even if I use arquebusers.and against mega-AI,I can't beat them!usually mega-AI beats me before I produce arquebusers. :dead:
In next version,Researching Nanban-trade and Arquebuse upgrade took more time,and Arquebuser's attack speed will be lowered,so it will be more balanced.Auf Wiedersehen!

that's why i had the idea that the archers should do really well against buildings, but the arques would do virtually nothing (for realism of course).
If we think about realism,swordsmen slice buildings by their sword is the most weird thing,I think :O.
your Idea is not bad,but as I said in the past,to realize the feature maybe require adding new attack-types,and if I do that,the mod may lost compatibility with magitech.basically I want my mod magitech compatible,so I can't do that.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 17 November 2010, 15:47:14
or just a suicide bomber, kamikaze?
Kamikaze belongs to WWII history... :dead:
Title: Ninja modelling has done!!
Post by: Hagekura on 20 November 2010, 08:08:38
finally I have finished Ninja's modeling and animations. :zzz:

Blade attack moves
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[URL=http://img405.imageshack.us/i/glestjptechninja01.jpg/][IMG]http://img405.imageshack.us/img405/1326/glestjptechninja01.th.jpg[/img][/URL][URL=http://img821.imageshack.us/i/glestjptechninja02.jpg/][IMG]http://img821.imageshack.us/img821/2834/glestjptechninja02.th.jpg[/img][/URL]
Shuriken(Dagger type) attack moves
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[URL=http://img526.imageshack.us/i/glestjptechninja03.jpg/][IMG]http://img526.imageshack.us/img526/6591/glestjptechninja03.th.jpg[/img][/URL][URL=http://img255.imageshack.us/i/glestjptechninja04.jpg/][IMG]http://img255.imageshack.us/img255/8117/glestjptechninja04.th.jpg[/img][/url]
Ninja Idle
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[URL=http://img812.imageshack.us/i/glestjptechninja05.jpg/][IMG]http://img812.imageshack.us/img812/4133/glestjptechninja05.th.jpg[/img][/URL]
Ninja Runs
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[URL=http://img27.imageshack.us/i/glestjptechninja06.jpg/][IMG]http://img27.imageshack.us/img27/4027/glestjptechninja06.th.jpg[/img][/URL]
Title: Re: Ninja modelling has done!!
Post by: ultifd on 20 November 2010, 08:13:34
Wow, looks great.  :O  :thumbup: I guess the color of belt will be noticeable for each team, not sure...do you think it is, in games?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 20 November 2010, 08:51:42
yeah I have assigned teamcolor on the belt.which does not so much stand out in-game but noticeable enough for distinct what team the ninjas belong to.
Title: Re: Japanese Faction mod [WIP]
Post by: Gabbe on 20 November 2010, 10:03:29
I knew that, the Kamikaze was a joke!
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 20 November 2010, 12:14:30
I knew that was a joke,gabbe. ;D

as-salām ‘alē-kom.
Hallo warlord! hmn...nice KABUTO! :D where did you get the picture?

We hate what Japanese Imperial army have done in WWII and we'll never forget many young men devoted his own life for save their family and country.we hate the people and social system which led many lives into death.the Military dictatorship used bushido in false way to agitate people.
after the war,japan went through the large reformation in lows,government and economic system,cultures(by USA and GHQ).today we are very peaceful and we can't do kamikaze or harakiri(there are few exceptions though,like him http://en.wikipedia.org/wiki/Yukio_Mishima  (http://en.wikipedia.org/wiki/Yukio_Mishima)).
but we sometimes doubt that we forget even our own root.we sometimes forget we are japanese and realize that we are thinking ourselves like Anglo-Saxons or something :O .
but our traditions are still living inside our blood.not like the wrong ways of the old japanese did in WWII,but like courtesy,allegiance,to know honor,courage.
(http://image.rakuten.co.jp/kyogashi/cabinet/saijiki/p1200788.jpg)
Like these blossoms, we are all dying. To know life in every breath, every cup of tea, every life we take. The way of the warrior.... That is Bushido.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 20 November 2010, 13:46:07
so,back on the topic.
It's a huge Ninja wars!
Code: [Select]
[URL=http://img528.imageshack.us/i/glestjptechninja07.jpg/][IMG]http://img528.imageshack.us/img528/3531/glestjptechninja07.th.jpg[/img][/URL]
I was planning release next alpha after I complete samurai models,but it would take more times than I have imagined.so I will release next alpha with the new ninja unit before long.besides there are already many improvement on models and animations and sounds,balancing since the last release.

EDIT BY OMEGA: Purged of replies to deleted posts.
Title: Re: Japanese Faction mod [WIP]
Post by: Trappin on 20 November 2010, 13:51:14
Thanks john.

Hagekura I have a suggestion, add dirty/mossy/weedy texture elements to building foundations. Most modelers forget to do this.

Here is an example:

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[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/TOS_Distressing1.jpg[/img]

[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/TOS_Distressing.jpg[/img]

Look at the world we live in, everything is chipped or dirty and rusted and in a state of decay. Furniture dealers even try to make new objects look old, here in the US this technique is known as distressing or shabby sheik.

Example of new furniture made to look old:

(http://i.ehow.com/images/a04/oe/g1/antique-wood-furniture-metal-objects-200X200.jpg)

A friend of mine is a master potter and his style incorporates Japanese pinch bowl styling - made to look old.

(http://www.newsreview.com/imager/art_for_the_hea/b/original/32829/342c/gguide-10119.jpeg)

Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 21 November 2010, 01:44:49
Thx for the tip,Trappin sir! :thumbup:
Interesting technique indeed,the technique reminds me the traditional technique of painting plastique scale models(I remember i made several planes and battleship's scale models when I was a kid :D),we japanese scale modellar call it "weathering".
(http://www.tamiya.com/japan/products/87080weathering/tech02_thmb.jpg)

though there are some difficulties I implement the technique in my 3D models.
because I'm not fully get used in painting tools and of my very bad UV mapping manner.
Code: [Select]
[URL=http://img502.imageshack.us/i/castleuv.jpg/][IMG]http://img502.imageshack.us/img502/5669/castleuv.th.jpg[/img][/URL]pretty messed up isn't it?. :O

repaint the texture and remap the model may involves a lot of troubles to me,
but at least I could implement some mossy textures on some of my building model's foundations,I'll try.
thanks for the good suggestion!
Title: Re: Japanese Faction mod [WIP]
Post by: Gabbe on 21 November 2010, 02:47:50
try "Texture painting". solves messy UV maps ;)
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 21 November 2010, 06:35:46
NOTICE: This topic has been purged of multiple offtopic posts, degrading posts, and things that are simply not appropriate for the forum. Please mind yourselves.



I agree, weathering looks excellent, providing a realistic way of making the buildings look like they weren't built yesterday. We can assume that a castle wouldn't have perfect stone bricks, and that we can't have people maintaining it perfectly, and those minor details simply add a lot for the depth of the faction.

The ninja looks fantastic by the way!
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 21 November 2010, 07:48:10
yeah I have assigned teamcolor on the belt.which does not so much stand out in-game but noticeable enough for distinct what team the ninjas belong to.
Ah, I see. Looking at the screenshot you provided, I guess it does look noticeable enough.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 21 November 2010, 09:58:27
try "Texture painting". solves messy UV maps ;)
ah,"Texture paint"mode in the blender? I have never used the function.I'll try it,thx!

I agree, weathering looks excellent, providing a realistic way of making the buildings look like they weren't built yesterday. We can assume that a castle wouldn't have perfect stone bricks, and that we can't have people maintaining it perfectly, and those minor details simply add a lot for the depth of the faction.
Certainly,sir.They said "God is in the details",they were right :O .

The ninja looks fantastic by the way!
Jolly Good! :D

Code: [Select]
[youtube]http://www.youtube.com/watch?v=kjRy_SeK_-U&feature=related[/youtube]SHINOBI NO THEME(theme of Ninjas)
Theme music from an anime"Kamui the Ninja: Stories Other Than the Legend"

The Ninja goes a desolate road.
A wind rips Kamui's shadow.
Alone,Alone Kamui.
Alone,Alone Kamui,
He goes through the wind.

The Ninja goes a isolated road.
A darkness rips Kamui's shadow.
Alone,Alone Kamui.
Alone,Alone Kamui,
He goes through the darkness.
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 24 November 2010, 08:04:40
...Well, I can't wait for the next alpha.  :O
Hmm, have you worked on the healing priest/monk? yet? How strong will it be?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 24 November 2010, 08:36:55
...Well, I can't wait for the next alpha.  :O
Hmm, have you worked on the healing priest/monk? yet? How strong will it be?
Thank you :D .
I could release next alpha in tomorrow if things go well.about healing priest,unfortunately no :'( .
The ninja took whole last week to make him.for now,I'm going to create models in order of samurai→temple→priest→warrior monk.currently I'm thinking whether I should give priest attack ability or not.Do people want healing unit to have attack ability?If so,I'll give him minimum attack skill.warrior monk will be a midium-infantry.See you!
Title: Re: Japanese Faction mod [WIP]
Post by: John.d.h on 24 November 2010, 08:54:27
Do people want healing unit to have attack ability?
I guess that depends on whether he's the kind of healer who sits at home in your base and treats your wounds after the fight, or a combat medic who's in the fight and furiously trying to keep your men alive.  It's not very convenient to command a non-attacking unit in the middle of the fight.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 24 November 2010, 22:28:26
Do people want healing unit to have attack ability?
I guess that depends on whether he's the kind of healer who sits at home in your base and treats your wounds after the fight, or a combat medic who's in the fight and furiously trying to keep your men alive.  It's not very convenient to command a non-attacking unit in the middle of the fight.
Thank you.then The buddhist priest is definitely the former.he would take roll in sits at home and treats wounded soldiers.In fact,I myself don't like the idea healing units in midst of a battle(It's kinda too busy),so the priest won't have attack ability.
p.s. again,thank you for your good moderator work! :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 24 November 2010, 23:01:05
I see, well, maybe that's good...I guess it would kinda fit, with the strongness of this faction...but we'll have to see. It'll just be a little bit worse in MG, since there is no auto-heal (so you can't be lazy...)
I could release next alpha in tomorrow if things go well.about healing priest,unfortunately no :'( .
Oh, I wish it would be included... oh well. Maybe wait until you finish it? Not sure, might be too long...
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 25 November 2010, 00:19:11
Good morning ultifd,It's almost 9:00 am Thursday at Japan now. :D
Today I have no work,so I can use my time fully for final adjusting of release next alpha.
I'll upload it before i go into bed(about 22:00 PM at Japan).

I won't include new units in the mod before I finish their modelings(I compromised on Blacksmith and Samurai though),so the priests are not included in the release,sorry.

What new would included in the release are these↓

generally,that all.
See you!
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 25 November 2010, 01:01:54
OK :) but one thing before you do that, I don't think the ashigaru should have an underscore...it would be bad...
maybe something like Ashigaru Spearman or Ashigaru spearman or ashigaru spearman...
Anyways, thanks, can't wait to try it once you upload it. Not tommorow though, it's going to be thanksgiving...  :D
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 25 November 2010, 01:25:48
lol I know what you want to say,but under score is needed because they are not samurai_spearman,but ASHIGARU_spearman. :O
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 25 November 2010, 02:14:29
Huh? What do you mean? My point is that it would look bad and kinda be ugly.... :/
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 25 November 2010, 02:16:12
or even better, just call it the Ashigaru (As it was before). if it's the only thing known as the Ashigaru, saying "spearman" would be redundant
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 25 November 2010, 02:41:45
Okay,maybe you wanted to say too long name isn't good,didn't you?then I will adopt your opinion.
then I should name the unit just "spearman".
I thought I name the unit ashiagaru_spearman coz I wanted to conserve japanese taste in the unit's name,and just name it "ashigaru" may be kinda confusing,coz ashigaru didn't use only spears,but bows and stones and guns they also used these equipments.
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 25 November 2010, 02:51:36
Okay,maybe you wanted to say too long name isn't good,didn't you?then I will adopt your opinion.
then I should name the unit just "spearman".
I thought I name the unit ashiagaru_spearman coz I wanted to conserve japanese taste in the unit's name,and just name it "ashigaru" may be kinda confusing,coz ashigaru didn't use only spears,but bows and stones and guns they also used these equipments.
Oh, I thought you changed it cause of familiarity...not accuracy...
I still think Ashigaru is kinda better...spearman seems to plain...but whatever, we will see in game...
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 25 November 2010, 03:11:38
Okay,maybe you wanted to say too long name isn't good,didn't you?then I will adopt your opinion.
then I should name the unit just "spearman".
I thought I name the unit ashiagaru_spearman coz I wanted to conserve japanese taste in the unit's name,and just name it "ashigaru" may be kinda confusing,coz ashigaru didn't use only spears,but bows and stones and guns they also used these equipments.
Oh, I thought you changed it cause of familiarity...not accuracy...
I still think Ashigaru is kinda better...spearman seems top plain...but whatever, we will see in game...
i prefer "Ashigaru" over just "spearman." now, it might not be totally accurate, but its for the sake of gameplay (and besides, "Ashigaru" sounds awesome!)
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 25 November 2010, 04:05:41
well,It might be better I preserve the unit's name ashigaru.It seems no problem for the most of people.
Thinking english names of japanese units is a very hard indeed. ::)
In fact,all units produced from barracks in my mod(ashigaru,archer,arquebuser)are Ashigarus.
You might be getting sick of I start lecture on Japanese history  :O .and I'm not professor.
but I beg you listen me once again.

備え(sonae) is a minimum military unit(It's kinda regiment) of the sengoku period.It was constituted by about 300~800 men.
One sonae has spearman squad,archer squad,arquebuser squad,horseman squad.and other groups(like flag carrier,drummer,supply depot)in it.all members of the horseman squad is samurai.In spearman squad,archer squad,arquebuser squad,members of them are mostly ashigarus.and Captain of each squads is a samurai.
Title: Re: Japanese Faction mod [WIP] New version is coming!
Post by: Hagekura on 25 November 2010, 19:12:23
It's a bit late(Friday 4:11am now at japan)but I've uploaded a new alpha.please download and give me some feedback. :zzz:
Title: Re: Japanese Faction mod [WIP] New version is coming!
Post by: ultifd on 26 November 2010, 07:33:19
OK I'll try to test it tomorrow or later today...
Title: Re: Japanese Faction mod [WIP] New version is coming!
Post by: Hagekura on 26 November 2010, 21:44:37
Plz try it.I want to hear your opinion,especially for new ninja unit.
This may sound like blowing my own horn,excuse me but I dare say that the unit is very unique. :swordman:
I have never seen such kind of a unit in glest so far.
Some debate would be needed about the unit's stats and costs etc.
Title: Re: Japanese Faction mod [WIP] New version is coming!
Post by: Trappin on 27 November 2010, 20:06:03
I like the new weathered texture. I'm not much of a tester so its difficult to comment on unit balancing.

Here, look at some of these FOSS textures:
Ryzom Asset Repository

Code: [Select]
http://media.ryzom.com/?query=image&asset=12fc4dea53b3cc2f5c4a84f6bfb83112

http://media.ryzom.com/?query=tryker&start=100&asset=180b46393da9d785628020ff3d9869a9

http://media.ryzom.com/?query=image&asset=a77ffa08979ec86c3d6b00ad17ad5b70

http://media.ryzom.com/?query=image&asset=444ab3744df091c71ae360f8669b878b

http://media.ryzom.com/?query=image&asset=447f41528c4ba95b95bbd84f7d84b122

http://media.ryzom.com/?query=image&asset=5a1824b508cddda6c980886ac1c18241

http://media.ryzom.com/?query=tryker&start=140
All free and open source CC-BY-SA

More:

http://www.openfootage.net/?cat=12

Licensing varies.

Title: Re: Japanese Faction mod [WIP] New version is coming!
Post by: the warlord of the reich on 27 November 2010, 21:11:02
heres my feedback:

√  :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:

cool unit. seriously dude. this mode is a veru unique one and it outraced its regular time.

this mod changed the game entirley. nice to see a person reliving medieval japanese wars and also loves his countryhe made all this work for it.
Title: Re: Japanese Faction mod [WIP] New version is coming!
Post by: ultifd on 27 November 2010, 23:53:05
So far it seems pretty good. But we found out that there is a capital C for the castle.g3d...better rename that.
Also the title should be changed...it's here already  :O
Title: Re: Japanese Faction mod [WIP] New version has come!
Post by: Hagekura on 28 November 2010, 00:11:14
I like the new weathered texture. I'm not much of a tester so its difficult to comment on unit balancing.

Here, look at some of these FOSS textures:
Ryzom Asset Repository

Code: [Select]
http://media.ryzom.com/?query=image&asset=12fc4dea53b3cc2f5c4a84f6bfb83112

http://media.ryzom.com/?query=tryker&start=100&asset=180b46393da9d785628020ff3d9869a9

http://media.ryzom.com/?query=image&asset=a77ffa08979ec86c3d6b00ad17ad5b70

http://media.ryzom.com/?query=image&asset=444ab3744df091c71ae360f8669b878b

http://media.ryzom.com/?query=image&asset=447f41528c4ba95b95bbd84f7d84b122

http://media.ryzom.com/?query=image&asset=5a1824b508cddda6c980886ac1c18241

http://media.ryzom.com/?query=tryker&start=140

All free and open source CC-BY-SA

More:

http://www.openfootage.net/?cat=12

Licensing varies.

Your advice really helped brush up my buildings.Thank you sir!
and these textures would really helpful!jolly good! :thumbup:

heres my feedback:

√  :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:

cool unit. seriously dude. this mode is a veru unique one and it outraced its regular time.

this mod changed the game entirley. nice to see a person reliving medieval japanese wars and also loves his countryhe made all this work for it.
as-salaamu `alaykum. :thumbup:
keep watching progress of the mod! :D

So far it seems pretty good. But we found out that there is a capital C for the castle.g3d...better rename that.
Also the title should be changed...it's here already  :O
Omg I did it again... :o I'll be watchout these capital things more carefully.thx for notice that.
yeah surely the title had to change! :D I did it! thank you! :thumbup:
Title: Re: Japanese Faction mod [WIP] New version has come!
Post by: Zoythrus on 28 November 2010, 00:23:50
hey, i was playing this version, and it's great, but i found a flaw. the infantry should be a tad stronger. i fought a mega Tech AI, and it pwned my fully upgraded army. the armies were equal, and they used archers, guards, and swordmen; i used everything but cannons. it was a horrible defeat. that's why they need a buff (what happened to "Japan's superb infantry"?)

also, the EP regen for the ninja should be 2 (it takes forever to throw a bomb), the attack range for the sword attack should be 1 (it doesnt look right), and it should be renamed "shinobi" cuz it sounds cool. besides all of this, the ninja is awesome! (i love the death anim).

also, the archer attack anim is awesome!

good job!

-Zoy
Title: Re: Ninjas
Post by: ultifd on 28 November 2010, 00:34:29
The ninjas' amazing sight is both good and bad...they might kill themselves, so that's why it can be bad...and good because well, useful...
The ninjas' EP should remain, and NOT be 2 because I found out the bombs are really powerful (too powerful)...I had 6 ninjas and used the bombs...they destroyed the whole base  :o and imagine 16 or more...good thing the cpus don't seem to usually use the bombs...but since they have tons of units, they don't need to anyways.
So even if this is realistic...there needs to be another way. It's too powerful for glest...and the whole faction is already powerful too. So surely if someone had 16 ninjas they could kill their whole opponent(s) base(s)... 750(or more) x 16...(12000 at least, plus splash) the ninjas are actually kinda cheap (maybe too cheap, even if it takes a long amount of time to produce them...)200 gold is really cheap, because of the many buildings you can place next to the gold...
Models are nice, as always.
I might test more later...good job, that whole month of work was really good.  :thumbup:

Quote
hey, i was playing this version, and it's great, but i found a flaw. the infantry should be a tad stronger. i fought a mega Tech AI, and it pwned my fully upgraded army. the armies were equal, and they used archers, guards, and swordmen; i used everything but cannons. it was a horrible defeat. that's why they need a buff (what happened to "Japan's superb infantry"?)
I disagree...Japanese isn't really meant to fight tech anyways. Try playing against a mega Japanese...
Title: Re: Japanese Faction mod [WIP] New version has come!
Post by: Hagekura on 28 November 2010, 02:21:53
hey, i was playing this version, and it's great, but i found a flaw. the infantry should be a tad stronger. i fought a mega Tech AI, and it pwned my fully upgraded army. the armies were equal, and they used archers, guards, and swordmen; i used everything but cannons. it was a horrible defeat. that's why they need a buff (what happened to "Japan's superb infantry"?)
That is maybe...because of that was Mega AI. :look:
I have never won against mega-ai personally.
If you could won against mega-ai without problems,
That's means I failed in balancing and the faction became too strong.
But I would consider buff up some of japanese units stats.

also, the EP regen for the ninja should be 2 (it takes forever to throw a bomb), the attack range for the sword attack should be 1 (it doesnt look right), and it should be renamed "shinobi" cuz it sounds cool. besides all of this, the ninja is awesome! (i love the death anim).

also, the archer attack anim is awesome!

good job!

-Zoy
His EP regen would need increase,or I would reduce EP requirement to throw a bomb from 100 to 50.
I would adopt ultifd's opinion and reduce the bomb's strength.then I will make the Ninja can resume the bomb more quickly.
I have adopted your Idea on the Ninja's death scene  :D . I love it too. :thumbup:
About the Ninja's name,"shinobi" sounds more japanese and I don't hesitate to change the name to shinobi,but "Ninja" might be more familiar to people outside japan,isn't it?If there is no problem about people's recognition of the unit is Ninja even I changed the name to "shinobi",I will change the name.Thank you! :thumbup:
oh yes!I will change the blade-attack range to 1.

The ninjas' amazing sight is both good and bad...they might kill themselves, so that's why it can be bad...and good because well, useful...
The ninjas' EP should remain, and NOT be 2 because I found out the bombs are really powerful (too powerful)...I had 6 ninjas and used the bombs...they destroyed the whole base  :o and imagine 16 or more...good thing the cpus don't seem to usually use the bombs...but since they have tons of units, they don't need to anyways.
So even if this is realistic...there needs to be another way. It's too powerful for glest...and the whole faction is already powerful too. So surely if someone had 16 ninjas they could kill their whole opponent(s) base(s)... 750(or more) x 16...(12000 at least, plus splash) the ninjas are actually kinda cheap (maybe too cheap, even if it takes a long amount of time to produce them...)200 gold is really cheap, because of the many buildings you can place next to the gold...
Models are nice, as always.
I might test more later...good job, that whole month of work was really good.  :thumbup:
You can order the ninjas hold position to prevent them from suicidal attack :thumbup:
I also thought the bomb's attack might too strong.I would reduce the attack strength to around 500~700.
I will consider raise their price to around 250(over 300 would too expensive in my thought).
btw,Do you think the buildings shouldn't have the gold-stock(like mansion,european trader)?
I'm wondering whether they should have gold-stock or not.I want to hear someone's opinion about it.
Thank you! :thumbup:
Title: Re: Japanese Faction mod [WIP] New version has come!
Post by: ultifd on 28 November 2010, 02:50:54
Quote
His EP regen would need increase,or I would reduce EP requirement to throw a bomb from 100 to 50.
I would adopt ultifd's opinion and reduce the bomb's strength.then I will make the Ninja can resume the bomb more quickly.
I have adopted your Idea on the Ninja's death scene   :cheesy: . I love it too.  :thumbup:
About the Ninja's name,"shinobi" sounds more japanese and I don't hesitate to change the name to shinobi,but "Ninja" might be more familiar to people outside japan,isn't it?If there is no problem about people's recognition of the unit is Ninja even I changed the name to "shinobi",I will change the name.Thank you!  :thumbup:
oh yes!I will change the blade-attack range to 1.
I think the best thing would to reduce the EP requirement to 75...since the ninja is still really strong.
Shinobi would be great.  :thumbup:

Quote
You can order the ninjas hold position to prevent them from suicidal attack  :thumbup:
True, but that is kinda really hard...plus once an enemy ninja sees them, they would all be dead :/
Quote
I also thought the bomb's attack might too strong.I would reduce the attack strength to around 500~700.
I will consider raise their price to around 250(over 300 would too expensive in my thought).
That sounds good, I think.
The price should probably be 275 or 300 per ninja, and maybe raise the wood a bit too. The most would be 100...

Quote
btw,Do you think the buildings shouldn't have the gold-stock(like mansion,european trader)?
I'm wondering whether they should have gold-stock or not.I want to hear someone's opinion about it.
I think some buildings shouldn't...I think we need to test more to see. Or some should be modified for their amounts of storage.
Title: Re: Japanese Faction mod [WIP] New version has come!
Post by: Hagekura on 28 November 2010, 07:30:27
75EP sounds better.and OK,I'll change the unit's name shinobi. :thumbup:
hmn,maybe I should reduce their sight a bit?I'll change their sight 21 or around.I'll test on it.
for the time being,I'll change the cost 250gold and 100wood.

To consider other factions(like tech,magic)don't have so many buildings that can store resources,japan maybe shouldn't have so many that kind of buildings.I can't decide on it.maybe I should hear more ppls opinions about it.
Title: Re: Japanese Faction mod [WIP] New version has come!
Post by: ultifd on 28 November 2010, 07:56:30
Sounds good :)
Quote
hmn,maybe I should reduce their sight a bit?I'll change their sight 21 or around.I'll test on it.
A bit, at least. I mean, even think it about when you make the opposing faction...suicidal shinobi? :/ Especially for the cpus...

To consider other factions(like tech,magic)don't have so many buildings that can store resources,japan maybe shouldn't have so many that kind of buildings.I can't decide on it.maybe I should hear more ppls opinions about it.
That's true...but kinda not since this is not made to be balanced with magitech or other factions...I do believe that we should balance the amount and which buildings can store resources though.
Title: Fixed Arquebuser firing animation and Muzzleflash added!
Post by: Hagekura on 5 December 2010, 15:50:08
I have seen real sengoku-era arquebuse 火縄銃(Hinawajyu,match-lock gun) firing scene on the DVD of the latest japanese magazine about sengoku history,and I have fixed my mod's arquebuser animation on the basis of the firing sequence in the DVD,and added muzzle flash when the arquebuser fires his gun.

Code: [Select]
[URL=http://img193.imageshack.us/i/hinawajyufire01.jpg/][IMG]http://img193.imageshack.us/img193/5346/hinawajyufire01.th.jpg[/img][/URL][URL=http://img89.imageshack.us/i/hinawajyufire02.jpg/][IMG]http://img89.imageshack.us/img89/3601/hinawajyufire02.th.jpg[/img][/URL]Firing real matchlock-musket of the 16th japanese.
Code: [Select]
[URL=http://img338.imageshack.us/i/gaeg3dviewer20101206001.jpg/][IMG]http://img338.imageshack.us/img338/1432/gaeg3dviewer20101206001.th.jpg[/img][/URL][URL=http://img338.imageshack.us/i/gaeg3dviewer20101206001s.jpg/][IMG]http://img338.imageshack.us/img338/7224/gaeg3dviewer20101206001s.th.jpg[/img][/URL]Fixed arquebuser's animation and muzzleflash!

Code: [Select]
[URL=http://img84.imageshack.us/i/glestadv201012060017020.jpg/][IMG]http://img84.imageshack.us/img84/7789/glestadv201012060017020.th.jpg[/img][/URL][URL=http://img812.imageshack.us/i/screen25.jpg/][IMG]http://img812.imageshack.us/img812/4788/screen25.th.jpg[/img][/URL]In-game screenshots

The muzzleflash i have added to my arquebusers doesn't looks so gorgeous,but hopefully It will add more realistic flavour on the game!
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 11 December 2010, 03:37:36
Looks good.   :thumbup: Do you think you could update this in the next 30ish hours? Cause then it'll make the GCMD :)
Also I want to try the more balanced ninjas...  :thumbup: I could edit it myself, but then everyone would have to edit it themselves...
Title: Making samurai with armour
Post by: Hagekura on 11 December 2010, 14:12:39
Code: [Select]
[URL=http://img593.imageshack.us/i/screen8o.jpg/][IMG]http://img593.imageshack.us/img593/1238/screen8o.th.jpg[/img][/URL]
I have also added muzzlefire on cannon.now firearm units become very hot!

Looks good.   :thumbup: Do you think you could update this in the next 30ish hours? Cause then it'll make the GCMD :)
Also I want to try the more balanced ninjas...  :thumbup: I could edit it myself, but then everyone would have to edit it themselves...
Hi ultifd. :)
hmn,GCMD? ::) I first time hear the word.what's that?
Well,I update new version of the mod in the next 30 hours would not possible.
currently I'm making samurai's model.I will release next version when the model has done.
but as I expected,it's very hard to modeling samurai with armour.
Code: [Select]
[URL=http://img689.imageshack.us/i/samurai1.jpg/][IMG]http://img689.imageshack.us/img689/2687/samurai1.th.jpg[/img][/URL][URL=http://img35.imageshack.us/i/samurai2t.jpg/][IMG]http://img35.imageshack.us/img35/3159/samurai2t.th.jpg[/img][/URL]Barely i've almost finished modeling his body,but still without head. :dead:

Code: [Select]
[URL=http://img707.imageshack.us/i/samurai3q.jpg/][IMG]http://img707.imageshack.us/img707/4166/samurai3q.th.jpg[/img][/URL][URL=http://img530.imageshack.us/i/samurai4.jpg/][IMG]http://img530.imageshack.us/img530/250/samurai4.th.jpg[/img][/URL]With texture(texturing also incomplete for now).

I'm going to make his head - ofcourse with helm and face mask - and,equip him with swords and spear,flag.then next assign him armature,and animate him.
I don't know how long it will take till I finish all of them,but I'll make it.be looking forward!
Title: Re: Japanese Faction mod [WIP]
Post by: John.d.h on 11 December 2010, 15:44:03
Cool!  The Samurai looks awesome so far. :thumbup:

GCDM = Glest Community Development Monthly (https://forum.megaglest.org/index.php?topic=6140.0)

[Updated link to latest GCDM- Ultifd]
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 11 December 2010, 19:31:03
Oops, I meant GCDM.   :-X

That's ok :) Muzzlefire and Samurai both look awesome.  :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 11 December 2010, 21:47:04
Cool!  The Samurai looks awesome so far. :thumbup:

GCDM = Glest Community Development Monthly (https://forum.megaglest.org/index.php?topic=6140.0)

[Updated link to latest GCDM- Ultifd]
ah,that's it!
I googled GCMD and it showed me Global Change Master Directory of NASA,so I got little confused. lol
thank you!

Oops, I meant GCDM.   :-X

That's ok :) Muzzlefire and Samurai both look awesome.  :thumbup:
No problem. :D
Thank you!
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 11 December 2010, 23:49:03
it looks nice Hage! i cant wait!
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 12 December 2010, 10:21:41
Code: [Select]
[URL=http://img683.imageshack.us/i/samurai5.jpg/][IMG]http://img683.imageshack.us/img683/7772/samurai5.th.jpg[/img][/URL]Helm and Face mask!

it looks nice Hage! i cant wait!
:thumbup:
Zoy,do you remember we talked about design of the samurai's helm last time?
It won't have horns(horns don't fit to this type of helm),but I'm going to attach golden crescent frontal plate on the helm! :D
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 12 December 2010, 17:13:02
yay! just beware of high polies!
Title: Samurai Complete
Post by: Hagekura on 13 December 2010, 07:54:19
after hours of working,finally I've almost finished making samurai model. :zzz:
Code: [Select]
[URL=http://img714.imageshack.us/i/samurai10.jpg/][IMG]http://img714.imageshack.us/img714/6406/samurai10.th.jpg[/img][/URL][URL=http://img706.imageshack.us/i/samurai11.jpg/][IMG]http://img706.imageshack.us/img706/3818/samurai11.th.jpg[/img][/URL]

[URL=http://img692.imageshack.us/i/samurai12.jpg/][IMG]http://img692.imageshack.us/img692/1408/samurai12.th.jpg[/img][/URL][URL=http://img718.imageshack.us/i/samurai13.jpg/][IMG]http://img718.imageshack.us/img718/1639/samurai13.th.jpg[/img][/URL]
Title: Re: Japanese Faction mod [WIP]
Post by: Zoythrus on 13 December 2010, 08:00:14
awesome! so, hows the anim coming?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 13 December 2010, 08:19:37
Making animation for the samurai won't take long time.
I've already assigned armature on the model and made idling animation(It is what you saw in the screen shots).
Now only I have to do left is making walking,charging,attacking,death animations.It'll be finished in a day.
Title: Re: Japanese Faction mod [WIP]
Post by: titi on 13 December 2010, 10:34:22
This model looks awesome!!!  :o

Really really good work!
Title: Re: Japanese Faction mod [WIP]
Post by: wciow on 13 December 2010, 10:56:44
Yes excellent stuff, the next release of this mod is going to be awesome :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 13 December 2010, 20:56:46
Code: [Select]
[URL=http://img130.imageshack.us/i/samuraimove.jpg/][IMG]http://img130.imageshack.us/img130/9025/samuraimove.th.jpg[/img][/URL]Samurai moving

Code: [Select]
[URL=http://img254.imageshack.us/i/samuraicharge.jpg/][IMG]http://img254.imageshack.us/img254/5287/samuraicharge.th.jpg[/img][/URL]Samurai charging

Code: [Select]
[URL=http://img709.imageshack.us/i/samuraiattack.jpg/][IMG]http://img709.imageshack.us/img709/1112/samuraiattack.th.jpg[/img][/URL]Samurai attacking

This model looks awesome!!!  :o

Really really good work!
Vielen Dank!
When the next version has done,I wish i would try some online match with MG! :D

Yes excellent stuff, the next release of this mod is going to be awesome :thumbup:
Thank you! :thumbup:
There will not be so many changes in the next release except muzzle flash and samurai,but I wish everyone to enjoy with the new model samurai!

Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 13 December 2010, 21:00:06
Looks awesome, as always.   :D Can't wait for your next release. Hmm...are you thinking of making the monk next?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 13 December 2010, 21:12:56
thx. :) yeah,I'm going to make the temple in the next and then next I'll make a priest and monk.
Title: Re: Japanese Faction mod [WIP]
Post by: james876 on 15 December 2010, 01:43:22
It looks good, but the lack of an air combat units, can add air combat units?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 15 December 2010, 02:24:15
It looks good, but the lack of an air combat units, can add air combat units?

Hi.as long as this mod is based on historical,it's hard to add air units in the faction.
but maybe in future,If I thought making more fantasic faction,I might add air units like Tengu.
Code: [Select]
[img]http://b-spot.up.seesaa.net/img200906/2009-06-03-03.jpg[/img]
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 15 December 2010, 04:02:18
Yeah...besides, this faction already has tons of units, powerful ones too.
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Hagekura on 16 December 2010, 06:54:15
I've uploaded new version of the mod. :thumbup:
Code: [Select]
[url=http://www.filefront.com/17655162/JapaneseV0.75a.7z/]http://www.filefront.com/17655162/JapaneseV0.75a.7z/[/url]
Major Changes from last version:
Graphics
-New model for samurai.
-Some building's textures are slightly improved.
-Muzzleflash and Muzzlefire added to Arquebuser and Cannon's firing animation.

Units
-New animation for an arquebuser's shooting model.
-Size of Daimyo's mansion decreased from 5 to 4.
-Ninja renamed to shinobi.
-Shinobi's bombing attack strength has been reduced,bomb resumed more quickly,range of sight reduced to 21,price became a bit more expensive.
-Now shinobi is produced from barrack.
-Now bushido upgrade is conducted in the Daimyo's mansion.
-European Trader's gold store has been removed.
-Wood store of Daimyo's mansion has been removed,gold store amount decreased.
-Some unit's stats are a bit increased.
-And many other minor units stats changes.
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: ultifd on 16 December 2010, 21:07:03
Wow, another update.  :thumbup: Can't wait to try it out with others...once I'm finished with something.
I'll see how the Shinobi are now, I'll try out the "new" samurai, and I'll try out the new muzzelflash/fire :)
I suppose this thread can be stickied for one week now...oh though IMO it doesn't really make a difference.
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Hagekura on 17 December 2010, 04:44:22
Thank you for make this thread stickied!I'm humbled.please take your time! :thumbup:
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Pizza90 on 17 December 2010, 22:18:09
@Hagekura: you are great!

I love this faction :) I hope some day dev will add your faction to megaglest it would be awesome! You made one of best mod i have ever seen for mg :)
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Hagekura on 18 December 2010, 08:43:46
Grazie,Signor pizza! :D
at this stage of alpha,I can't offer add my faction in MG to Mr.titi,but after I complete it,I will think that!
Goodluck with Italian translation!I hope glest to spread more in the people world wide!
Arrivederci!
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Hagekura on 22 December 2010, 01:02:28
The temple has done. :thumbup:

Code: [Select]
[URL=http://img211.imageshack.us/i/buddhisttemple.jpg/][IMG]http://img211.imageshack.us/img211/5785/buddhisttemple.th.jpg[/img][/URL]
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Gabbe on 22 December 2010, 02:08:25
I dont have to say, as usual i love it?
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: ElimiNator on 22 December 2010, 03:57:54
Look great, whats that on the roof?
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Hagekura on 22 December 2010, 08:03:45
I dont have to say, as usual i love it?
Certainly. ;D

Look great, whats that on the roof?
Thank you sir. :)
The antenna on the top of the roof is called Sourin.
Buddha's bone is in the Sourin's upper sphere.
Nine rings surrounds the center pole represents The Five Dhyani Buddhas and The Four Bodhisattvas.
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Zoythrus on 22 December 2010, 17:50:18
Thank you sir. :)
The antenna on the top of the roof is called Sourin.
Buddha's bone is in the Sourin's upper sphere.
Nine rings surrounds the center pole represents The Five Dhyani Buddhas and The Four Bodhisattvas.

eww, is that like, a real bone? that's disgusting.....
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Pizza90 on 22 December 2010, 19:18:44
Grazie Hagekura :) It's cool that you know italian! I wish the same luck to you and your mod :)
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Mark on 22 December 2010, 22:48:32
The temple has done. :thumbup:

Code: [Select]
[URL=http://img211.imageshack.us/i/buddhisttemple.jpg/][IMG]http://img211.imageshack.us/img211/5785/buddhisttemple.th.jpg[/img][/URL]
The link doesn't work for me.  But from what I hear, it is pretty creative.
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Hagekura on 23 December 2010, 03:33:54
eww, is that like, a real bone? that's disgusting.....
:P hehe,I heard that a dead body is lying on the base of the St. Peter's Basilica,both buddhist and christian did a disgusting thing alike.
though I dunno the bone in the pagoda is real or fake(some priests brought holy jewel to japan as a replacement of the real buddha's bone from india and thailand).

In fact,the pagoda is a buddha's tombstone.it's a one of the architectures from the temple building complex.I choose to make the most impressive and symbolic architecture from the temple building complex.(I used Kōfuku-ji's five-storied pagoda as a reference.)
(http://upload.wikimedia.org/wikipedia/commons/thumb/1/1d/Kofukuji13s5s3200.jpg/399px-Kofukuji13s5s3200.jpg)

The link doesn't work for me.  But from what I hear, it is pretty creative.
really?it's odd.seems the link is still active.anyway thank you. :)
but true creativeness most be returned to who built the pagoda in centuries ago. :thumbup:
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: ultifd on 25 December 2010, 01:15:42
 :O a few days ago I was watching a movie and then I saw a Pagoda... looks like the model you made.  :thumbup:

I still think the "bomb" of the Shinobi is too powerful...I forgot to record it but I almost killed the whole base with 16 bombs... lol that's one of my favorite tactic for now...the other one is making Samurai...also titi's.
Anyways here is a video of the end of our game...cause I forgot to record the actual action...
http://www.youtube.com/watch?v=P85Knu8WANc
Note: Quality isn't the best because I kinda recorded the video with the wrong settings...but it's still better than before.
I also just found out that I can upload videos that are longer than 15 minutes. Too bad my connection isn't really fast...
Title: Re: Japanese Faction mod [WIP] -Updated!-
Post by: Hagekura on 25 December 2010, 20:55:17
Thank you for the nice video! I hope to see more longer video in next time. :D
hmn,Shinobi rush? :O sounds interesting tactic.
alright,I consider lower sinobi's bomb strength in next update.
Title: Re: Japanese Faction mod [WIP]
Post by: kris9700 on 26 December 2010, 20:36:45
I really love this faction because there is a warning horn when people are attacking you.
Title: Re: Japanese Faction mod [WIP]
Post by: ElimiNator on 27 December 2010, 01:18:47
I really love this faction because there is a warning horn when people are attacking you.
There is a warning horn for every faction in MG.
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 28 December 2010, 07:01:26
I really love this faction because there is a warning horn when people are attacking you.
That's part of the faction music...it comes whenever they attack...so in a way, I guess it does.

There is a warning horn for every faction in MG.
Let's not get things/people mixed up here. That'll be in MG 3.4.0... not MG 3.3.7.2...
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 28 December 2010, 07:15:52
I really love this faction because there is a warning horn when people are attacking you.
Thank you.but in fact,the horn and drum sounds are not sounding when people are attacking you,but when Ashigarus start charging animation,they ring these sounds -the sounds are assigned to ashigaru's charging skill -.
I know it's not the smartest way to ring the alarms,so I'm thinking assign these sounds by using GAE's Off-Screen Attack Notification parameters in future.

Btw,I report short development notes of the mod.
(http://img704.imageshack.us/img704/4227/retexturedsamurai.th.jpg) (http://img704.imageshack.us/i/retexturedsamurai.jpg/)
(http://img52.imageshack.us/img52/5932/retexturedcastle.th.jpg) (http://img52.imageshack.us/i/retexturedcastle.jpg/)
Castle and Samurai are retextured.

(http://img254.imageshack.us/img254/6135/iconsj.th.jpg) (http://img254.imageshack.us/i/iconsj.jpg/)
I have renewed Units/Buildings/Upgrades Icons.

"shield_upgrade" 1&2 have changed to "Ashigarudou_upgrade" and "Gusoku_upgrade".

"Ashigarudou_upgrade" enhances Ashigaru,Archer and Arquebuser's armors.
"Gusoku_upgrade" enhances Swordsman and Samurai's armors.

also there are two new upgrades,"Spear_wall" upgrade and "Bamboo_cartridge" upgrade.

"Spear_wall" enhances Ashigaru's armor.
"bamboo_cartridge" enhances Arquebuser's attack strength.
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 28 December 2010, 08:40:59
Looks good! I suppose since you took a screenshot of those icons you'll have them all in some file then...

Quote
I know it's not the smartest way to ring the alarms,so I'm thinking assign these sounds by using GAE's Off-Screen Attack Notification parameters in future.
Yeah, I guess you should do that. Make two different versions then, if you do. For megaglest, don't worry it's already/also implemented...

Title: Re: Japanese Faction mod [WIP]
Post by: tucho on 29 December 2010, 23:32:57
congrats Hagekura! your models looks really nice.

This is one of the best Glest mods ever.

keep up the good work
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 30 December 2010, 02:23:21
congrats Hagekura! your models looks really nice.

This is one of the best Glest mods ever.

keep up the good work
omg :o I've never imagined given words from you.much obliged sir. :D
congrats with your whole work ever made for glest!much respect!

Looks good! I suppose since you took a screenshot of those icons you'll have them all in some file then...

Quote
I know it's not the smartest way to ring the alarms,so I'm thinking assign these sounds by using GAE's Off-Screen Attack Notification parameters in future.
Yeah, I guess you should do that. Make two different versions then, if you do. For megaglest, don't worry it's already/also implemented...

Maybe should I release the new stuffs like the icons as something like patch file?okay,I'll do that.

Will MG have - or already has - same Attack Notification parameters as GAE?If so,that's a good news for me!
I don't want to release the mod separate for each GAE and MG till I almost finish this mod.
Title: Re: Japanese Faction mod [WIP]
Post by: -Archmage- on 30 December 2010, 17:44:32
Quote
Quote from: tucho on December 29, 2010, 18:32:57
congrats Hagekura! your models looks really nice.

This is one of the best Glest mods ever.

keep up the good work
omg Shocked I've never imagined given words from you.much obliged sir. Cheesy
congrats with your whole work ever made for glest!much respect!

Oh man, I'm jealous, you've just gotten praised by a pro. :thumbup:

Sadly I can't really enjoy Glest right now because I'm still working with my computer on the last problem. Though maybe Glest will work.........I should try it. I'll be sure to add this mod to my collection! :)
Title: Re: Japanese Faction mod [WIP]
Post by: Gabbe on 30 December 2010, 20:53:39
Quote
Quote from: tucho on December 29, 2010, 18:32:57
congrats Hagekura! your models looks really nice.

This is one of the best Glest mods ever.

keep up the good work
omg Shocked I've never imagined given words from you.much obliged sir. Cheesy
congrats with your whole work ever made for glest!much respect!

Oh man, I'm jealous, you've just gotten praised by a pro. :thumbup:

Sadly I can't really enjoy Glest right now because I'm still working with my computer on the last problem. Though maybe Glest will work.........I should try it. I'll be sure to add this mod to my collection! :)

you should, cause it matches magic & tech factions :P
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 30 December 2010, 21:17:31
Quote
omg  :o I've never imagined given words from you.much obliged sir.  :D
:O

you should, cause it matches magic & tech factions :P
The quality, you mean? If so, yeah basically. It's much stronger than magic or tech though...
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: Hagekura on 30 December 2010, 22:24:22
I've uploaded new patch file.
http://www.filefront.com/17725803/Japanese_0.76a_patch.7z/ (http://www.filefront.com/17725803/Japanese_0.76a_patch.7z/)

what's new in the patch:
-Re-textured Samurai model.
-Re-textured Castle model.
-New Icons for units/buildings/upgrades.
-"shield_upgrade" 1&2 have been changed to "Ashigarudou_upgrade" and "Gusoku_upgrade"."Ashigarudou_upgrade" enhances Ashigaru,Archer and Arquebuser's armors."Gusoku_upgrade" enhances Swordsman and Samurai's armors.
-Two new upgrades,"Spear_wall" upgrade and "Bamboo_cartridge" upgrade."Spear_wall" enhances Ashigaru's armor."bamboo_cartridge" enhances Arquebuser's attack strength.
-Fixed the issue that attack strength upgrades didn't work in GAE.
-And many other minor units stats changes.
-New arrow shooting sounds for archer.
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: Zoythrus on 30 December 2010, 22:30:06
i want to play this, when will you be done with the GAE version?
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: ultifd on 30 December 2010, 22:41:26
I don't want to release the mod separate for each GAE and MG till I almost finish this mod.
Looking at the techtree... a week to 3 weeks, maybe. Only thing different with GAE for this mod are the GAE attack notifications, right?

OK, nice update. Icons look nice... Upgrades seem ok, although I was surprised with the shield upgrade being expensive... Shinobi's bombs are still too powerful...it only takes 3 bombs/2 Shinobis to destroy the Castle...
http://www.youtube.com/watch?v=9PgY2yEQEiQ
(click to show/hide)
Gameplay Video AFTER HOURS OF converting, uploading, and processing...
http://www.youtube.com/watch?v=v_MHMwfBAEM

Here we were just fooling around...
(click to show/hide)
BTW Quality might be not that great at some parts of the videos, but I already tried converting one of them with a higher bit rate (2200 instead of 1200)...didn't help.
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: Hagekura on 31 December 2010, 08:14:57
i want to play this, when will you be done with the GAE version?
Feel free to play the mod,the mod works in GAE finely. :angel:
I'm planning release the GAE-only version(it will include specific features only for GAE)when I'm done with all units I'm planning.but for now,I won't release the mod separate each for GAE and MG.coz I don't get what can GAE cannot in MG,or What can MG cannot in GAE.these are very confusing for beginner modder(me).so for the time being,I'm include only basic features which will work both on GAE and MG for the mod .

Very Thanks for uploading nice Videos ultifd!seems you paid a lot of efforts for making and uploading the videos. :D much respect!
looks the vids worth for your effort!very good quality!I've enjoyed them. :thumbup:
I'm sorry for I forgot lowering sinobi's bomb strength. :-[ I assure you I'll do that in next update.
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: will on 31 December 2010, 08:22:04
Deepest gratitude for making such a wonderful faction - I really enjoy it

Very polished, the very highest quality.
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: ultifd on 31 December 2010, 09:04:31
Really, you like them?  :D Thanks! Next time it probably won't talk as much time as it did...hopefully.  :angel:

I'm sorry for I forgot lowering sinobi's bomb strength. :-[ I assure you I'll do that in next update.
It's fine  :) How would you balance it though? I think the main thing is somehow balancing it, so it'll still be "strong' (because it's a bomb...)but not too strong...   :bomb:

 :O Can't wait for the healer... I'm so sad when some of my units only have 1 HP...  :'(

Also, I think you made the mansion of Daimyo smaller; right? I suppose that was a good decision...was it too big? I forgot.
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: Hagekura on 31 December 2010, 11:25:13
Deepest gratitude for making such a wonderful faction - I really enjoy it

Very polished, the very highest quality.
Thank you. :D making the mod have also a huge benefit for me.through making the mod,I could learn more about my country's history and making 3D models is a very interesting experience,and It's actually quite a fun.

Really, you like them?  :D Thanks! Next time it probably won't talk as much time as it did...hopefully.  :angel:

I'm sorry for I forgot lowering sinobi's bomb strength. :-[ I assure you I'll do that in next update.
It's fine  :) How would you balance it though? I think the main thing is somehow balancing it, so it'll still be "strong' (because it's a bomb...)but not too strong...   :bomb:

 :O Can't wait for the healer... I'm so sad when some of my units only have 1 HP...  :'(

Also, I think you made the mansion of Daimyo smaller; right? I suppose that was a good decision...was it too big? I forgot.
well,I'm thinking lower the bomb's attack around 400~600(currently It's 500~900).
I've already made the temple,so healer - I'll name him "medical_priest" - will be available soon!be looking forward! :thumbup:
Sure,I've made Daimyo's masion smaller(Its size was 5 at first,I made it 4 in V0.75 release).

Have a happy new year!  :)
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: ultifd on 31 December 2010, 19:33:44
I see...not sure if that will fix the problem though... we'll see.  :thumbup:

Happy New Year!!!
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: Omega on 1 January 2011, 08:41:12
One problem with units with splash attacks is that if they attack a unit larger than size 2, they can hit ALL cells of the unit. For example, a size 2 unit takes up 4 cells (2x2) so it can be hit up to FOUR times! So an attack that deals 500 damage may end up doing 2000 to that unit. But, if you make it weak enough to take that into aspect, then the unit becomes too weak to take out the size 1 units (which make up the majority of the units). The best way to remedy this is to have the buildings a unique armour type, and the splash attack(s) a unique attack type (ie: "building" armour type and "explosive" attack type) and have the splash attack type deal reduced damage to the building armour type.
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: will on 1 January 2011, 14:22:30
Minor bug, probably in GAE?

Why is this worker harvesting gold from the ground?

(http://img258.imageshack.us/img258/1154/workerharvestingground.jpg)
Title: Re: Japanese Faction mod [WIP] -New patch released-
Post by: Hagekura on 1 January 2011, 15:37:48
Minor bug, probably in GAE?
Why is this worker harvesting gold from the ground?
It's not worker,It's peasant(food resource).

One problem with units with splash attacks is that if they attack a unit larger than size 2, they can hit ALL cells of the unit. For example, a size 2 unit takes up 4 cells (2x2) so it can be hit up to FOUR times! So an attack that deals 500 damage may end up doing 2000 to that unit. But, if you make it weak enough to take that into aspect, then the unit becomes too weak to take out the size 1 units (which make up the majority of the units). The best way to remedy this is to have the buildings a unique armour type, and the splash attack(s) a unique attack type (ie: "building" armour type and "explosive" attack type) and have the splash attack type deal reduced damage to the building armour type.
Thank you for the important information sir! :thumbup:

Having unique attack-type or armour type and damage multipliers is an always attracting idea for me.
I want to do that in future when if I make some complete mod "Japanese-Glest" like your great military mod.
but since I think my current mod is just a one of many factions which intended for work with other factions that based on magitech tech-tree,I think I shouldn't edit armor and attack types and damage-multipliers.

edit: merged posts, happy new year!!! -ultifd

Thx ultifd and happy new year! :D.

p.s.
About the bomb,I'll change its attack type to energy(currently it uses impact) so the bomb will be less effective against buildings,and I'll reduce shinobi's EP to 75.so they can carry only one bomb per head.I hope it will works.
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 8 January 2011, 03:26:28
About the bomb,I'll change its attack type to energy(currently it uses impact) so the bomb will be less effective against buildings,and I'll reduce shinobi's EP to 75.so they can carry only one bomb per head.I hope it will works.
Ah, good choice. Perhaps we should try it with less energy and 150 EP. I don't know, we'll have to test to see.  :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: james876 on 8 January 2011, 13:30:54
If you can add air units will be better as soon as possible!
Title: Re: Japanese Faction mod [WIP]
Post by: Gabbe on 8 January 2011, 13:59:15
NO, air units would suck in this mod. It doesnt need.
Title: Re: Japanese Faction mod [WIP]
Post by: John.d.h on 8 January 2011, 16:21:43
James, please stop pestering.  If Hagekura wants air units, he'll add them, but this is a historically-based faction, which means flying units would make about as much sense as a football bat.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 8 January 2011, 17:36:28
NO, air units would suck in this mod. It doesnt need.
James, please stop pestering.  If Hagekura wants air units, he'll add them, but this is a historically-based faction, which means flying units would make about as much sense as a football bat.
:thumbup:

If you can add air units will be better as soon as possible!

Mister james,I recommend you to watch this movie↓
Code: [Select]
[youtube]http://www.youtube.com/watch?v=OImiRjA01ck[/youtube](Watchout 1:50~) :O
Title: Re: Japanese Faction mod [WIP]
Post by: Gabbe on 8 January 2011, 17:58:32
But of course james, you are free to merge in Military if you get permisiion from both hagekura &Omega [note thats only if you release it]
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 8 January 2011, 20:59:44
Ugh...(He already posted this before and something else(which would turn ugly)...
Well, the good thing is at least he doesn't personally attack people anymore.
Title: Re: Japanese Faction mod [WIP]
Post by: Mr War on 10 January 2011, 19:51:47
I've been playing it, love it! Amazing
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 11 January 2011, 17:45:37
he is a struggeler!

i support air units.... (dragons) in japan and europe the mythology of dragons was existing historically! looks like you'd had to take time to thaught or think about it. though in real life there are no such thing (there can be) but i dont think one exists.

anyways. the mod is great without AND with flying stuff. though if hagekura agrees i would advice you to post it in an initial lonley version intead of the head one. if you agree.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 11 January 2011, 22:58:48
I've been playing it, love it! Amazing
Thank you. :)

he is a struggeler!

i support air units.... (dragons) in japan and europe the mythology of dragons was existing historically! looks like you'd had to take time to thaught or think about it. though in real life there are no such thing (there can be) but i dont think one exists.

anyways. the mod is great without AND with flying stuff. though if hagekura agrees i would advice you to post it in an initial lonley version intead of the head one. if you agree.
hmn...dragons are more of a chinese thing though... :| .
btw recently I'm thinking this mod is a beginning of the series of historical setting factions I'm planning to create,as I discussed with some guys in the past.now I have a desire to make more factions like Chinese ming dynasty and Thailand Ayutthaya Kingdom,or some european factions of same time period.Of course first I must finish making this faction though.but aside from the historical factions pack plan,I also want to make an other japanese faction which contains folklore creatures like mononokes,yokais,onis.which will have air-unit likewise other regular glest factions.
Title: Re: Japanese Faction mod [WIP]
Post by: Pizza90 on 12 January 2011, 14:13:01
Hagekura again great mod :) The only thing that is not very simple (if you are not japanese or dont play the mod everyday) are the kanji instead of the symbols as the other factions.

So i had an idea. For me it would be nice to see japanese kanji in the mod but as said sometimes it's not very easy to understand them (for me that im not japanese but im sure for some others people too) them so i thought about the furigana ( http://en.wikipedia.org/wiki/Furigana ) and using gimp i made this icon (it' just an example eh):

Code: [Select]
http://img844.imageshack.us/img844/8555/fiicon.png
As you can see there is a very simple to get picture (maybe more "japanese style") and over it the kanji, this would help those who dont speak japanese to play the mod and and they could earn some japanese word :D

Tell me what do you think about my idea :)

ps: i took the original icon from openclipart and then modified it with gimp :)

Title: Re: Japanese Faction mod [WIP]
Post by: Mr War on 12 January 2011, 21:09:53
Crash whilst playing the mod in GAE - https://forum.megaglest.org/index.php?topic=6431.0 - may or may not be mod related but just in case it's useful to know of it...
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 12 January 2011, 22:26:07
Buon giorno pizza!
I like your suggestion,molto bene! :D
indeed I was obessed about the icons.I'm not good at making icons.
I can use your idea.I'll make new icons with simple image and kanji furigana style like your example.
Grazie mille!

Crash whilst playing the mod in GAE - https://forum.megaglest.org/index.php?topic=6431.0 - may or may not be mod related but just in case it's useful to know of it...
Thank you for the report.but this issue is out of my hand.may GAE team solve the issue.
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 12 January 2011, 22:37:37
Yeah, for that only the GAE devs can help...also because it could be an the engine's problem, or maybe it's something with the mod. I'll try this myself to see...are you using windows or linux?
Title: Re: Japanese Faction mod [WIP]
Post by: Mr War on 12 January 2011, 22:59:24
Windows. I got the same crash again - seems to be when Samurai appears on screen
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 12 January 2011, 23:06:52
what about qing dynasty? also it would be awesome in han dynasty. when the real action starts.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 13 January 2011, 00:17:28
Windows. I got the same crash again - seems to be when Samurai appears on screen
The samurai's poly count is excessively high compared with other regular glest units,and it has 7 meshes.I don't know but it may causes your problem.

what about qing dynasty? also it would be awesome in han dynasty. when the real action starts.
qing is not bad choice,but ming actually fought with japan.han is too old(I want other factions almost near time period from japanese sengoku jidai - It's around 15th~17th - .
Title: Re: Japanese Faction mod [WIP]
Post by: the warlord of the reich on 13 January 2011, 00:40:31
han dynasty had a massive war. it was also the period where the yellow rebelion rised. and my 2nd favourite warlord of all times dong zhou. also the great gongsun zan was there.
Title: Re: Japanese Faction mod [WIP]
Post by: Pizza90 on 13 January 2011, 13:56:21
Quote
Posted by: Hagekura
Buon giorno pizza!
I like your suggestion,molto bene! Cheesy
indeed I was obessed about the icons.I'm not good at making icons.
I can use your idea.I'll make new icons with simple image and kanji furigana style like your example.
Grazie mille!

Grazie mille a te :) Im glad you like my idea, im not good at making icons too xD but here http://www.openclipart.org/ there are many good icons and they would be a good point of start. Otherwise let's hope that someone good at making icons will read here and will help  :)
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 13 January 2011, 15:11:31
>>pizza
The site will be really help!thanks a lot!
But yeah I still need volunteers about making Icons. ;D I hope someone will help me about this.

Ka-Ra-Te! Or is that korean?.. :|
Karate is DEFINITELY not korean's. >:(
even though they claim so. :P
(In truth,karete originated in Ryukyu kingdom - present Okinawa Prefecture of Japan. -)
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 13 January 2011, 21:24:29
Notice: All offtopic posts past this point will be deleted. Either move it to the offtopic board or perhaps the History topic on said board. Thanks.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 14 January 2011, 22:55:47
Notice: All offtopic posts past this point will be deleted. Either move it to the offtopic board or perhaps the History topic on said board. Thanks.
Aye,Sir! :)

This is from echinaexpat.com (http://www.google.com/imgres?imgurl=http://www.echinaexpat.com/Portals/0/eChinaImage/ThreeKingdoms.jpg&imgrefurl=http://www.echinaexpat.com/ArticlesArchive/tabid/63/articleType/ArticleView/articleId/12/Default.aspx&usg=__Jc6gO1lYJ9mWs6prYebWpZ_ifUo=&h=550&w=560&sz=95&hl=en&start=0&zoom=1&tbnid=3sOLHw06opj7fM:&tbnh=148&tbnw=148&prev=/images%3Fq%3Dthe%2Bthree%2Bkingdoms%2Bchina%26um%3D1%26hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official%26biw%3D1260%26bih%3D606%26tbs%3Disch:1&um=1&itbs=1&iact=hc&vpx=512&vpy=70&dur=12835&hovh=222&hovw=227&tx=170&ty=72&ei=yVQvTb6RNsOblge1wa2yCQ&oei=yVQvTb6RNsOblge1wa2yCQ&esq=1&page=1&ndsp=18&ved=1t:429,r:2,s:0). Notice the name and content of the site. The reality that became the legend happened in China.
It's irony that some young chinese actually don't know the three kingdoms heroes really existed in their history. :O
They believe the heroes are fantasy characters only exist in the gamings.
Chinese history is very long,their 4000 years history is too long for them to remember everything what happened. :D

On a side note, i missed that, i think Karate = japan and taekwondo = Korean.
It's Correct. :thumbup:

btw I've done making the medical_priest model.

Code: [Select]
[URL=http://img43.imageshack.us/i/priest01.jpg/][IMG]http://img43.imageshack.us/img43/2163/priest01.th.jpg[/img][/URL]
[URL=http://img824.imageshack.us/i/priest02.jpg/][IMG]http://img824.imageshack.us/img824/2475/priest02.th.jpg[/img][/URL]

Soon I'll upload next version of the japanese faction alpha.
It will include the temple and the priest and improved particles and sounds(now some units have footstep sounds!),and new upgrade "eastern_medicine(Only works on GAE)" - and many fixes and changes.

Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 15 January 2011, 00:35:13
Heh, it just couldn't stop...
btw I've done making the medical_priest model.
Soon I'll upload next version of the japanese faction alpha.
It will include the temple and the priest and improved particles and sounds(now some units have footstep sounds!),and new upgrade "eastern_medicine(Only works on GAE)" - and many fixes and changes.
Sounds great! Sweet, now I have to worry less about my units.  :O
Title: Re: Japanese Faction mod [WIP]
Post by: John.d.h on 15 January 2011, 00:39:57
It might be my imagination or just weird perspective, but are the priest's arms and legs the right proportion?  He looks almost like an ape to me.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 15 January 2011, 00:53:01
It might be my imagination or just weird perspective, but are the priest's arms and legs the right proportion?  He looks almost like an ape to me.
omg. :o
I hope it's because of perspective,but may be you are right.
Code: [Select]
[URL=http://img6.imageshack.us/i/priest03.jpg/][IMG]http://img6.imageshack.us/img6/7802/priest03.th.jpg[/img][/URL]I could realize the problem when I assign him armature and down his arms. :green:
I didn't noticed that when I'm working.thx for notice that.I'll fix it.

p.s.
I've fixed his arm length.
I hope now it looks correct proportion.
Code: [Select]
[URL=http://img89.imageshack.us/i/priest04.jpg/][IMG]http://img89.imageshack.us/img89/7461/priest04.th.jpg[/img][/URL]
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 15 January 2011, 23:16:41
Wow, looks great. Might I ask if you plan to give him at least some type of (weak) attack to ensure that he can easily accompany your military units (otherwise he'll run away as priority on all but GAE, which can toggle that behavior).
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 16 January 2011, 00:02:03
A bit retextured (mainly face) priest with attack motion.
Code: [Select]
[URL=http://img402.imageshack.us/i/priest05.jpg/][IMG]http://img402.imageshack.us/img402/8008/priest05.th.jpg[/img][/URL][URL=http://img199.imageshack.us/i/priest07.jpg/][IMG]http://img199.imageshack.us/img199/8935/priest07.th.jpg[/img][/URL]
Wow, looks great. Might I ask if you plan to give him at least some type of (weak) attack to ensure that he can easily accompany your military units (otherwise he'll run away as priority on all but GAE, which can toggle that behavior).
Thank you sir. :D
Yeah,Initially I thought not to make him with attack ability,but after some test with the priest without attack skill,I also have realized that healer without attack skill is hopelessly inconvenient. :dead:
I have gave him attack ability(throwing stone).
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: Hagekura on 16 January 2011, 07:05:27
I've uploaded new version of alpha of Japanese faction:
Code: [Select]
[url=http://www.filefront.com/17800677/JapaneseV0.80a.7z/]http://www.filefront.com/17800677/JapaneseV0.80a.7z/[/url]
What's new in V0.8a release:

Graphics

Code: [Select]
[URL=http://img707.imageshack.us/i/screen19xq.jpg/][IMG]http://img707.imageshack.us/img707/1349/screen19xq.th.jpg[/img][/URL]-Arquebuser and Cannon's smoke particles and projectile particles are slightly improved.
Code: [Select]
[URL=http://img97.imageshack.us/i/screen12a.jpg/][IMG]http://img97.imageshack.us/img97/3815/screen12a.th.jpg[/img][/URL]-I have added dust particle for ashigaru's charge skill.
-I have slightly improved some unit's moving animations.

Units,Buildings and Upgrades
Code: [Select]
[URL=http://img340.imageshack.us/i/screen23p.jpg/][IMG]http://img340.imageshack.us/img340/1897/screen23p.th.jpg[/img][/URL]-New Building:"Buddhist_temple".
-New Unit:"Medical_priest".
-New Upgrade:"Eastern_medicine(GAE-only)".which gives all units a HP-regeneration by 3. - It's originally a Zoythrus's Idea(thx Zoy :D) -.the upgrade works only in GAE.
-Now "Bamboo_cartridge" upgrade increases attack-speed of Arquebuser by 20 in GAE,increases attack-strength by 40 in MegaGlest.
-Now Shinobi's bomb is less effective against buildings,and Shinobi's max-EP reduced to 75.
-Cannon's attack range increased.
-And many other minor fixes and balancing.

Sounds

-Off-screen attack notification alarm(GAE-only).
-Footstep sounds for some units(Ashigaru,Archer,Arquebuser,Swordsman,Samurai).
-Swordsman's attack sounds have been replaced.
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: ultifd on 16 January 2011, 07:59:44
Wow, great update! Downloading for tomorrow, to test! Can't wait to record something new, too.  :)

-New Upgrade:"Eastern_medicine(GAE-only)".which gives all units a HP-regeneration by 3.
Really? IMO, auto-repair is enough...but still, a nice upgrade. That kinda also adds to the reasons of why Japanese is stronger than most factions though...oh well.  :|
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: Psychedelic_hands on 16 January 2011, 13:15:41
That kinda also adds to the reasons of why Japanese is stronger than most factions though...oh well.  :|

Well. didn't Hage say he wants to make his own tech-tree?(which would be awesome) Sorry if he didn't... I can't remember :S

Everything looks nice as usually, I hope you keep up the good work.  :thumbup:
I'll be sure to try it out soon, but I have too much to do already....  :scared:
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: Hagekura on 16 January 2011, 14:21:49
Wow, great update! Downloading for tomorrow, to test! Can't wait to record something new, too.  :)
Yay,can't wait for you upload another vid! :thumbup:

That kinda also adds to the reasons of why Japanese is stronger than most factions though...oh well.  :|

Well. didn't Hage say he wants to make his own tech-tree?(which would be awesome) Sorry if he didn't... I can't remember :S

Everything looks nice as usually, I hope you keep up the good work.  :thumbup:
I'll be sure to try it out soon, but I have too much to do already....  :scared:
Hi hands. :)
Yeah,ultimately I may make my own tech-tree,but for the time being I'm still trying balance with others.
Thank you,please take your time.
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: ultifd on 16 January 2011, 17:38:58
Well. didn't Hage say he wants to make his own tech-tree?(which would be awesome) Sorry if he didn't... I can't remember :S
Yeah, but that's a long time from now. I mean, I'm pretty sure almost everyone has played Japanese with other factions before...
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: Mr War on 16 January 2011, 17:59:20
Hagekura, your mod is very impressive  ;D
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: Hagekura on 17 January 2011, 10:19:53
Hagekura, your mod is very impressive  ;D
Thank you. :) btw Do you still have experienced crash while playing this mod,Mr War?
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: Mr War on 17 January 2011, 20:15:54
I'm afraid I did
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: Hagekura on 17 January 2011, 21:02:11
Do you also experience the crash in MegaGlest?
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: ultifd on 22 January 2011, 23:26:44
Fixed and updated the wiki page :)

BTW Hagekura, you're signature link should be like this...
Japanese Faction Mod (https://forum.megaglest.org/index.php?topic=6103.0)

Code: [Select]
[url=https://forum.megaglest.org/index.php?topic=6103.0][size=12pt][b]Japanese Faction Mod[/size][/url]

Edit by Omega: Included code so he can copy.
Title: Re: Japanese Faction mod [WIP] v0.8a released!
Post by: Hagekura on 23 January 2011, 04:29:28
Many thanks for the update the wiki page! :thumbup:
Oh yeah I've changed signature! ;D
Title: A short development note of the Mod
Post by: Hagekura on 11 February 2011, 10:13:22
Currently I'm focusing on redo some unit's 3D modelings and animations.

I have gained some experiences with 3D modelings through making this mod,and have learned a lot more about Medieval Japanese.
So I decided to redo some of my early-made models.

I have already remaked Ashigaru's 3D model and animations.
Code: [Select]
[URL=http://img96.imageshack.us/i/nagaeashigaru01.jpg/][IMG]http://img96.imageshack.us/img96/3500/nagaeashigaru01.th.jpg[/img][/URL][URL=http://img204.imageshack.us/i/nagaeashigaru03.jpg/][IMG]http://img204.imageshack.us/img204/8316/nagaeashigaru03.th.jpg[/img][/URL][URL=http://img18.imageshack.us/i/nagaeashigaru02.jpg/][IMG]http://img18.imageshack.us/img18/9233/nagaeashigaru02.th.jpg[/img][/URL]
[URL=http://img148.imageshack.us/i/nagaeashigaruingame01.jpg/][IMG]http://img148.imageshack.us/img148/2130/nagaeashigaruingame01.th.jpg[/img][/URL]
New Ashigaru's 3D model.

I will remake some more unit's models of archer,arquebuser,swordsman,peasant(In fact his model is a my first 3D model :O). and I have redone Samurai's model(a bit reduced poly-counts) and animations.

Also I have replaced the faction's BGM(due to copyright issues).

I'm considering rename some unit's names:
ashigaru → nagae_ashigaru
archer → yumi_ashigaru
arquebuser → teppo_ashigaru
swordsman → kengo
peasant_house → farmhouse
mansion_of_daimyo → daimyo_yashiki.

I will add new units:
Tosekitai(Slinger),
Nagamakitai(Soldier armed with long two-handed katana,Nagamaki),
Ikki Mob(Armed civilian, can morph from peasants or workers),
Bird Hunter(Anti-air unit, will provide air-cover for this faction).

I have added stealth and detector ability to Shinobi(Will work in GAE Only).
All unit's stats have buffed-up, so their costs become a bit expensive
 - It won't be a serious problem, since the faction already have healer-unit -  :| .

Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 19 February 2011, 07:26:41
I have uploaded new version of the japanese faction alpha.

Japanese Faction V0.81a
Code: [Select]
[s][url=http://www.gamefront.com/files/20018905/japanese_v081a_7z/]http://www.gamefront.com/files/20018905/japanese_v081a_7z[/url][/s]
[s][url=http://www.gamefront.com/files/20022600/japanese_v081a_kai_rar/]http://www.gamefront.com/files/20022600/japanese_v081a_kai_rar[/url][/s]
[url=http://www.gamefront.com/files/20026562/japanesev081_kai2_7z/]http://www.gamefront.com/files/20026562/japanesev081_kai2_7z[/url]

updates from last version:
Graphics

Code: [Select]
[URL=http://img148.imageshack.us/i/oldandnewashigaru.jpg/][IMG]http://img148.imageshack.us/img148/5013/oldandnewashigaru.th.jpg[/img][/URL][URL=http://img804.imageshack.us/i/oldandnewpeasant.jpg/][IMG]http://img804.imageshack.us/img804/4075/oldandnewpeasant.th.jpg[/img][/URL]comparisons between old and new unit models.  :O


Units,Buildings and Upgrades

Sounds

HF!
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 19 February 2011, 07:30:03
Wow, thanks! I will surely test this tomorrow with the others! Hopefully :P
Quote
Overall units stats have been increased, their costs become a bit expensive likewise.
Even more???  :o
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 19 February 2011, 19:26:11
Wow, thanks! I will surely test this tomorrow with the others! Hopefully :P
Quote
Overall units stats have been increased, their costs become a bit expensive likewise.
Even more???  :o
Yeah,even more powerful and expensive units!  ;D
Do you concern their high costs? but now you can use priests to prevent the loss of these highly cost units.
or about balancing when playing with other factions? well, think it as sorta like compensation for this faction doesn't have air units.
P.S. I forgot to write that now shinobi's primary attack has changed to melee attack.
Title: Re: No skill named dagger skill
Post by: ultifd on 20 February 2011, 00:05:43
But, remember, in MG people have to use their brains more ;) (No auto-repair)
Ugh...I guess this time I have to put Japanese in the megapack.
Edit:   :'(
Code: [Select]
[URL=http://img593.imageshack.us/i/screen5w.png/][IMG]http://img593.imageshack.us/img593/885/screen5w.png[/img][/URL]I forgot, what is it supposed to be? Piercing?
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 20 February 2011, 07:45:40
Oh,sorry.  :green:
I've also changed shinobi's shuriken attack skill name (not attack-type) to attack_kunai_skill, it caused the problem. I've uploaded fixed version. I'm sorry but please re-download it.
Code: [Select]
[s][url=http://www.gamefront.com/files/20022600/japanese_v081a_kai_rar/]http://www.gamefront.com/files/20022600/japanese_v081a_kai_rar/[/url][/s]
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 20 February 2011, 07:51:15
 :O It's ok, the quality and fun associated with this faction makes it so! :) Can't wait to test this tomorrow!
The only bad thing is if it is really too expensive...I guess I'll have to see. Why increase everything though?
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 20 February 2011, 08:30:41
:O It's ok, the quality and fun associated with this faction makes it so! :) Can't wait to test this tomorrow!
The only bad thing is if it is really too expensive...I guess I'll have to see. Why increase everything though?
Thank you.  :)
The faction's strong and expensive units will be a contrast from future counter faction of japanese I'm currently planning (probably ming or qing dynasty of china). china would have relatively cheap and mass units.
also, not everything is increased: i.e. canon and shinobi's ranged attack value have been a bit decreased.  ;)
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 20 February 2011, 08:41:19
Yeah, that's what I figured. Too bad though, I don't think just because a faction has cheap and mass units would make it balanced... You can tell by just by "regular factions", powerful units always > a lot of cheap units. Maybe its because it is easy to get lots of resources. Can't there be a better way to make factions different and fun? And Historically accurate?
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 20 February 2011, 12:54:48
Yeah, that's what I figured. Too bad though, I don't think just because a faction has cheap and mass units would make it balanced... You can tell by just by "regular factions", powerful units always > a lot of cheap units. Maybe its because it is easy to get lots of resources. Can't there be a better way to make factions different and fun? And Historically accurate?
hmn, To tell you the truth, I did not raise it's costs and stats only because of balancing, but I wanted to reduce the amounts of units which appear in a game at same time. You will notice that their recruiting time also become much longer. because I have experienced several game crashes in the last version of the mod. I had to reduce machine stress of CPU, and to prevent the flood of resource stocks, the units costs(and stats) also had to raised.

Also about factions differences, ofcourse I will make them many different advantages and disadvantages. :thumbup:
It will be a long story, so for now I just list simple pros/cons I'm planning in here:

Japan Sengokujidai
pros
cons

Ming(or Qing) Dynasty of China
pros
cons
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Zoythrus on 20 February 2011, 21:30:58
what ever happened to having the Japanese fight the Germans and the Arabians? (i think that's better than another faction of Japan and China)
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 20 February 2011, 21:48:50
I see, well maybe the changes will be OK.

Works fine on windows...nice music. But: Titi says the Japanese faction does not work on linux anymore, for MG. Something that the attack tags don't work...
Code: [Select]
Error parsing XML, file: /home/johannes/src/megaglest/mk/linux/techs/megapack/factions/japanese/japanese.xml, line: 47: Expected end of tag 'faction']
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 21 February 2011, 08:26:14
I see, well maybe the changes will be OK.

Works fine on windows...nice music. But: Titi says the Japanese faction does not work on linux anymore, for MG. Something that the attack tags don't work...
Code: [Select]
Error parsing XML, file: /home/johannes/src/megaglest/mk/linux/techs/megapack/factions/japanese/japanese.xml, line: 47: Expected end of tag 'faction']

Oh.Sorry. :green:
I found small tag spelling mistake in faction's xml, I've uploaded fixed version, I don't sure whether it will solve the problem or not, but please try it.
Code: [Select]
[url=http://www.gamefront.com/files/20026562/japanesev081_kai2_7z]http://www.gamefront.com/files/20026562/japanesev081_kai2_7z[/url]
what ever happened to having the Japanese fight the Germans and the Arabians? (i think that's better than another faction of Japan and China)
Yeah I still have desire to create a German faction someday, but people might feel a bit weird If I jump into western-european faction from japan, isn't it? :O for the time being, china would be more proper for next faction, I think.
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 21 February 2011, 08:28:51
OK thanks, I will download it now, but I currently only use linux. I'll ask some other guys with linux to test. Hopefully it'll work!!! Titi probably won't be there, I hope his operation will be OK...
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Ishmaru on 21 February 2011, 17:03:49
Wow I thought Japan mod was to be used with magitech. I love the idea of Japan German and Persian as one tech tree. It reminds me of a RTS Tzar: The Burden of the Crown, which I feel was heavily underrated. http://en.wikipedia.org/wiki/Tzar:_The_Burden_of_the_Crown It had three faction Asian European and Arabian. I woulden't think its strange that you made a faction that was radically different from Japan! Go for it!
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: titi on 21 February 2011, 22:00:43
Hi, I just want to say, that the corrected small spelling mistake made it working in linux again! Thanks a lot!
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 21 February 2011, 22:44:42
First thoughts:
Quote
* Shinobi's primary attack has changed to melee attack.

Nice Update!
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: titi on 22 February 2011, 00:08:27
ok some feedback:

- New music is fun, but very obvious, not shure if it will maybe get annoying in the future.
- workers have the "selection problem" while minig. this is caused by the small stones flying around while minig. Is it the original glest worker model? If yes, use the new one from current megaglest and it will be fixed. To verify, open a selection rectangle near the mining workers. Then you will see the selection flickering/false selections.
- Selection problems with "terrain" surrounding buildings: Current version shows nice looking grass/terrain around some of the buildings. This looks nice, but causes some trouble with selecting ( I also faced this in the megapack especially with the obelisc in egypt ).  If an enemy unit stands on this grass it can often not really be selected . Instead of the selection you want you get the building instead. This results in attacking the building instead of the fighter unit standing on the ground which maybe was your intention. This is an technical issue of all versions of glest while selecting things. if there are two units under the mousepointer you will never know which of teh units will be selected!.
beside of this the terrain might look great in flat terrain, but it looks bad if it gets hilly
- we only played 3 games yet, but all in all it was fun and balanced. I think that the cpu player has big advantages with this faction (as ultifd does ). It was ok and fun so far.

I will give more feedback if we played some more ....
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 22 February 2011, 01:01:54
Here's the gameplay video/our game. Next time, 2.5 ultras.
http://www.youtube.com/watch?v=slupG8WqUBY
Here's a video showing the typical day when you start to play...
http://www.youtube.com/watch?v=kJcfvJxFeO0
And here is a bonus one, leading people to think how much damage a lot of shinobis could cause.
http://www.youtube.com/watch?v=Esu0ueJ417k
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 22 February 2011, 05:45:27
Wow I thought Japan mod was to be used with magitech. I love the idea of Japan German and Persian as one tech tree. It reminds me of a RTS Tzar: The Burden of the Crown, which I feel was heavily underrated. http://en.wikipedia.org/wiki/Tzar:_The_Burden_of_the_Crown It had three faction Asian European and Arabian. I woulden't think its strange that you made a faction that was radically different from Japan! Go for it!
First time heard of the game, looks classic but nice! thx!
Yes, for now I'm making this faction magitech-compatible fashion, for people love many factions mixed-up in a single tech-tree (I am the one!). :O
but in future, probably when next faction was done, I will pack them in an independent tech-tree and I will include simple "rock-paper-scissors" type damge multiplier - such like spear is good against cavalry, cavalry is good against light-armored foot infantry, light-infantry is good against heavy and slow infantry etc,etc... - like many other games do.

It's surprisingly for me that there are actually some support for my german faction idea, then It'll be not so bad I make german(HRE) in next faction. but I might have to hear more people's opinion about it, I want to discuss this matter in a thread like here:https://forum.megaglest.org/index.php?topic=6144.0 (https://forum.megaglest.org/index.php?topic=6144.0)

Thank you for the in-depth feedbacks, ultifd and titi! It's very helpful for me! :thumbup:

OK, I will lower the shinobi's bomb attack strength.
In fact I don't use so many shinobis, so I didn't realize how strong their bomb attacks become. :O
About Shinobi's primary attack, in the last version of the mod, I felt a bit annoyed that CPU shinobis never use melee (or bomb) attack and horde of AI shinobis surrounding my army and rains shurikens which actually ineffective. so I changed their primary attack to melee, but I must admit that they become more suicidal as you pointed. I hope future glest - probably Glest4.0? - can handle multiple attack skills of units.

"Ashigaru's spear" yes, they are exceptionally long!  ;D
(http://www.tmterrain.co.uk/images/products/00513-sam012a.jpg)
Their "長柄槍 Nagae-yari" spears were kind of pikes, almost 4.55 ~ 6.40 meters tall. which gave ashigarus ability to knock-off enemies from distance.

About worker's selection issue, I also noticed the problem.
Thank you for the offer to use your fixed worker model for my mod, herr! I will use them!

Maybe I have to decrease the sizes of the base terrains of buildings.
(I feel a bit hesitate to delete it completely, as I myself like them).

In this vesion, CPUs gained more advantages to humans due to the high-unit costs, yes.
but to put it differently it would work as kinda "handicap", as AI doesn't know how to use units properly (i.e. shinobis) and in many cases Humans are much more clever than AIs!  :)

At last thank you all for your feedbacks, and excellent vids ultifd! I've enjoyed them! :thumbup:
I'm counting on your further notices and suggestions!
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: titi on 22 February 2011, 16:21:36
Just for info: The selection problem for units standing on the surrounding ground of a building is now fixed in MG ( in svn ).
So no more need to remove it ( beside the "hill problem" which still makes it look bad sometimes).
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 24 February 2011, 22:38:35
So how come the Arquebuser doesn't have splash anymore?
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 25 February 2011, 00:48:36
Just for info: The selection problem for units standing on the surrounding ground of a building is now fixed in MG ( in svn ).
So no more need to remove it ( beside the "hill problem" which still makes it look bad sometimes).
I'm pleased to hear that. Danke herr! maybe I have to compromise about the hill problem.

So how come the Arquebuser doesn't have splash anymore?
Arquebusers never had splash... :|
or are you talking about Canon's splash? I rethought that the Canons are a bit too powerful against infantry, so I have reduced it's splash radius. but the Canons still have radius 1 splash.
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 25 February 2011, 01:20:22
So how come the Arquebuser doesn't have splash anymore?
Arquebusers never had splash... :|
Oh. Well for some reason I thought it would always have some splash, maybe radius 1. Nevermind then.
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Zoythrus on 1 March 2011, 19:50:50
hey guys, i was on the wiki page for this and i tidied up some of the unit descriptions as well as i wrote one for the Shinobi.

am i the only one who writes stuff for that page?
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Omega on 1 March 2011, 20:41:30
hey guys, i was on the wiki page for this and i tidied up some of the unit descriptions as well as i wrote one for the Shinobi.

am i the only one who writes stuff for that page?
Sadly, you, me, and Ultifd are the only ones who have actively edited that page. I would really like all modders to make pages for their own mod, but so far that request has been ignored. I expect that to change (or at least for serious modders) once they see one of my most recent posts (https://forum.megaglest.org/index.php?topic=5423.msg68290#msg68290). The Military (https://docs.megaglest.org/Military) page is the best example, being the most complete page to date, though even its got a ways to go (I plan to make pages for every unit and upgrade, as well as add a navigation box to the bottom of the page (you notice these a lot on Wikipedia, and I recently implimented a template that will allow us to make them. Abet, they are useless unless all the pages for Military are done first).
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Zoythrus on 1 March 2011, 22:13:55
The Military (https://docs.megaglest.org/Military) page is the best example, being the most complete page to date.

i wouldnt go that far, the page that i wrote for Constellus (https://docs.megaglest.org/constellus) is pretty good too.

if only other modders could look at our pages and try to make good ones for their factions....
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 2 March 2011, 16:19:33
Many thanks to Zoy, ultifd and omega for editing the japanese wiki page!
I still don't understand how to edit the wiki correctly so the help is really welcomed!
but I know it's hard to up the page to date because my mod's current status is unstable and still in development, also I'm frequently change the units and buildings attributes. I have a responsible to edit the page by myself eventually, but I have not enough time to learn how to editing wiki and write the faction's description. I must admit I'm a bit lazy. :O When the mod is settled, I will edit the wiki page.
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Omega on 2 March 2011, 22:23:19
Many thanks to Zoy, ultifd and omega for editing the japanese wiki page!
I still don't understand how to edit the wiki correctly so the help is really welcomed!
but I know it's hard to up the page to date because my mod's current status is unstable and still in development, also I'm frequently change the units and buildings attributes. I have a responsible to edit the page by myself eventually, but I have not enough time to learn how to editing wiki and write the faction's description. I must admit I'm a bit lazy. :O When the mod is settled, I will edit the wiki page.
Here's a few helpful pages:
https://docs.megaglest.org/Glest:Policies
https://docs.megaglest.org/Glest:Style_guide
https://www.mediawiki.org/wiki/Help:Contents
https://www.mediawiki.org/wiki/Help:Getting_started

As well, because this is the same software as Wikipedia (Mediawiki), most formatting for it works here as well, and Wikipedia has some very good guides and policies, many of which are used on our wiki, but not directly mentioned.

What a page must have:

What a page should have:
These are not necessary when creating a page, especially if the page is a stub or there is insufficient data to expand the page, but you should try to get these anyway.


I also copied this to the Glest Wiki topic just for the reference
Title: Re: Japanese Wiki Revamp
Post by: ultifd on 8 March 2011, 01:44:02
So I finally fixed the spacing issue, I guess. I figured that it'll take a while for all the pages for the units to be made, so I just added some tables. Info and updates is still needed though. We should also try re-uploading the non-transparent images...thanks
https://docs.megaglest.org/Japanese

Also Hagekura, do you think you could model a Japanese Blacksmith and update the techtree map? Thanks!
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Pizza90 on 23 March 2011, 16:40:41
I got an annoying problem playing against your faction, one of those in the list of titi. I was with an archer and i was attacking the castle (i was winning :D) but there was a worker repairing it so i tried to attack him but he was too close to the castle and i could not select him to get attacked! Hope you can fix it :)

ps: the new music is cool even if it's modern!
ps2: The grass you put under the base of the buildings it's nice but in my opinion it's too much transparent and especially in the winter environment it looks ugly >.< I think making it less transparent would be better (my opinion of course).
Buona giornata :)
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Zoythrus on 28 March 2011, 16:43:22
hey, i was looking on the wiki, and i noticed that some of the units and all of the buildings needed descriptions. if i finish the units, will someone else do the buildings? I am not the best at describing buildings....
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Omega on 29 March 2011, 01:48:36
hey, i was looking on the wiki, and i noticed that some of the units and all of the buildings needed descriptions. if i finish the units, will someone else do the buildings? I am not the best at describing buildings....
Yeah, I noticed that too. I would consider doing it, but I haven't played Japanese enough and my version is probably outdated by now. :-[ It would be nice to have pages for each unit too... (yeah, I know, I bring that up a lot, but persistence is the key to success).
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Ishmaru on 29 March 2011, 03:49:57
Sorry OT but haven't heard from Hagekura since disaster hope hes doing ok...
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 29 March 2011, 03:56:08
Sorry OT but haven't heard from Hagekura since disaster hope hes doing ok...
Thank you, I'm ok. :)
but very surprised. Earthquake is an unremarkable event in here, but this time soon I realized it's unusual. I felt the ground is moving, momentary I felt a fear. It's a biggest quake I have ever experienced. the quake continued for a while. It was very ominous experience.
All of the pacific side coasts alarmed tsunami. nuclear plants stopped operation, power failure in some places. trains stopped, fires in some plants and buildings. some casualties are reported.
Currently Information is confused, I don't know how much damage japan suffered by this quake.
He should be doing fine...Maybe he evacuated Akiruno, but he should be OK. Others though...  :'(
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: wyvern on 29 March 2011, 22:15:41
Hakegura, I tested your faction for the first time in a full game and was surprised to see there wasn't any cavalry and by how strong the japanese faction is. All of its units seem under-priced for their strength and overly powerful. If you are aiming to balance this with the megapack, I think you should up-price all units except the cannon. Another thing I noticed is that in a straight up fight, one on one, the archer beats the arquebuser without fail. Otherwise it was very fun, I liked the smoke effects and was very impressed by the models
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 29 March 2011, 23:26:37
I don't know about calvary...there's already a lot of units and there's shinobi too.
Yeah, the faction still needs balancing, but note that it's not meant to be balanced with the megapack.
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: wyvern on 29 March 2011, 23:30:35
I'm not saying there should be cavalry, I'm just surprised there isn't any. And about balancing, sorry, i wasn't sure if it was to be balanced with megapack or not since theres talk of adding more historical factions
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 31 March 2011, 07:33:33
I'm Sorry for the long time missing and make you worry.
I'm fine and still living in the Tokyo. I was just off modding. Now I'm back.

>>Omega
Thank you sir. I will try to learn about wikis from the links.  :)

>>Ultifd
Many thx for updating the japanese faction wiki page! the new layout looks great. :thumbup:
I'll edit units and buildings descriptions after I learn some more about wikis.
Also Hagekura, do you think you could model a Japanese Blacksmith and update the techtree map? Thanks!
Yes ofcourse. I'll make a japanese blacksmith model. but it's priority is low. I'll make it after I finish some more new unit's models.
I wrote some rough esquisses for japanese blacksmith model.
(http://img203.imageshack.us/img203/1671/blacksmithesquisse.th.png) (http://img203.imageshack.us/i/blacksmithesquisse.png/)(http://img573.imageshack.us/img573/7761/blacksmithesquisse2.th.png) (http://img573.imageshack.us/i/blacksmithesquisse2.png/)
also, I want to update the techtree map, but it will take some times. for now I write units/buildings roster of the faction currently I'm planning in here.
Units
Melee Infantry
Ranged Infantry
Cavalry
Support/Special
Buildings

>>Pizza
OK, I will reduce terrain size and make it less transparent. also according to titi said, The problem is solved in new megaglest. Grazie!

>>Zoy
I'm counting on the units description. In fact writing descriptions is really hard for me especially in english. :O

>>Wyvern
Thx for the feedback!
Yeah, this faction has a lot more to do about balancing. I will consider your opinion.
This faction will have Cavalry, but for now I haven't finished modeling horses yet.
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Psychedelic_hands on 4 April 2011, 08:14:35
Very nice drawing :)
That techtree is massive!  :o Good luck hage.  :thumbup:
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: titi on 4 April 2011, 12:02:30
Hi can we upload(and maybe repackage) this mod somewhere else ( maybe in dropbox )  to make it available in the upcoming ingame mods download center in MG ? We need a direct download link without interaction to make it work, thats why we need to upload it somewhere else.
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Mr War on 4 April 2011, 19:27:05
Great sketches man
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: -Archmage- on 4 April 2011, 19:29:11
Wow, magnificent drawings!
That tech tree is pretty big, good luck dude! :) :thumbup:
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 5 April 2011, 08:07:10
>>hands
>>War
>>Archmage
Thx, hopefully I could finish the mod in this year. :O

>>titi
Sorry, this mod is just halfway finished at this stage and I want to restraint it from direct downloading at least I release next update of the mod, In next release I'll try to upload it in dropbox. danke!

Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: ultifd on 5 April 2011, 21:48:19
Nice drawings!
:o Hagekura, really? Japanese already feels like (or almost) a full faction to me...you do know that once you have so many units, you'll have to really balance the mod? I mean, right now most people just use Ashigaru and Archers...  :-X
Also IMO wouldn't the blacksmith model be more important...
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 7 April 2011, 17:22:23
I wrote some concepts for Archer's new model.
(http://img850.imageshack.us/img850/337/yumiashigaru1.th.png) (http://img850.imageshack.us/i/yumiashigaru1.png/)(http://img683.imageshack.us/img683/2296/yumiashigaru2.th.png) (http://img683.imageshack.us/i/yumiashigaru2.png/)

:o Hagekura, really? Japanese already feels like (or almost) a full faction to me...you do know that once you have so many units, you'll have to really balance the mod? I mean, right now most people just use Ashigaru and Archers...  :-X
Oh really? It's good to know how actually players use the units. OK, I will make their costs more cheaper and weaker... again. :O
There is some truth in what you say. alright, I will divide the mod making process in two stages.
The goal of first stage(v1.0) is to include minimum units that I think neccecery to the JP faction, and in next stage(v2.0), I will add some "additional" units that I want to be in the faction.

Melee Infantry
Ranged Infantry
Cavalry
Support/Special
Buildings

Also IMO wouldn't the blacksmith model be more important...
K, I will make the blacksmith model sooner... if at all possible.  ;D

Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Psychedelic_hands on 9 April 2011, 13:03:51
Again, awesome sketch! It's really nice!

I say make the faction as big as you like :) just plan it out which makes every unit important in some way.
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 9 April 2011, 15:00:12
Thank you hands.  :-*
In magitech compatible version, these units won't have so much differences between them except for their costs and strength. but In planning stand-alone techtree version, I will set a different advantage and disadvantages for each weapon types, so each unit will have their own usages!
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Ishmaru on 9 April 2011, 17:42:56
Thank you hands.  :-*
In magitech compatible version, these units won't have so much differences between them except for their costs and strength. but In planning stand-alone techtree version, I will set a different advantage and disadvantages for each weapon types, so each unit will have their own usages!


Y r u making two different version, each with different strategies thus different gameplay? That sounds confusing.  :confused:
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: -Archmage- on 9 April 2011, 17:47:14
Thank you hands.  :-*
In magitech compatible version, these units won't have so much differences between them except for their costs and strength. but In planning stand-alone techtree version, I will set a different advantage and disadvantages for each weapon types, so each unit will have their own usages!


Y r u making two different version, each with different strategies thus different gameplay? That sounds confusing.  :confused:

ONe to play with magitech, and one to play without magitech.
Title: Re: Japanese Faction mod [WIP] v0.81a released.
Post by: Hagekura on 9 April 2011, 18:50:18
Yeah, My ultimate goal is to create a stand-alone techtree of compliation of medieval ~ early modern historical factions (I've already thought the title of the project: "Men-at-Arms: Warriors of the World") , but aside this project, I want to release single factions for play with magitech and megapack.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 16 April 2011, 14:54:32
I've uploaded a new techtree map of the faction.

(http://img824.imageshack.us/img824/375/jpglestnewtechtree.th.jpg) (http://img824.imageshack.us/i/jpglestnewtechtree.jpg/)

This map includes neither upgrades nor planning units which will be included in V2.0 .

Title: Re: Japanese Faction mod [WIP]
Post by: Mr War on 16 April 2011, 16:45:52
Very cool man, what are the wider lines meaning?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 16 April 2011, 17:02:43
Very cool man, what are the wider lines meaning?
Thanks, the red line means produce or build, wide blue lines means morph.
so the line between trader and cannon is a mistake. :-[ it must be red line.
I'll fix that later.
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 16 April 2011, 17:18:41
Cool, I've updated the wiki page with the updated tech tree map.  :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 16 April 2011, 17:45:53
Cool, I've updated the wiki page with the updated tech tree map.  :thumbup:
Good job! Thanks again!  :thumbup:
Title: Re: Japanese Faction mod [WIP]
Post by: Pizza90 on 18 April 2011, 22:27:13
In my opinion japanese faction is one of the best mod ever made for mg, surely i'd like to see it included in mg (directly in the game). Well done :)
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 18 April 2011, 22:31:08
Yep, a lot of balancing would need to be done though. I don't want it to be like Romans where having a huge amount is cost is OK/an excuse for having overpowered units.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 19 April 2011, 23:44:32
In my opinion japanese faction is one of the best mod ever made for mg, surely i'd like to see it included in mg (directly in the game). Well done :)
Di molto ureshii desu. (・∀・)
In next release of the mod, titi will add this faction in direct download menu so expect it!

Yep, a lot of balancing would need to be done though. I don't want it to be like Romans where having a huge amount is cost is OK/an excuse for having overpowered units.
hehe, I have much focused on balancing over a long time, In next update I'm pretty sure it will be more balanced than before. 8)

and I did modification of castle model. ヽ( ^ω^)ノ

(http://img560.imageshack.us/img560/1833/newcastledg.th.png) (http://img560.imageshack.us/i/newcastledg.png/)
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 20 April 2011, 00:27:16
Oh, what I said was if it was going to be in the megapack, but that still sounds good. Castle looks great!
Title: Re: Japanese Faction mod [WIP]
Post by: tomreyn on 20 April 2011, 04:43:08
Titi will be gone for a few weeks, but when you feel like a first version (can be a preview) of the faction can go into the mod menu as a separate techtree, please let me know, and I'll happily add it. We may, however, need to discuss licensing, yet - I think titi only wants Free Software in the Game Mods menu, and I don't know the current license terms for your faction.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 20 April 2011, 10:11:22
Titi will be gone for a few weeks, but when you feel like a first version (can be a preview) of the faction can go into the mod menu as a separate techtree, please let me know, and I'll happily add it. We may, however, need to discuss licensing, yet - I think titi only wants Free Software in the Game Mods menu, and I don't know the current license terms for your faction.
Thank you. when I'm ready, I'll ask you for it.
and I want to distribute this mod under CC BY-NC-SA license.
Title: Re: Japanese Faction mod [WIP]
Post by: John.d.h on 20 April 2011, 15:11:42
Is the NC clause really necessary/desired?  Unless *you* plan on making money from it, do you want to keep other people from doing it?  Plus, the majority of FOSS games use CC-By-SA or GPL for their art assets, and making yours NC means that none of them can use your stuff.

http://www.gnu.org/philosophy/selling.html

Obviously it's your content and you can license it as you wish, but I'd like for you to reconsider.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 20 April 2011, 18:21:14
Is the NC clause really necessary/desired?  Unless *you* plan on making money from it, do you want to keep other people from doing it?  Plus, the majority of FOSS games use CC-By-SA or GPL for their art assets, and making yours NC means that none of them can use your stuff.

http://www.gnu.org/philosophy/selling.html

Obviously it's your content and you can license it as you wish, but I'd like for you to reconsider.
This mod and my whole working for glest is purely my hobby and I'm not going to make gain from it but I Really don't want to my contents(which I spend over 100 hours to make them) used by someone outside of my conscious(though I accept non-commercial use), so I choose NC.
Title: Re: Japanese Faction mod [WIP]
Post by: Mr War on 20 April 2011, 18:26:19

and I did modification of castle model. ヽ( ^ω^)ノ

(http://img560.imageshack.us/img560/1833/newcastledg.th.png) (http://img560.imageshack.us/i/newcastledg.png/)

wow, that is sweet
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 20 April 2011, 21:50:23
Does the licensing really matter that much? The waiver clause is an important part of the CC licenses, as ANY part of the license can be waived with permission from the author. This means that you aren't necessarily stopping a commercial game from using your media, just that they would need to get permission. Perhaps you want to ensure that you get a copy of said game? Or maybe you want to negotiate how you'll be credited, etc... It isn't meant to forbid commercial games from using the media, just requiring the permission that gives the creator a little more control. In fact, if some FOSS game wants to use media, you can release it under a less restrictive license after they ask.

Though, I personally will be leaning towards CC-BY-SA (off topic notice, I've been planning to shift Military under CC-BY-SA for some months now, though you can consider it so, even if it won't be officially stated anywhere until the next release, which I anticipate will be soon).
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 20 April 2011, 23:44:18
Does the licensing really matter that much? The waiver clause is an important part of the CC licenses, as ANY part of the license can be waived with permission from the author. This means that you aren't necessarily stopping a commercial game from using your media, just that they would need to get permission. Perhaps you want to ensure that you get a copy of said game? Or maybe you want to negotiate how you'll be credited, etc... It isn't meant to forbid commercial games from using the media, just requiring the permission that gives the creator a little more control. In fact, if some FOSS game wants to use media, you can release it under a less restrictive license after they ask.

Though, I personally will be leaning towards CC-BY-SA (off topic notice, I've been planning to shift Military under CC-BY-SA for some months now, though you can consider it so, even if it won't be officially stated anywhere until the next release, which I anticipate will be soon).
Agreed, I just wanted to make sure my cherished work won't abused by someone.

I have made some symbolic Command Icons for the faction.
I refer to Mr.pizza's idea suggested in this thread for making these Icons. Grazie!
(http://img823.imageshack.us/img823/8960/commandicons.png) (http://img823.imageshack.us/i/commandicons.png/)
Title: Re: Japanese Faction mod [WIP]
Post by: Pizza90 on 21 April 2011, 19:57:05
Cool icons :) I like that you liked my idea! when you will release the next version i will sure play it as soon as possible :)
Title: Re: Japanese Faction mod [WIP]
Post by: Ishmaru on 22 April 2011, 03:30:27
Does the licensing really matter that much? The waiver clause is an important part of the CC licenses, as ANY part of the license can be waived with permission from the author. This means that you aren't necessarily stopping a commercial game from using your media, just that they would need to get permission. Perhaps you want to ensure that you get a copy of said game? Or maybe you want to negotiate how you'll be credited, etc... It isn't meant to forbid commercial games from using the media, just requiring the permission that gives the creator a little more control. In fact, if some FOSS game wants to use media, you can release it under a less restrictive license after they ask.

Though, I personally will be leaning towards CC-BY-SA (off topic notice, I've been planning to shift Military under CC-BY-SA for some months now, though you can consider it so, even if it won't be officially stated anywhere until the next release, which I anticipate will be soon).

I'm kinda with Omega on this one. This is the reason i want to use CC by NC SA is that I want a little control over my hard work. Yet still be in the sharing spirit of CC.

@ Omega bit off topic But why do you want to change your license to CC by SA?
Title: Re: Japanese Faction mod [WIP]
Post by: titi on 2 May 2011, 08:20:46
Just wanted to mention that I really like the new icons!
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 2 May 2011, 09:41:27
Just wanted to mention that I really like the new icons!
I'm glad to hear that!
Currently I'm recording some unit voices of my own, when it's done, I'll release next version!
Also, I'd better to learn about dropbox before do that. ;D
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 2 May 2011, 21:47:32
Also, I'd better to learn about dropbox before do that. ;D
http://www.dropbox.com/
Title: Re: Japanese Faction mod [WIP]
Post by: ultifd on 2 May 2011, 21:54:29
They have just supported Japanese in the last month :)
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 5 May 2011, 03:07:45
Also, I'd better to learn about dropbox before do that. ;D
http://www.dropbox.com/
Thanks! :D

I have uploaded v0.82a.
http://dl.dropbox.com/u/28217581/japaneseV082a.7z (http://dl.dropbox.com/u/28217581/japaneseV082a.7z)

Updates and changes of V0.82a
-Some units have been renamed.
-New symbolic command icons and renewal units icons.
-Remodeled Archer's model.
-Remodeled castle model.
-Redone Swordsman's animations, and now swordsman has special attack ability "Iai" quick-draw and slash skill. you have to research "Battojutsu" upgrade in Dojo for use this skill.
-Added some new sounds and replaced voices(with my voice :O).
-Replaced music(previous one was too large).
-Fixed mining worker's selection issue by using titi's fixed worker model.(Danke!)
-Loading screen(techtree map) for megaglest.
-I have changed "Eastern medicine" upgrade's attribute. now this upgrade also effective in megaglest.
-New upgrade:"Shadow syndicate"(requirement for hire shinobi).
-Now you can promote spear ashigaru to samurai.(Requires "bushido" upgrade).
-"Bushido" Upgrade no more upgrades unit's attack strength. and it's cost has been lowered.
-All ranged attack skill speed have unified to 80. but actual attack speed(rate of fire) is decided by animation speed, not attack skill speed. so their attack speed(rate of fire) is still varied.
-and many untis,buildings,upgrades cost and stats changes.

HF!
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: ultifd on 5 May 2011, 06:02:33
Awesome! Looks good, although you might be missing a texture? Still works though.
(http://img101.imageshack.us/img101/1413/ss288.png) (http://img101.imageshack.us/i/ss288.png/)
Hopefully I'll have time to test it tomorrow, or at least on Friday!  :thumbup:
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: Hagekura on 5 May 2011, 06:11:49
Awesome! Looks good, although you might be missing a texture? Still works though.
(http://img101.imageshack.us/img101/1413/ss288.png) (http://img101.imageshack.us/i/ss288.png/)
Hopefully I'll have time to test it tomorrow, or at least on Friday!  :thumbup:
Indeed, thx for notice that. I'll fix that later. take your time! :)
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: titi on 9 May 2011, 23:25:06
Can you put this mod into its own techtree for the moment? By this we can add it to the download center.
We only can handle maps, scenarios and full tech trees at the moment  :(. If this repackaging is done is done I will happily add it to the download section!

Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: ultifd on 9 May 2011, 23:28:50
Yeah just copy the resources of another techtree.  :)
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: titi on 9 May 2011, 23:51:11
I will give detailed instructions how to package tomorrow ( too tired now )
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: titi on 10 May 2011, 23:38:54
( I splitted the topic because things were going offtopic here )
A description how to do it is now available here :
https://forum.megaglest.org/index.php?topic=7102

In addition I added the japanese mod to the download section of MG now, so its available there.
( I removed some unused files using the MG commandline possibilities, I hope its ok )
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: Hagekura on 11 May 2011, 06:49:39
( I splitted the topic because things were going offtopic here )
A description how to do it is now available here :
https://forum.megaglest.org/index.php?topic=7102

In addition I added the japanese mod to the download section of MG now, so its available there.
( I removed some unused files using the MG commandline possibilities, I hope its ok )
Thank you! I'm glad to see my mod is in the DL menu!
but I tried to download the faction in Megaglest 3.5.1 an error occurs during the installing.
(http://img691.imageshack.us/img691/6658/screen8y.th.jpg) (http://imageshack.us/photo/my-images/691/screen8y.jpg/)
Seems downloading the archive itself went flawlessly, but there are some trouble in unpacking process.
I tried to download other mods but situation was same. but unpack the downloaded archive manually it worked without problem. my machine is windows XP.

also, could you change the faction description to this?
Quote
Japanese is a faction created by Hagekura. It is based on the Medieval "SENGOKU JIDAI(Warring-states period)" of Japan.
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: ultifd on 11 May 2011, 07:07:14
I think others have had the problem before, it's related to 7-Zip not being installed I think. Something like that.

Yeah that description is much better. I think titi was just tired at midnight...
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: titi on 11 May 2011, 09:38:45
hi, I updated the info string.

One question about your install problem: You did not get any warning message about 7zip not beeing installed?
This would be a bug :( .

As far as I know all others who tested had no problems downloading/installing the mod.
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: will on 11 May 2011, 16:25:21
Possibly there is a conflict between the version uploaded and the in-development version of the faction you have locally.
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: titi on 12 May 2011, 14:34:12
I forgot to mention that I uploaded this mod to megaglest.org to be hosted. I had to repackage it to be in its own techtree. As long as we don't get too much traffic its ok there.
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: ultifd on 12 May 2011, 23:04:06
So titi and had a short but fun game. Here's my feedback:
And that's about it, for now...I think.
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: Hagekura on 12 May 2011, 23:51:09
hi, I updated the info string.

One question about your install problem: You did not get any warning message about 7zip not beeing installed?
This would be a bug :( .

As far as I know all others who tested had no problems downloading/installing the mod.
Thank you for updating the info!
and no... I didn't get warring massage about 7zip, also I've already installed 7zip(v9.2).
Another japanese one also mentioned that he couldn't install the mod.
He got an error message:
Quote
FAILED to download the tech:[japanese] using CURL version [7.21.3][failed to extract archive!]
as shown in the screenshot I posted.

Possibly there is a conflict between the version uploaded and the in-development version of the faction you have locally.
might no. I put my in-development japanese faction in megapack folder, also I removed it from the folder before install the mod for confirmation. I got same error in installing other mods(except maps).

So titi and had a short but fun game. Here's my feedback:
  • Icons are awesome!
  • The castle building needs to be a bit taller, the worker is taller than the doorway.
  • Shinobi's bomb is now even more powerful?  :confused:
  • Shinobi's default attack should be the kunai, as it is always kills itself if not so...
  • I'm  :-\ about the new archer model.
And that's about it, for now...I think.
Thank you for the feedback!

OK, I'll fix the castle model.
and wow, surely I senselessly made shinobi's bomb more powerful than previous version...
but to be honest I think the current bomb strength is appropriate for now it's more hard to hire shinobis...

I will set the shinobi's primary attack to kunai attack in next update.

Oh, you don't like the new archer's model...?  :'(
Would you not like his cap by any chance? if so, I will remove his cap and make his looks more like previous archer model.
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: ultifd on 13 May 2011, 00:03:05
Hmm...I downloaded Japanese from the MDC successfully today.
but to be honest I think the current bomb strength is appropriate for now it's more hard to hire shinobis...
What do you mean? It's not that hard.

Quote
Oh, you don't like the new archer's model...?  :'(
Would you not like his cap by any chance? if so, I will remove his cap and make his looks more like previous archer model.
Actually I do think it's a good model, but it's kinda awkward/weird with no "head turning" when attacking... :P
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: Hagekura on 13 May 2011, 14:24:48
Well, now you have to build Barracks, Daimyo yashiki, and conduct upgrade before you hire shinobi. plus to blow up castles requires at least 4~6 shinobis, I think it is quite a work to prepare the number of shinobis... :|
but surely current bomb strength is a bit excess, I admit. I will lower the bomb strength in next update, probably around 1000~1200.

Actually I do think it's a good model, but it's kinda awkward/weird with no "head turning" when attacking... :P
I felt relieved to hear that. :O yeah that's true. I will fix the attacking animation.

PS: I had misconception about the bomb damage. Bomb damage have already weakened in Current release(v082). for reference: the bomb damage was 1350~1750 in v0.81, and now it's 750~1350(v082).
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: ultifd on 13 May 2011, 23:37:15
Well that amount of work is very similar to other strategies too. It's also not really bad because it's only ideal to bomb your opponent's (probably CPU, not human because they will eventually see through this tactic) base after they start attacking your base again. That should be enough to produce 10 ninjas with several barracks and for their regen to be full. I'll try to test this the next time.
PS: I had misconception about the bomb damage. Bomb damage have already weakened in Current release(v082). for reference: the bomb damage was 1350~1750 in v0.81, and now it's 750~1350(v082).
You must have raised it last time. I remember talking about lowering it during the earlier versions, and I'm pretty sure we did. Even though bombs are powerful, I think we need to find another way and etc...or else it'll be no fun sometimes.  :-X
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: Omega on 14 May 2011, 06:23:37
You must have raised it last time. I remember talking about lowering it during the earlier versions, and I'm pretty sure we did. Even though bombs are powerful, I think we need to find another way and etc...or else it'll be no fun sometimes.  :-X
GAE: Effects. Bam.
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: ultifd on 14 May 2011, 07:07:40
Hmm... Explain more?  :)
But we need something that would temporarily solve it in MG too.
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: Psychedelic_hands on 14 May 2011, 07:45:32
I think we need to find another way and etc...or else it'll be no fun sometimes.  :-X

Just make a counter for it.
Sorry I don't know my Japanese history all that well, but wasn't it modern weapons such as guns that lead to ninjas (or Shinobis) being phased out?
I suggest making Ashigarus good counters for them.
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: Mr War on 14 May 2011, 08:54:13
Ith Japanese classical archery they only look at the very last moment if at all I thought
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: Hagekura on 14 May 2011, 13:10:48
Well that amount of work is very similar to other strategies too. It's also not really bad because it's only ideal to bomb your opponent's (probably CPU, not human because they will eventually see through this tactic) base after they start attacking your base again. That should be enough to produce 10 ninjas with several barracks and for their regen to be full. I'll try to test this the next time.
You can prepare a good amount of infantry by same costs and times that you spend to prepare 10 ninjas, so it's depends on actually what playing style the players prefer. Seems you are good at micromanagement for using ninjas. I rather prefer direct attack of infantry though. ;D

I think we need to find another way and etc...or else it'll be no fun sometimes.  :-X

Just make a counter for it.
Sorry I don't know my Japanese history all that well, but wasn't it modern weapons such as guns that lead to ninjas (or Shinobis) being phased out?
I suggest making Ashigarus good counters for them.
Ninjas were not battlefield fighting forces but secret agents who engaged sabotage missions behind the scene. so the introduce of the guns in battlefield doesn't let ninjas phase out. :| actually the ninjas were mastery of those new technologies and used gunpowder weapons very well.  e.g. 火遁の術(Katon no jutsu) (http://en.wikipedia.org/wiki/Kayakujutsu).
besides it's fairly easy to beat the ninjas in my mod if you don't use gun ashigarus, but using some spear ashigarus can do the job.

Ith Japanese classical archery they only look at the very last moment if at all I thought
This is a 日置流(HEKI-RYU) archery shooting style.
http://www.geocities.jp/qdo_x/syatai.html
http://qdou.exblog.jp/i3/9/

but actually in battlefield the archers shoot more lower posture and usually hide behind the shields while loading.(and It's hard to reenact in glest).
You can see a bit how the archers shoot in the actual battle in this video.
http://www.youtube.com/watch?v=YH-CCK8XzMg

 
Title: Re: Japanese Faction mod [WIP] v0.82a released.
Post by: ultifd on 14 May 2011, 17:18:37
Well that amount of work is very similar to other strategies too. It's also not really bad because it's only ideal to bomb your opponent's (probably CPU, not human because they will eventually see through this tactic) base after they start attacking your base again. That should be enough to produce 10 ninjas with several barracks and for their regen to be full. I'll try to test this the next time.
You can prepare a good amount of infantry by same costs and times that you spend to prepare 10 ninjas, so it's depends on actually what playing style the players prefer. Seems you are good at micromanagement for using ninjas. I rather prefer direct attack of infantry though. ;D
I do both. :) Yes most people will do that, including me, but since it's such a good exploit I think people will surely use it. I would prepare my regular army and my Shinobis as the other team. It's not that hard, all you have to do is have a specific barrack for them, even one barrack is good enough.  :D
Title: Normalmap textures
Post by: Hagekura on 19 June 2011, 00:29:49
I've made a normal textures for the mod. (=゚ω゚)ノ

Screenshot with normal textures.
(http://img24.imageshack.us/img24/494/normalscreen.th.png) (http://imageshack.us/photo/my-images/24/normalscreen.png/)

Without normal textures.
(http://img713.imageshack.us/img713/2015/nonnormalscreen.th.png) (http://imageshack.us/photo/my-images/713/nonnormalscreen.png/)

I've zipped the textures(for test).
http://dl.dropbox.com/u/28217581/jpfaction_glest_normalmaps.zip

I'm still struggling how to get best results with making normal textures by nvidia's photoshop plugin.
(http://img543.imageshack.us/img543/4250/normalmapfilter.th.png) (http://imageshack.us/photo/my-images/543/normalmapfilter.png/)
I don't clearly understand how to adjust the filter properties for best result.
for the time being I'm using filtertype=4sample  and scale=10 settings for making all textures but
If anyone have better ideas for these settings, please tell me!
Title: Re: Japanese Faction mod [WIP]
Post by: John.d.h on 19 June 2011, 03:10:41
You know you can bake normals in Blender, right?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 19 June 2011, 06:58:24
You know you can bake normals in Blender, right?
No, how to?
Title: Re: Japanese Faction mod [WIP]
Post by: wciow on 19 June 2011, 09:07:35
No, how to?

http://www.katsbits.com/tutorials/blender/baking-normal-maps-from-models.php

This a rather old tutorial but should be useful. Blender 2.5x might have newer/better methods but I haven't made the jump from 2.49 yet  :zzz:
Title: Re: Japanese Faction mod [WIP]
Post by: Ishmaru on 19 June 2011, 17:12:07
Looking good! Does normal maps cause any noticeable drops in frame rate?
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 20 June 2011, 02:35:59
Looking good! Does normal maps cause any noticeable drops in frame rate?
Not that I noticed. Normal maps are pretty simple and easy on system resources.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 20 June 2011, 03:09:03
No, how to?

http://www.katsbits.com/tutorials/blender/baking-normal-maps-from-models.php

This a rather old tutorial but should be useful. Blender 2.5x might have newer/better methods but I haven't made the jump from 2.49 yet  :zzz:
Thx for the tutorial link! so to bake a normal in blender requires making high-poly model for it, right?
hmn it sounds pain for me making high-poly model just for making normal textures.  :(
At this moment, I use photoshop filter for making normal textures for already existing models.

Looking good! Does normal maps cause any noticeable drops in frame rate?
Not that I noticed. Normal maps are pretty simple and easy on system resources.
Yeah I saw no problem with framerate when using normalmaps. :)
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 20 June 2011, 03:29:26
http://www.katsbits.com/tutorials/blender/baking-normal-maps-from-models.php
Eh, while interesting, not sure if I can say it's helpful myself, since most people wouldn't have a high detail model, and even with a high detail model, bump maps can add texture that even the highest detail model won't have.

I prefer to use the GIMP's built in normalmap filter, which converts the image to a normal map. Play around with the settings, particularly the filter and I think you will find the quality very good! Filters > Map > Normalmap
Title: Re: Japanese Faction mod [WIP]
Post by: John.d.h on 20 June 2011, 05:00:15
bump maps can add texture that even the highest detail model won't have.
You think so?  You can have as much detail as you like if you've got a few million polygons to work with.
http://blog.wolfire.com/2009/09/normal-map-vs-mesh/

It's not like we need detailed fur or hair in Glest, but things like those lines in the roof could be done pretty easily and details on jagged stone can be made to look really good.  Sculpting does increase the workflow a significant amount, though, so I'm not sure if it's worth if for Glest.  Plus, it's yet another skill to learn, and modding is already hard enough.  I'm not even using normal maps at all for my human-sized units.
Title: Re: Japanese Faction mod [WIP]
Post by: will on 20 June 2011, 05:26:08
Some people take the polys approach - imagine how much faster it'd draw with a 100 polys and a bump map!

http://www.wildfiregames.com/forum/index.php?s=6d9079086a8d6bc37101af300b8951b5&showtopic=14570&view=findpost&p=217769 <-- because its gorgeous, in a gorgeous thread
Title: Re: Japanese Faction mod [WIP]
Post by: titi on 4 July 2011, 09:15:33
After playing the latest version of the japanese mod several times in different maps now, I think especially the AI has problems playing it! It is very easy to beat the AI (MegaGlest) even on mega settings! Older versions did not had these problems and it was always very hard to win.
(Only the too strong samurai and the bombing man were imbalanced before in my opinion)

Its hard to tell what is the reason for this, but one very iomportant thing I noticed is that the "Nagae Ashigaru" is much too strong now. Everyone only builds/upgrades these guys now, so I cannot really say anything about other units  :( .
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 4 July 2011, 21:04:07
That's right. because of the recent change of the discount units prices made it play more easier for human players. also the AI tends to inactive developing buildings and their selection of buildings is ineffective, like building many temples and farms rather than building barracks or dojos. so after deal with some early AI rushes, players can overwhelm AI. I wish I could somewhat bias AI's selection of building and force them build certain buildings.
About Spear Ashigarus, yes, I admit they become a bit overpowered once they adopted all upgrades. perhaps I should remove spear wall upgrade.
Title: Re: Japanese Faction mod [WIP]
Post by: Mr War on 9 July 2011, 11:13:20
I saw this model of a villager tending a field in a display at a Japanese castle and it soooo reminded me of the worker in this mod! They must have been playing Glest!
(http://i54.tinypic.com/206cswj.jpg)

Another display showed what the scaffolding would have looked like when they built castles
(http://i54.tinypic.com/2hdmxyv.jpg)

And a castle...
(http://i56.tinypic.com/o8dv9w.jpg)
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 10 July 2011, 02:40:08
Lovely pictures! thanks! ;D
I want to redone buildings construction models when this mod is almost done, the second picture showing scaffolding scene is very informative. :thumbup:
And a castle...
(http://i56.tinypic.com/o8dv9w.jpg)
Wow the keep from this angle looks nice. perhaps It's Kochi castle.
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Hagekura on 10 August 2011, 03:41:33
I've uploaded new version of the Japanese faction.
http://dl.dropbox.com/u/28217581/japaneseV085a_20110810.zip (http://dl.dropbox.com/u/28217581/japaneseV085a_20110810.zip)

Changes:
-New unit:Warrior_monk (Medium-infantry unit with fearsome Naginata. Produced from Buddhist_temple) .
(http://img819.imageshack.us/img819/2962/warriormonk2.th.png) (http://img819.imageshack.us/i/warriormonk2.png/)

-Added new japanese blacksmith model.
(http://img818.imageshack.us/img818/8411/blacksmith2.th.png) (http://img818.imageshack.us/i/blacksmith2.png/)

-Added multiple attack/death animations for some units. (Active only in latest version of Megaglest) .
-Added normalmap textures. (Active only in GAE) .
-Now in GAE, attack-strength upgrades uses Multipliers instead of static-modifiers.
-Removed swordsman's special attack skill.
-Removed spear_wall upgrade.
-A bit fixed Castle's building model height.
-A bit fixed Teppo Ashigaru's unit model.
-Shinobi's primary attack has been changed to shuriken.
-Added and replaced some sounds.
-and many untis,buildings,updates cost and stats change.
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Omega on 10 August 2011, 04:14:06
Nice. I updated the link on the wiki. You should finish that page soon, there's still some blank unit spots. Looks good!

Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Hagekura on 10 August 2011, 21:04:56
Thank you!  :)
I'll update the wiki page ASAP but the english is my problem. if someone find any spelling and grammar mistakes or unnatural descriptions in the JP faction's wiki page, please fix them.
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: titi on 14 August 2011, 01:21:28
Nice! finally somethig new to test/play after my vacation :). And a real blacksmith model  :-D
( One hint, maybe use Megaglests validation next time. Currently it reports a lot of unused files ( beside the normal maps for gae of course ).)

I will try to report some more feedback tomorrow.
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Hagekura on 14 August 2011, 06:40:01
Danke herr! I'm really fond of MG's new multiple animations per skill feature. It's really exciting. I have tried having some of my units multiple attack/death models in this version of the JPfaction, so please take a look into them!
but other than normal textures, the Megaglests validation will delete some of the files needed for playing  in GAE(like alarm notice sounds), so for a while I hold back to use it. though I'll try to remove unnecessary files by manual.
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: titi on 15 August 2011, 22:24:46
We played it now 2( and a half) games. Compared to older versions its still more easy to win versus CPU ultra. I don't know whats causing it. Maybe(just maybe!) too many upgrades are the reason. I don't know whats the problem yet. Everything else worked well and playing was good in general.

Its compatible with 3.5.2 too and is more fun to play ( from what I experienced )
So can I put this new version into the MegaGlest internal download section?
And can i repackage it (remove all unneeded files for MG) and upload it to megaglest.org to do so?
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Hagekura on 16 August 2011, 01:51:07
We played it now 2( and a half) games. Compared to older versions its still more easy to win versus CPU ultra. I don't know whats causing it. Maybe(just maybe!) too many upgrades are the reason. I don't know whats the problem yet. Everything else worked well and playing was good in general.
Thank you for playing! I think one of the reasons which makes AI more easier to defeat is, the AI tends to spam more weaker units(for AI) such as medical priests and shinobis(shinobi's long producing time also sabotages AI barracks production of units). so I have adopted maximum-unit-counts for these units for test. It seems the AI becomes more harder to defeat by doing this. which is also meaningful to solve the Shinobi's too strong bomb issue, but the units limits is not implemented in current version of the mod. in next release, I will include them.

Its compatible with 3.5.2 too and is more fun to play ( from what I experienced )
So can I put this new version into the MegaGlest internal download section?
And can i repackage it (remove all unneeded files for MG) and upload it to megaglest.org to do so?
Yes, please do it!
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: titi on 17 August 2011, 22:41:47
Sorry took a while, but now it is available in the ingame download of MegaGlest. Its a MG version with all unneeded files for MG removed.
To update just select it and say >install< again...
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Hagekura on 18 August 2011, 05:39:42
Thank you! :) I could successfully install the mod from ingame menu.
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: titi on 25 August 2011, 23:52:45
yesterday and today we played some big games with the newest japanese mod! Now I must say the cpu player plays really good ( especially if you choose mega, even with low multipliers! ). Coop games were great and its really really fun to play.
Judging from those games we played it was very well balanced so far.

A really really nice mod!
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: SnEptUne on 27 August 2011, 14:26:10
Could someone tell me where I can download the previous version 0.81a?  This sound in this new version is very painful for me, so I would like to replace the sounds with those from previous version.  I really loved the popping noise (from guns) in the 0.81a, but it is gone now.  Thanks
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Hagekura on 28 August 2011, 02:09:15
>>titi
That's good to hear. thx for reporting!

>>Sneptune
I've uploaded previous musket sound effects that used in older version.
http://dl.dropbox.com/u/28217581/teppo_ashigaru.zip

Well, I had compelling reasons to repleace previous musket sounds.
It's very hard to find license free musket sounds. I liked the previous shooting sounds too, but there was a problem for these sound files. I'm also think current musket sound effects are not the best, I'll continue finding better sound samples.
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: softcoder on 30 August 2011, 20:19:33
I'll think about opening up the way the AI uses specific factions so that modders can give the AI some sense of direction as to how to use each faction.

Thanks
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: SnEptUne on 2 September 2011, 01:34:05
>>titi
That's good to hear. thx for reporting!

>>Sneptune
I've uploaded previous musket sound effects that used in older version.
http://dl.dropbox.com/u/28217581/teppo_ashigaru.zip

Well, I had compelling reasons to repleace previous musket sounds.
It's very hard to find license free musket sounds. I liked the previous shooting sounds too, but there was a problem for these sound files. I'm also think current musket sound effects are not the best, I'll continue finding better sound samples.

Thanks a lot Hagekura :)
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Mr War on 31 October 2011, 23:37:06
Just seen the Taketaba archer/gunner shots you added to the Wiki in last few days, very impressive man

Do you experience any problems with size-1 units morphing into size 2+?
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Hagekura on 1 November 2011, 02:13:11
New unit shot: Tsubute(Slinger).
(http://img24.imageshack.us/img24/4938/tsubuteblender2.th.png) (http://imageshack.us/photo/my-images/24/tsubuteblender2.png/)

Currently I'm suffered video card trouble and unable to run any 3D games so developing is somewhat halted till I buy a new video card.

Just seen the Taketaba archer/gunner shots you added to the Wiki in last few days, very impressive man

Do you experience any problems with size-1 units morphing into size 2+?
Thanks. I have never experienced any troubles morph units into bigger size.
also think about tech's technician morphs into bigger units like catapult and battlemachine, morphing unit from size1 to size2 works without problems in Glest. I think morphing into size bigger than 2+ will work as well.
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: softcoder on 1 November 2011, 02:32:31
Hey Hagekura, would you be willing to make a Japanese translation of the language file for the upcoming release of Megaglest?

Thanks
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Hagekura on 1 November 2011, 02:39:27
Hey Hagekura, would you be willing to make a Japanese translation of the language file for the upcoming release of Megaglest?

Thanks
Hi. :) yes, I'm interested in japanese translation but I don't understand detailed process of making translation of the language file for megaglest. would you teach me?
Title: Re: Japanese Faction mod [WIP] New version updated(2011/8/10)
Post by: Omega on 1 November 2011, 04:06:38
Hey Hagekura, would you be willing to make a Japanese translation of the language file for the upcoming release of Megaglest?

Thanks
Hi. :) yes, I'm interested in japanese translation but I don't understand detailed process of making translation of the language file for megaglest. would you teach me?
The Wiki is your friend (https://docs.megaglest.org/MG/Translations).
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 1 November 2011, 04:51:55
Yeah I've already checked the page.
I've downloaded english.lng from http://megaglest.svn.sourceforge.net/viewvc/megaglest/trunk/data/glest_game/data/lang/?revision=HEAD (http://megaglest.svn.sourceforge.net/viewvc/megaglest/trunk/data/glest_game/data/lang/?revision=HEAD) and tried translate some lines into japanese.

Code: [Select]
; Japanese lang file

;Main strings
3dArt=3D アート
3dAnd2dArt=3D と 2D アート
2dArtAndWeb=2D アート と web
Abort=中止
About=詳細
Address=アドレス
AdvancedGameOptions=詳細設定
AISwitchTeamAcceptPercent=AI 許容値
AlreadyUpgraded=すでにアップグレード済み
All=全て
AllowObservers=観戦者を許可
AllowPlayerJoinTeam=プレイヤー [%s] があなたのチームに参戦することを許可する\n(changing from team# %d to team# %d)?
AmbientVolume=環境音量:
Amount=量
Animation=アニメーション
Armor=装甲
Attack=攻撃
AttackDistance=射程
AttackSpeed=攻撃速度
AttackStopped=その場に留まって攻撃
AttackStrenght=攻撃力
Audio=音声
AutoConfig=自動設定
AutoRefreshRate=自動更新頻度
AvailableServers=利用可能なサーバー
BattleOver=戦闘終了
BlockPlayer=プレイヤーをブロックする
BlockPlayerClear=プレイヤーのブロックを解除
BlockPlayerServerMsg=サーバーはIPアドレス [%s] を一時的にこのゲームからブロックしています。
Build=建設
BuildSpeed=建設速度
BuildingNoPlace=この場所には建設できません。
BuildingNoReqs=建設に必要な条件を満たしていません。
BuildingNoRes=建設に必要な資源が足りません。
Built=建設済み
CameraModeSet=カメラモードを設定
CanRepair=修理可能
Cancel=キャンセル
CancelDownloads=ダウンロードをキャンセル(s)
CancelDownloadsMsg=プレイヤー: %s は全てのファイルのダウンロードをキャンセルしました。
Canceled=キャンセル済み
Chat=チャット
ChatMode=チャットモード
CheckSumGameLoadError=Checksum error, サーバーとあなたのデータが食い違っています。
CheckSumGameLoadPlayer=プレイヤーのエラー:
CheckSumGameLoadClient=Client Checksum:
CheckSumGameLoadServer=Server Checksum:
ClientLagDropping=ドロップ %s, ラグの許容量を超過 %f [time = %f], クライエントのラグ = %f [%f], クライエントの接続を解除。
ClientLagPausing=一時的にゲームを停止 %s, ラグの許容量を超過 %f [time = %f], クライエントのラグ = %f [%f], クライエントの再接続を待機中...
ClientLagWarning=ラグの警告 %s, ラグの許容量を超過した可能性 %f [time = %f], クライエントのラグ = %f [%f], 警告...

Should I continue like this, and save it as UTF-8 enconding and upload it to http://megaglest.pzt.me/ (http://megaglest.pzt.me/)? is this process correct? for the time being I can't test whether this translation fits well in the game due to the video card trouble though.
Title: Re: Japanese Faction mod [WIP]
Post by: softcoder on 1 November 2011, 04:54:58
Yes this is correct, please finish and pastebin it and we will add to svn. (and thanks for the pointer Omega, i was obviously too hasty in other comments in another post)
Title: Re: Japanese Faction mod [WIP]
Post by: Pizza90 on 6 November 2011, 19:41:26
Hey Hagekura an idea to improve your mod: adding something (maybe a rain of cherry blossoms?since they are the traditional flower of Japan) around the units that are morphing so you dont risk to move them while they are morphing :) Btw am i the only one that wants to see the japanese in the megapack? :)
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 7 November 2011, 04:32:13
Hey Hagekura an idea to improve your mod: adding something (maybe a rain of cherry blossoms?since they are the traditional flower of Japan) around the units that are morphing so you dont risk to move them while they are morphing :) Btw am i the only one that wants to see the japanese in the megapack? :)
Hey it's a beautiful Idea! I've tested this immediately. ;D
here is a test screenshot.
(http://img585.imageshack.us/img585/7119/sakuraparticleeffect2.th.png) (http://imageshack.us/photo/my-images/585/sakuraparticleeffect2.png/)
I will add this particle effect for all morphing units. Grazie!

About adding japanese to megapack, I think japanese will work well together with megapack, but I'm feeling a bit bad about asking megaglest team for adding this faction, since current Japanese faction is a still imperfect for me(Yeah I'm still planning a lot more updates with the faction include adding more units and buildings). for the time being, It's better stay this faction as one of the add-on options for players.
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 7 November 2011, 04:45:57
Btw am i the only one that wants to see the japanese in the megapack? :)
As great as the Japanese are, the Megapack makes downloading MegaGlest a hassle, and being the default (and only) techtree distributed with it, as well as the most common choice in multiplayer, it's really not optional. Japanese is a beautiful faction, but it would just make downloading MegaGlest more difficult. It's easier to download if distributed separately.

As for the morphing flowers, they look great Hagekura!
Title: Re: Japanese Faction mod [WIP]
Post by: Pizza90 on 7 November 2011, 10:16:39
Wow Hagekura the flowers are great! :D You have been so fast to implement it! Im glad you liked my idea :) I asked about this faction in megaglest because i think that this awesome mod is not played enough and putting it directly in the game it would make it more played (it deserves to be played more).
Title: Re: Japanese Faction mod [WIP]
Post by: titi on 7 November 2011, 17:17:01
Are you joking Hagekura? Your mod is really really good and most ( if not all )  of your models are better than mine!

The only thing that maybe makes it impossible to include it in the megapack are license reasons ...
I don't know whats the current state on this. Are really all sounds/pictures ok now regarding licenses?
If this is ok I(personally) would be really happy to inlcude this in the megapack too.

Other things to think about:
- balancing the japanese to the megapack factions ( if not already done )
- and as Omega already mentioned, the download size gets bigger and bigger.

But maybe we find another way to include/install more megapack compatible factions ?
I think we should start a discussion on this on the megaglest forum, as there are more and more things that might be fun to play in the "mepapack" context.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 8 November 2011, 07:37:40
I'm glad you like the flower particle effect, Pizza and Omega! :D

Hi titi, the licensing is OK in most terms, but I should replace some voices and icon images to make it sure.

About balancing issues, I'm keeping in mind that the faction won't be too strong or weak if compared with magitech or megapack and other factions, as sometimes I play with those factions personally.

To be frank, I afraid merging japanese with megapack at this stage would make things complicated by coordinate with megaglest team, I'm going to add a lot more units and buildings for japanese and by the moment It will requires balancing with other factions. so until the faction was completed - I feel terribly sorry to I can't tell you exactly when - , I want to stay out the faction in my way. thanks. :)

-p.s.
I think it's good to have more discussions about adding factions in megapack in megaglest forum.
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 13 November 2011, 06:38:19
Thanks to the Megaglest's great new perticle feature of start-time and end-time settings,
I renew muzzle-flares and gun smokes of the gunners and cannons. It becomes more realistic now.

(http://img27.imageshack.us/img27/7886/flashparticle01.th.jpg) (http://imageshack.us/photo/my-images/27/flashparticle01.jpg/)(http://img577.imageshack.us/img577/3617/flashparticle02.th.jpg) (http://imageshack.us/photo/my-images/577/flashparticle02.jpg/)
Title: Re: Japanese Faction mod [WIP]
Post by: Ishmaru on 13 November 2011, 06:59:15
New muzzle flares, and Musket smoke looks great!
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 30 November 2011, 08:31:12
(http://img16.imageshack.us/img16/3320/standardbearerashigaru2.th.png) (http://img16.imageshack.us/i/standardbearerashigaru2.png/)
New unit: Standard Bearer

(http://img535.imageshack.us/img535/2474/standardbearer3.th.png) (http://img535.imageshack.us/i/standardbearer3.png/)
The large flag inspires nearby military units (Except Warrior monks, Shinobis, Gunners, Cannons, Ikki mobs) and increases attack strengths of them.

Title: Re: Japanese Faction mod [WIP]
Post by: MuwuM on 30 November 2011, 10:28:37
good idea, but maybe a bit smaller flag would be even better. I think the flag should not be larger than the unit itself.
Title: Re: Japanese Faction mod [WIP]
Post by: Mr War on 30 November 2011, 11:21:36
I think the size looks quite realistic.

Does the unit also have it's own attack capability? And is there a build limit on them?

Ming faction will have an equivalent banner bearer
Title: Re: Japanese Faction mod [WIP]
Post by: Pizza90 on 30 November 2011, 12:57:13
Nice model hagekura! But does the boost effect work only when the standard bearer stays in a point? Or also when he moves (with the others units)? And does it have an attack? And if yes, how did you manage the fact that the standard bearer doesnt stay in the front of the fight? (it should stay behind the other units  i think, otherwise it would be easily i suppose) sorry for the many questions aha :)
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 1 December 2011, 06:36:50
good idea, but maybe a bit smaller flag would be even better. I think the flag should not be larger than the unit itself.
This "Nobori" (http://en.wikipedia.org/wiki/Nobori) type of japanese flags usually have about 3.6 ~ 5meters heights. It's almost three ~ four times taller than the average height of Japanese men(about 1.6 meters) at that time.
But now that you mention it, I made the standard too big indeed. I've fixed standard size a bit smaller now.
Code: [Select]
[URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]Thanks!

Does the unit also have it's own attack capability? And is there a build limit on them?

Ming faction will have an equivalent banner bearer
Yeah, to defend themselves and to prevent running from enemy (Units without attack skills run away when enemy approaches), the unit have attack skill. but very weak.
Code: [Select]
[URL=http://img207.imageshack.us/i/standardbearer4.png/][IMG]http://img207.imageshack.us/img207/7357/standardbearer4.th.png[/img][/URL]Standard bearer is defending himself.

Currently the unit doesn't have build limit. If a player has many standard bearers, that won't doubles boost effect, so there is no merit of having many of them. And the boost effect range is large(I set it 15). But if CPU will spams too many of them, I'll think to make them max-unitcount (probably 4~6 around?).
I'm looking forward to see the banner bearer of ming! :)

Nice model hagekura! But does the boost effect work only when the standard bearer stays in a point? Or also when he moves (with the others units)? And does it have an attack? And if yes, how did you manage the fact that the standard bearer doesnt stay in the front of the fight? (it should stay behind the other units  i think, otherwise it would be easily i suppose) sorry for the many questions aha :)
I welcome any questions.  :O
I've assigned attack boost for every skills of the unit (Except dead skill), so what ever the unit does, the boost effects units around him unless he's dead.

As I told to war above, the unit has attack skill.
But I've made his sight very close, so unless enemy really closes to him, he won't charge to enemies. Besides players can order him hold position when it is needed.
I'm steadily developing japanese faction now.
If everything goes well, I could release next version of the mod in this weekend.

 
Title: Re: Japanese Faction mod [WIP]
Post by: MuwuM on 1 December 2011, 11:05:16
smaller banner fits much better

Thanks
Title: Re: Japanese Faction mod [WIP]
Post by: Ishmaru on 1 December 2011, 13:22:37
Awsome! Standard Bearer look great!

Code: [Select]
[URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]

I just noticed something, Why is front row of spear men are in a different stance than the back row of spear men?

Also do you notice any slowdowns from having too many Bearers?
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 2 December 2011, 02:01:04
Awsome! Standard Bearer look great!

Code: [Select]
[URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]

I just noticed something, Why is front row of spear men are in a different stance than the back row of spear men?
I do believe it's a hold position model, and a very well done one at that (though they should watch where they're swinging dem sticks, they're gonna poke someone's eye out :O).
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 2 December 2011, 08:11:22
Awsome! Standard Bearer look great!

Code: [Select]
[URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]

I just noticed something, Why is front row of spear men are in a different stance than the back row of spear men?
I do believe it's a hold position model, and a very well done one at that (though they should watch where they're swinging dem sticks, they're gonna poke someone's eye out :O).

 lol Certainly.
I've made special poses of holdposition for some of the units, so that players can distinct easily the units whether they are holding positions or not.
Code: [Select]
[URL=http://imageshack.us/photo/my-images/834/holdpositions2.png/][IMG]http://img834.imageshack.us/img834/2576/holdpositions2.th.png[/img][/URL]
Also do you notice any slowdowns from having too many Bearers?
Yeah, When having too many (In my test, about over 70 units or around of them appears in game at once) of them, the game slowed down in my PC(Core2Duo E8500, 4GB memory, GTX560 VGA).
Title: Re: Japanese Faction mod [WIP]
Post by: Psychedelic_hands on 3 December 2011, 09:25:52
Those units look fantasic! Also really digging the unit stances... Might have to look into doing that myself.
Quote
Code: [Select]
[URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]

What a nice picture man, looks really good with all the units set up like that..... Too bad neither MG or GAE have formations.  :'(
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 3 December 2011, 23:26:07
Those units look fantasic! Also really digging the unit stances... Might have to look into doing that myself.
Quote
Code: [Select]
[URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]

What a nice picture man, looks really good with all the units set up like that..... Too bad neither MG or GAE have formations.  :'(
Thanks. Yeah formations feature would be fantastic. Even the very basic formations like automatically arrange melee units on 1st line, missile units are 2nd, cavalries are 3rd etc, would be very good if implemented.

Now Wariior Monks gain fighting bonuses when they are near temples.
Code: [Select]
[URL=http://img835.imageshack.us/i/boostwarriormonks.png/][IMG]http://img835.imageshack.us/img835/2429/boostwarriormonks.th.png[/img][/URL]
And Ikki Mobs gain fighting bonuses when they are near farmhouses.
Code: [Select]
[URL=http://img43.imageshack.us/i/boostikki.png/][IMG]http://img43.imageshack.us/img43/694/boostikki.th.png[/img][/URL]
Next release will coming soon!
Title: Re: Japanese Faction mod [WIP]
Post by: Omega on 4 December 2011, 02:49:06
Thanks. Yeah formations feature would be fantastic. Even the very basic formations like automatically arrange melee units on 1st line, missile units are 2nd, cavalries are 3rd etc, would be very good if implemented.
But also would be very complex. And don't cavalry usually strike first?
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 4 December 2011, 07:56:55
Thanks. Yeah formations feature would be fantastic. Even the very basic formations like automatically arrange melee units on 1st line, missile units are 2nd, cavalries are 3rd etc, would be very good if implemented.
But also would be very complex. And don't cavalry usually strike first?
Yeah maybe. although I don't know how difficult to implement formations feature in glest, it would be nice, at least from visual aspects. I love military formations.

In some countries in some periods, cavalry would strike first. that depends.

For example, in the Late Heian (794  to 1185/1192 A.D.) period of japan, battles usually start with one-to-one duel of Samurai cavalry archers. then their retainers and foot soldiers join the battle.

But in the Middle - Late Sengoku period, battles start with fire fight of Musketeers, while Archers cover them, both armies close in and when their distances are close enough, melee battles of foot warriors begin, and finally, Cavalry charge into wavering enemy troop, and if enemy runs, pursue them. Cavalry is decisive force, they were used at crucial moment.
Title: Re: Japanese Faction mod [WIP]
Post by: wyvern on 5 December 2011, 01:18:11
How did you make it so they get bonuses from fighting close to their own stuff like the temple, did you use GAE or is that a new Megaglest Feature
Title: Re: Japanese Faction mod [WIP]
Post by: Hagekura on 5 December 2011, 01:58:22
How did you make it so they get bonuses from fighting close to their own stuff like the temple, did you use GAE or is that a new Megaglest Feature
I'm using a MG's new attack-boost feature (https://docs.megaglest.org/Attack_boost), not Emnations of GAE.
Title: New Techtree map - Next update is coming soon! -
Post by: Hagekura on 8 December 2011, 08:53:05
This is a renewed tech-tree map image of Japanese Faction.
Code: [Select]
[URL=http://dl.dropbox.com/u/28217581/JP_Glest_NewTechtree.png][IMG]http://img853.imageshack.us/img853/4721/jpglestnewtechtree.th.png[/img][/URL]
New release of japanese faction alpha is coming soon.
With four new untis. And a lot of new and improved animations of units.
Overhauled units and projectile perticle effects like more realistic muzzle flares, battlefield smokes (https://forum.megaglest.org/index.php?topic=6103.msg78447#msg78447).
New aspects of gameplay using some new features of megaglest (https://forum.megaglest.org/index.php?topic=6103.msg78900#msg78900) (attack-boost, AI-behavior option).
And more polished sound effects including new arrows and muskets and cannons sounds. also fixed some units and buildings models, better balancing.
Title: Re: Japanese Faction mod [WIP]
Post by: titi on 10 December 2011, 01:55:18
new version is in MGs ingame download center now.
Title: Japanese v089a released
Post by: Hagekura on 10 December 2011, 10:34:51
Thanks a lot for the prompt action, Titi! :thumbup:

[big]Japanese v089a Released.[/big]
http://dl.dropbox.com/u/28217581/Japanese_V089a_20111209.7z (http://dl.dropbox.com/u/28217581/Japanese_V089a_20111209.7z)
Code: [Select]
[URL=http://imageshack.us/photo/my-images/31/v089acrash1.png/][IMG]http://img31.imageshack.us/img31/4899/v089acrash1.th.png[/img][/URL][URL=http://img208.imageshack.us/i/v089aswordsmenfight.png/][IMG]http://img208.imageshack.us/img208/9716/v089aswordsmenfight.th.png[/img][/URL][URL=http://img97.imageshack.us/i/v089abesieged1.png/][IMG]http://img97.imageshack.us/img97/719/v089abesieged1.th.png[/img][/URL][URL=http://img585.imageshack.us/i/v089abesiegedcannon.png/][IMG]http://img585.imageshack.us/img585/8818/v089abesiegedcannon.th.png[/img][/URL]
Change log:
V0.89a, 9 December 2011

-Four New units: Standard Bearer (https://forum.megaglest.org/index.php?topic=6103.msg78835#msg78835)(The unit inspires nearby military units by the Large Battle Standard and increases their attack strength by 20),
Tsubute (https://forum.megaglest.org/index.php?topic=6103.msg78048#msg78048)(Slinger), Taketaba Archer(Archer with large bamboo siege shield), Taketaba Gunner
-Added variety of new units animations for more units, also Improved some units attacking animations.
-Largely Improved units perticle effects and projectile perticles: i.e. Perticle Muzzle flare effects of muskets and cannons, Battlefield Smokes. (https://forum.megaglest.org/index.php?topic=6103.msg78447#msg78447)
-New AI direction by using megaglest's AI-behavior option: Now CPU plays much better than the previous versions.
-Now Ikki mobs/Warrior monks gain fighting bonuses when they are near the Farmhouse/Temple. (https://forum.megaglest.org/index.php?topic=6103.msg78900#msg78900)
-Improved sound effects include more realistic Shooting/Impact sounds of Matchlock Muskets and Cannons, Bows.
-Improved models/textures of some units and buildings.
-Two New upgrades:"Siege Engineering" -Requirement for building siege shields and cannons-.
"Anatomische Tabellen" -Purchase this German Medical Textbook in European Trader allows you to increase physical resistance of all units in the faction-.
-Now some units have building limits: i.e. Shinobis.
-Changing in several stats/costs of units and upgrades.
-Removed normalmap textures for reduce filesize.
-many more.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Mr War on 10 December 2011, 15:53:58
truly awesome, loving it. :D
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: TotalNoob on 10 December 2011, 16:47:15
This looks really nice and promising. I got one suggestion, since I am not the follower of unit amount constraining, maybe shinobi bomb attack can be constrained by not allowing them to throw a bomb if enemy shinobi is near?
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Omega on 11 December 2011, 04:24:21
This looks really nice and promising. I got one suggestion, since I am not the follower of unit amount, maybe shinobi bomb attack can be constrained by not allowing them to throw a bomb if enemy shinobi is near?
How?
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 11 December 2011, 07:04:44
This looks really nice and promising. I got one suggestion, since I am not the follower of unit amount, maybe shinobi bomb attack can be constrained by not allowing them to throw a bomb if enemy shinobi is near?
How?
Yeah, Although I think your idea is good, There are no methods to implement this in both MG or GAE for now.

To prevent shinobis break into your base, put some spear ashigarus and bow ashigarus nearby your base. They would work well as the guard, and enemy shinobis will get beaten up before throw their bombs to your castle.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: tomreyn on 12 December 2011, 00:20:22
The Japanese version which is available on the mod menu gives me this:
Code: [Select]
[2011-12-11 23:23:08] *ERROR* In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 438] Error v4 model is missing texture [/home/tomreyn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0

Remember that you can use the --validate-* options on the command line to check for missing / badly referenced files.

Aside of this minor issue: this faction is really impressive - still.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Pizza90 on 12 December 2011, 15:09:16
The new version is very good hagekura! I played it online with some people and i really liked it :) A suggestion to improve the realism of the smoke when the building falls. Currently i think the smoke looks too "flat" it's just grey and without transparencies, so i think you could improve it making one of these two things:

- make it a little more transparent.

or

- mix some darker smoke to the grey smoke and make the smoke more transparent.

These are two options i dont know which would look nicer (but i think the second in my opinion) or which would be easier to tell, but i wanted to gave you my idea :)

Greetings :)
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 12 December 2011, 21:32:21
The Japanese version which is available on the mod menu gives me this:
Code: [Select]
[2011-12-11 23:23:08] *ERROR* In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 438] Error v4 model is missing texture [/home/tomreyn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0

Remember that you can use the --validate-* options on the command line to check for missing / badly referenced files.

Aside of this minor issue: this faction is really impressive - still.
Thanks for the notification!
Ah, that's the file I used to make "fake" muzzle flares in previous versions.
since the current version is no more properly works on GAE, I will think to use mg's validate option.

The new version is very good hagekura! I played it online with some people and i really liked it :) A suggestion to improve the realism of the smoke when the building falls. Currently i think the smoke looks too "flat" it's just grey and without transparencies, so i think you could improve it making one of these two things:

- make it a little more transparent.

or

- mix some darker smoke to the grey smoke and make the smoke more transparent.

These are two options i dont know which would look nicer (but i think the second in my opinion) or which would be easier to tell, but i wanted to gave you my idea :)

Greetings :)
I will fuss around with the building falling smokes with your suggestions in mind. :O
Thanks for the playing mod! Arrivederci!
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: titi on 14 December 2011, 10:09:51
I played the new version a lot now and its great! The AI is really really tough and you need to use everything from the japanese techtree to win :D . ( I love the flag carrier! )

some minor issues I saw:
- Nagae Ashigaru has different standing animations which obviously have different start states which doesn't look good. And there is one animation where his head grows .... this looks strange.
- The smoke particle texture does not look really good, I bet you can do better ;-) .
- About the missing texture tomreyn mentioned above. When I uploaded the japanese mod to the mod menu I called megaglest with the option for remove all unneeded files form the japanese techtree. Maybe this did something wrong?
I had no time to check if its in your original  package too.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 14 December 2011, 19:52:45
Thank you for the playing report and issue notices, titi! :thumbup:
- Nagae Ashigaru has different standing animations which obviously have different start states which doesn't look good. And there is one animation where his head grows .... this looks strange.
I see, this can be fixed easily. I'll try.

- The smoke particle texture does not look really good, I bet you can do better ;-) .
Do you mention about the smoke texture itself(smoke_particle.bmp)? then, this is also can be improved easily, I'll try.

- About the missing texture tomreyn mentioned above. When I uploaded the japanese mod to the mod menu I called megaglest with the option for remove all unneeded files form the japanese techtree. Maybe this did something wrong?
I had no time to check if its in your original  package too.
Maybe not. I'm sure I've deleted the texture by myself before I upload the new 7z.
Perhaps some of the g3d files of Teppo ashigaru or Taketaba Gunner still contains the mesh of the previous muzzleflare. I'll check them and re-export all g3d files without muzzleflare meshes.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: tomreyn on 9 January 2012, 05:07:32
I actually like the looks of the smoke/dust which shows up when a building was destroyed, but ths can be just me. ;)

Hagekura, did you have any time to work on the missing texture, yet?

I must say I really, really, like the Japanese techtree, it's so much fun to play, nicely looking and a very different gameplay. The A.I. doesn't play it so well, yet, though. If I recall correctly Softcoder has added something which allows for hinting on what the CPU players should primarily produce, maybe this would help it a little to build some of the more useful units later in the game.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: titi on 9 January 2012, 17:50:32
The AI does not play it so well????
Try to beat a japanese ultra faction with 2.0 multiplier. You will be pretty busy!

We really played this a lot in multiplayer games yet. I think this is the first mod which nearly everyone has installed and its heavily used in multiplayer. I think I played it in more than 30 ( maybe 50? ) times in multiplayer games and its really fun.
The only not so good thing I saw was that "uuu" ( a very good player! ) used the bombing guys again to knock out the AI players main building :-/ . I don't know how to fix this, but some suggestions:

- less powerful bombs
- faster archer shots
- slower shinobies
- another building whch stores enough gold/stone/wood to build a new main building.

Btw I remember one very big battle where I lost my main building, but I was still producing tons of archers, because I still had the Daimyo Yashiki. Hard to handle becasue you can only store enough gold/wood to create 2 archers, but interisting  ;) . Thank you for this mod!

update: maybe limit the number of cannons to 5?
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Mr War on 9 January 2012, 18:46:35
Cannon will become more 'normal' when Ming is played alongside Japanese.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 10 January 2012, 07:01:45
Thanks for the reports tomreyn and titi! I'm encouraged!

I actually like the looks of the smoke/dust which shows up when a building was destroyed, but ths can be just me. ;)

Hagekura, did you have any time to work on the missing texture, yet?

I must say I really, really, like the Japanese techtree, it's so much fun to play, nicely looking and a very different gameplay. The A.I. doesn't play it so well, yet, though. If I recall correctly Softcoder has added something which allows for hinting on what the CPU players should primarily produce, maybe this would help it a little to build some of the more useful units later in the game.
I'm glad you like the bulding destroyed dusts. :) I'll try to make it looks more better.
In fact I'm already using ai-behavior option added to mg by softcoder already. You can see it in the faction's xml. but I must admit that more tweaks about it is required.

>>titi
Okay, I'd better reduce shinobi's bomb strength and it's speed a bit.
Personally I don't want to restrict numbers of cannons.

btw I've improved smoke perticle texture by following your previous request.
(http://img831.imageshack.us/img831/4975/jpmegaglestimprovedmusk.th.png) (http://imageshack.us/photo/my-images/831/jpmegaglestimprovedmusk.png/)
Now it looks more smoother than before. I hope you'll like it. Danke!

Cannon will become more 'normal' when Ming is played alongside Japanese.
Certainly. ;D I can't wait to the new release of the ming including cannons.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: tomreyn on 13 January 2012, 11:04:56
The AI does not play it so well???? Try to beat a japanese ultra faction with 2.0 multiplier. You will be pretty busy!

It IS strong for sure, and a Mega Japanese is very hard to beat. What I referred to is that AI builds too many standard bearers and the quick small brown guys with the slingshots (those are good early but not so much later in the game). It also continues to produce archers when the bullet shooting guys (Teppo Ashigairu?) are available. But it's true this is not a problem at all since Japanese CPU is surely strong enough an opponent already.

Quote
- less powerful bombs

I don't think this is strictly neccessary. You just need to build a second main building on time and place your buildings around the main building wisely and keep some troops there to defend (especially the slingshot guys). I think it's fine that if an attacker can make it to bring four shinobi with full EP next to the opponents main building that he can destroy it. Since controlling Shinobi is hard running such an attack takes quite some time you could otherwise spend on producing units and making upgrades, so by attacking Shinobi style you actually fall behind in other terms. And the probability that your Shinobi get destroyed during an attack is pretty high. You could make them a little bit more expensive, but that's all I'd change there.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: TotalNoob on 14 January 2012, 16:15:38
I agree with tomreyn. You just have to think also about defence not only attack. This makes game more interesting.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: titi on 17 January 2012, 23:39:56
Well maybe they are right. The bombing is not that easy and a fun detail.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Kiko on 21 January 2012, 11:54:36
My first post in the Glest forums, so Hi to everyone.

I just want to thank all of you who work hard on MegaGlest and GlestAE for a superb (and free!) game system. Also, Hagekura's Japanese Faction makes the whole thing absolutely awesome. If I'd paid for a commercial game and got that, I'd have been very happy with my purchase.

Looking around the forums I see some requests for feedback on mods, engines, testing,etc., so I'll try to help out where I can. I have some thoughts on MG and GAE with regard to the JapFac (but will post notes about engines in other threads). As you can probably tell, I love the JapFac . Here are some of my thoughts as a Glest newbie;
In case anyone else new to Glest and the JapFac mod reads this, you absolutely must try it with the Great Wall map and the Bamboo Forest tileset – it's just amazing. The visuals, music and sound effects work together to suck your imagination into the whole era. Plus, as the resources are scattered, it demands exploration (go Shinobi!) and strategic resource management.

Many thanks again to all!
Title: Japanese Faction mod + GAE (hopefully!)
Post by: Kiko on 21 January 2012, 21:28:06
I've hacked around in the JapFac to try and get it to run under GAE, with some pointers from Omega at this post (https://forum.megaglest.org/index.php?topic=7786.msg79896#msg79896). However, all I've done so far is break it – understandably. If anyone has the time and inclination to offer some advice on the following error output I'd be grateful.

I can see that there are Float values which should be Int; I read about that in the engine differences wiki page. One that's confusing though is the missing tga image file;

Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
   PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga

That image isn't in the original JapFac download, and a file scan on my GAE and MG folders says it doesn't exist anywhere. Maybe I'm just tired and dumb, or maybe the error isn't what it appears to be..?

EDIT: I've just searched inside all Japanese mod files, and it's the .g3d files which contain references to muzzleflash.tga – am I seeing the load errors because some of the animations aren't now loading? Is the image inside one or more animation files..?

The ParticleSystem file load errors don't make sense, as the particle XML files are there as before. I haven't deleted any files at all, just modified the XML for the units to remove multiple animations where they existed and leaving just one.

Glest is certainly an amazing system, as I'm already seeing from the XML code.

Glest Advanced Engine: Error log file.
Code: [Select]
XML Error in techs/japanese/factions/japanese/units/barrack/barrack.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/barrack/../daimyo_yashiki/sakura_particles_daimyo.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/barrack
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/buddhist_temple/buddhist_temple.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/buddhist_temple/sakura_particles_temple.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/buddhist_temple
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/daimyo_yashiki/daimyo_yashiki.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/daimyo_yashiki/sakura_particles_daimyo.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/daimyo_yashiki
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/european_trader/european_trader.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/european_trader/../daimyo_yashiki/sakura_particles_daimyo.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/european_trader
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/ikki_mob/ikki_mob.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/ikki_mob/sakura_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/ikki_mob
Error converting from string to int (base = 10), found: 0.3
XML Error in techs/japanese/factions/japanese/units/medical_priest/medical_priest.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/medical_priest/heal_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/medical_priest
Error converting from string to int (base = 10), found: 0.1
XML Error in techs/japanese/factions/japanese/units/nagae_ashigaru/nagae_ashigaru.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/nagae_ashigaru/sakura_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/nagae_ashigaru
Error converting from string to int (base = 10), found: 0.3
XML Error in techs/japanese/factions/japanese/units/peasant/peasant.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/peasant/sakura_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/peasant
Error converting from string to int (base = 10), found: 0.3
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
XML Error in techs/japanese/factions/japanese/units/watchtower/watchtower.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/watchtower/sakura_particles_watchtower.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/watchtower
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/worker/worker.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/worker/sakura_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/worker
Error converting from string to int (base = 10), found: 0.3
XML Error in techs/japanese/factions/japanese/units/yagura/yagura.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/yagura/sakura_particles_watchtower.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/yagura
Error converting from string to int (base = 10), found: 0.6

Edit by Omega: Added [code] tags
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Omega on 22 January 2012, 03:43:45
Most of these are pretty easy. For the particle issues, it's because GAE requires that particle emission is an integer (that is, no decimals), while MegaGlest uses a float (decimals allowed). Replace those numbers with the lowest possible GAE alternative, 1, to fix that problem. Naturally, some of the particles may seem a bit fast because of that, but until GAE supports a float for emission rate, it's the best that can be done.

As for the PhsyFS errors, they are telling that the file either does not exist or could not be read correctly. Tom reported the file was missing a bit back, but it shouldn't be a fatal error in either engine (GAE replaces missing textures with a beautiful purple poka-dotted texture). While they are errors, they shouldn't cause a crash, and can be ignored once the first problem above is solved. If the error really bother you, you could, of course, create a blank texture of the same name in that folder, but it's not necessary. Not sure what the texture was for, but most likely isn't really seen, as nobody noticed until Tom pointed it out.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Kiko on 22 January 2012, 04:18:49
Most of these are pretty easy ... Replace those numbers with the lowest possible GAE alternative, 1, to fix that problem. Naturally, some of the particles may seem a bit fast because of that, but until GAE supports a float for emission rate, it's the best that can be done.

That'll do fine as long as I can save my games, Omega. It's ok with the particles off, although I find things like the Japanese Warrior Monks carrying torches kind of cool.

Quote
As for the PhsyFS errors, they are telling that the file either does not exist or could not be read correctly ... Not sure what the texture was for, but most likely isn't really seen, as nobody noticed until Tom pointed it out.

I'll try substituting another file and see what happens. Cheers for the help, oh, and for editing my post and using code tags (which I'll remember to do from now on).



Happy, happy, joy, joy! I've got the JapFac loading fine in GAE. The particle emission being a float value was the main problem as Omega said, along with multiple animations. So...

I want to test the animations to be sure I've left 'the most appropriate' ones in (where there were multiples for MG). Then all I'll need to do is upload the zipped folders containing the XML files to these forums. I don't see how to do that yet, so I may need moderator permission..?

I'm so chuffed with this, as GAE runs much smoother on my old-ish machine, and also is great for saving single-player games. Once I'm sure this plays ok without crashing, I'll tackle the Ming mod (so cool to be able to train the peasants in kung-fu and have them fight back).

Would a moderator care to tell me what's best to do regarding an upload? Thanks.

Edit by Omega: Merged double post
Title: Faction merging
Post by: Kiko on 22 January 2012, 06:17:16
I don't think this is too off topic... Maybe I did something wrong, but someone suggested merging the Japanese and Ming techs in MG by copying one into the other's folder. I did this various ways (spent a bit of time playing around) and all I got was CTD. I don't see any instructions for newbies on merging factions easily – are there any..?
Title: Re: Faction merging
Post by: Zoythrus on 22 January 2012, 06:20:59
I don't think this is too off topic... Maybe I did something wrong, but someone suggested merging the Japanese and Ming techs in MG by copying one into the other's folder. I did this various ways (spent a bit of time playing around) and all I got was CTD. I don't see any instructions for newbies on merging factions easily – are there any..?

well, first, this is off topic. if you're not going to chat about the topic, create a new one. second, i'd think that Hage is going to combine them eventually. when it comes to merging them, just follow the error messages (it may take you a while)
-Zoy
Title: Re: Faction merging
Post by: Psychedelic_hands on 22 January 2012, 06:29:22

OFF-TOPIC:
(click to show/hide)
Title: Re: Faction merging
Post by: Hagekura on 22 January 2012, 06:49:12

OFF-TOPIC:
(click to show/hide)
Ditto OFF-TOPIC:
(click to show/hide)
Title: Re: Faction merging
Post by: Kiko on 22 January 2012, 06:56:50
Yeah I made JP faction works both for GAE and MG before, but currently MG has some very important unique features that I think important, so I'm making the faction specialty for MG for now.

I just got the JapFac working again for GAE Hage, and posted a question about uploading it here (https://forum.megaglest.org/index.php?topic=6103.msg79921#msg79921).

Many thanks for your help!
Title: Re: Faction merging
Post by: Zoythrus on 22 January 2012, 07:05:53

OFF-TOPIC:
(click to show/hide)
Ditto OFF-TOPIC:
(click to show/hide)
Fixed*
Title: Re: Faction merging
Post by: Psychedelic_hands on 22 January 2012, 07:12:40

OFF-TOPIC:
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Ditto OFF-TOPIC:
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More off-topic ;)
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Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Omega on 22 January 2012, 07:14:57
I want to test the animations to be sure I've left 'the most appropriate' ones in (where there were multiples for MG). Then all I'll need to do is upload the zipped folders containing the XML files to these forums. I don't see how to do that yet, so I may need moderator permission..?

Would a moderator care to tell me what's best to do regarding an upload? Thanks.
To upload, use a site such as Mediafire (http://mediafire.com) to host the file. Also, we recommend using a format such as 7zip to compress the files instead of zip (works the same way, but far smaller filesize, making faster uploading and downloading). The 7zip (http://7zip.org) program can do that on windows. I'd also recommend you use the addons format of folder structure. Together, these two factors would ensure the mod could be used as an addon in GAE without needing to extract it.

More information:
Title: Japanese Faction now works with GAE
Post by: Kiko on 22 January 2012, 07:52:23
To upload, use a site such as Mediafire (http://mediafire.com) to host the file. Also, we recommend using a format such as 7zip to compress the files instead of zip (works the same way, but far smaller filesize, making faster uploading and downloading). The 7zip (http://7zip.org) program can do that on windows. I'd also recommend you use the addons format of folder structure. Together, these two factors would ensure the mod could be used as an addon in GAE without needing to extract it.

I use 7zip, so no worries there. As to folder structure, I meant that I'd just copy the faction folder then remove everything but the XML files before zipping it. I've never used Mediafire before but will look into it now. Cheers.



Edit:

The mod is now updated, and I've created a download post here (https://forum.megaglest.org/index.php?topic=7987.msg80005#msg80005) (which is the one I'll modify if there are future updates)..

Omega showed how to set up max-unit-count using XML for GAE (https://forum.megaglest.org/index.php?topic=7786.msg79941#msg79941), so the mod behaves similarly to the MG version but with single unit animations (mostly attacks).

Edit: The Great Ming (Chinese) mod also now works on GAE as you can read in this thread (https://forum.megaglest.org/index.php?topic=7786.msg79930#msg79930).
Title: Re: Faction merging
Post by: Hagekura on 22 January 2012, 07:54:41
Yeah I made JP faction works both for GAE and MG before, but currently MG has some very important unique features that I think important, so I'm making the faction specialty for MG for now.

I just got the JapFac working again for GAE Hage, and posted a question about uploading it here (https://forum.megaglest.org/index.php?topic=6103.msg79921#msg79921).

Many thanks for your help!
Interesting. I'll check it out. Thx!

What features exactly? The new particle stuff and multiple animation stuff?... I haven't been keeping up with MG much, maybe I should start haha.
Yeah features like them. plus AI-behavior options, max-unitcount etc.
but If only GAE features max-unitcount and multiple animation, these two features, I'll start re-working for GAE.  (plus Desirably new particle stuff).


For collecting my grammer mistake. Brenton kun Katajikenai. :thumbup:


Can we, like, move this to the Japanese thread please? This has nothing to do with the Iroquois faction.
That would be wise.
Title: Re: Faction merging
Post by: Zoythrus on 22 January 2012, 16:35:40
@Hage, you're welcome.

@Omega, yes, can we migrate this little section over to the Japanese thread?

Omega: It haz been merged. Please try and keep it here in the first place.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 23 January 2012, 11:31:41
Once again, Nice to meet you kiko. and thanks a lot for your feedbacks on the mod and contribution for making GAE version of the mod. I've not tested it myself though, I'll try it sooner.

About your suggestion about add female units on japaanese, It's worth considering.
In sengoku period of japan, women were very active than today's most people imagine.
They committed in the society a lot and had equal rights as men. and Ladies in samurai family had to practice martial arts like Naginata-jyutu (http://en.wikipedia.org/wiki/Naginatajutsu). There were even several cases women joined the actual battles. Most famous example is the Tomoe Gozen (http://en.wikipedia.org/wiki/Tomoe_Gozen). also records show that Daimyo Ikeda Tsuneoki (http://en.wikipedia.org/wiki/Ikeda_Tsuneoki)'s Lady, Ikeda Sen led the Musketeer troop consisted of 200 Lady samurais.

Btw, please don't abbreviate "Japanese faction" to "JapFac". ;)
It's sounds like "F***ing Jap". :O :O

Edit by Omega: The video is quite unnecessary.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Kiko on 23 January 2012, 12:01:48
... Ladies in samurai family had to practice martial arts like Naginata-jyutu (http://en.wikipedia.org/wiki/Naginatajutsu).

Yeah, I remember reading about women training with naginata, but haven't researched women in battles. There seems to have been a lot more female input in past wars than most of us were taught at school, eh?

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Btw, please don't abbreviate "Japanese faction" to "JapFac". ;)  It's sounds like "F***ing Jap". :O :O

Heck, that didn't occur to me at all. I did think others might not know what I meant though, so have been using the full name since yesterday.



I've been playing GAE with the Japanese faction a lot, and realised when using headphones that the voice and sound quality is superb. If you have time Hage, could you tell me;
I learned some Chinese when training in Chigung, etc., and a little Japanese as well, but it became clear over time that Western speakers in general don't have a clue. (I stopped using Chinese in chigung classes as people were becoming too obsessed with the words rather than the practice).

And a quick LMFAO! I've been fighting with Linux all day to try and make GAE run faster on my ageing laptop, and so just saw the Jap video you posted. Don't mess, indeed. Films and fantasy are fun – always – but in real life, just don't ask!
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 24 January 2012, 03:01:30
I'm sorry, The vid was inappropriate indeed. :O The scene was one of my favorite scenes from the film by Kitano Takeshi. I'll be more careful in the future.  ;)

Kiko, The music track in the faction is from the site: http://soundarbour.sakura.ne.jp/
All of the voice files named hage_xxxxxx.wav are my own voices. others from: http://www.s-t-t.com/wwl/

Here is the list what they actually say in english:
Worker, Peasant:
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Ashigarus:
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Medical Priest:
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SAMURAI:
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SHINOBI:
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SWORDSMAN:
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Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Kiko on 24 January 2012, 05:47:44
I'm sorry, The vid was inappropriate indeed. :O The scene was one of my favorite scenes from the film by Kitano Takeshi. I'll be more careful in the future.  ;)

Heh; censored by Omega! Fair enough.

Hage, you did a really great job with the voice-overs. Well spoken, and expertly recorded with no 'faults' I can see. The sound link sites – thanks for those – are all in Japanese. Do any of the page links/controls offer English options? (I can't tell from the Kanji).

Thanks also for the language translations here. A fiend who plays online in the XBox 360 community recently said to me that a superbly programmed game with poor sound seems rubbish, while any game with great sound is hugely improved. I agree, and the sound quality in your mod is outstanding. (Sound in other mods is great too, of course, but I'm a bit biased here as I love the Samurai history and stories).

I also wonder, does 'kiko' have other meanings? I'm interested in how different languages came to be, and read that 'spiritual energy' is called by many words which have various meanings, eg;

spiritus (Latin) = breath, energy, soul (http://en.wikipedia.org/wiki/Spirit), etc
pneuma (Greek) = similar (hence 'pneumatic', meaning 'powered by air')
ruach (Hebrew) = similar meanings
chi (Chinese) = similar
ki (Japanese) = similar
etc...

The meaning changes – as you'll know – depending upon the context in which it's used, though in modern English we often don't have quite the same nuances any more. I think that's partly to do with the churches destroying awareness of subtle energy work over the past 1,500 years or so. Things like chigung/kiko existed all over the world once, but that type of energy exercise and healing empowers people, and the churches didn't want people to be self-empowered in olden days. Things are different now perhaps, as a vicar friend of mine says (she trained in Eastern style energy healing work). See what a game can bring up..?

And on that note (I know, mods – rather off topic!) 'higher spirit' or 'god spirit' is said to be rei-ki in Japanese, but can you provide a better translation to English Hage?

Edit: I've just loaded the animations into the 3D Viewer – great attention to detail Hage. Including an
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[url=http://www.kjartan.org/swordfaq/section02.html]Iai[/url] is very cool. I've seen Iaido (http://www.wordwebonline.com/search.pl?ww=6&w=Iaido) in the UK a few times, and their focus pulls the audience into the stillness. Wonderful stuff, and strangely (being that it involves swords) not at all violent.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 27 January 2012, 11:03:51
To be honest, kiko, when I saw your name at first time, It occured to me some girl's name, I didn't think of that Qigong = 気功(Kiko). :O because "kiko" is the name which several seen in japanese girl's names, like Princess Kiko (http://en.wikipedia.org/wiki/Kiko,_Princess_Akishino).

Literal translation of the 霊気(Rei-ki) in English is "Ghost Spirit". "霊(Rei)" = "Ghost".

I totally agree with your friend. Sound is very important factor in the computer games. Plainly speaking, most of the computer games today have only two-outputs, the visual and the sound. Sound is not just an accessory, but the vital part of computer games. So we have to give a lot of attention to sounds when creating computer games.
I choose all of the sound effects in JPfaction very carefully and made a lot of adjustments about the sound files such as removing noises, and if necessary, adjusted the sound volumes of them.

I'm glad you noticed the Iai animation. Yeah when I made JPunit's attacking animations, I refer to the demonstrations of the martial artists.
It's great you've seen the actual performance of Iaido. Your impression about it is so right. Practicing of the Iaido uses real swords, so unlike Kendo or other martial arts, Practicing of the Iaido was done by individually. They depend on practicing Katas (http://en.wikipedia.org/wiki/Kata), and suppose they are fighting with imaginary enemy. So Iaido training is the fighting with own self.
Iaido is the killing technique which developed through the actual battles, but it's ultimate goal is to win without fight. Legendary Sword-saint Tsukahara Bokuden (http://en.wikipedia.org/wiki/Tsukahara_Bokuden) also said winning without fight is the best.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Kiko on 27 January 2012, 14:12:55
To be honest, kiko, when I saw your name at first time, It occured to me some girl's name, I didn't think of that Qigong = 気功(Kiko). :O because "kiko" is the name which several seen in japanese girl's names, like Princess Kiko (http://en.wikipedia.org/wiki/Kiko,_Princess_Akishino).

I also used one of the default avatars which looked like someone's face hidden by a large hat, but then when I saw it animated it was a girl. Changed it to Mr. Butch Eye-patch!

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Literal translation of the 霊気(Rei-ki) in English is "Ghost Spirit". "霊(Rei)" = "Ghost".

Thanks. That's useful because most people I've known in the UK make a terrible mess of Chinese and Japanese. I even heard someone say that Rei-ki translated to Chinese is Lei-ki, because they can't pronounce the 'R'! Unbelievable. I lost touch with my teacher some years ago after moving a long way, but I'm fairly sure that reik-ki would be wu-chi, or something like that. Mind you, if rei-ki means ghost spirit, then Chinese may be gwai-chi..? I don't know.

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I choose all of the sound effects in JPfaction very carefully and made a lot of adjustments about the sound files such as removing noises, and if necessary, adjusted the sound volumes of them.

Well you did a great job. I notice that some other mods have superb sound, but one or two are let down by uneven volumes and background noise.

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I'm glad you noticed the Iai animation. Yeah when I made JPunit's attacking animations, I refer to the demonstrations of the martial artists.

Yeah, it shows. I notice the Tsubute even lets go of one sling strap properly when throwing. Lots of attention to detail.

I'm still thinking of doing a 'mini-mod' from it, with just villagers, swordsmen, etc. Even that's not as simple as I thought at first, as it needs planning for balanced battles and such. It'll keep me busy on cold nights though.  :)
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 7 February 2012, 06:04:35
Quote
Literal translation of the 霊気(Rei-ki) in English is "Ghost Spirit". "霊(Rei)" = "Ghost".

Thanks. That's useful because most people I've known in the UK make a terrible mess of Chinese and Japanese. I even heard someone say that Rei-ki translated to Chinese is Lei-ki, because they can't pronounce the 'R'! Unbelievable. I lost touch with my teacher some years ago after moving a long way, but I'm fairly sure that reik-ki would be wu-chi, or something like that. Mind you, if rei-ki means ghost spirit, then Chinese may be gwai-chi..? I don't know.
:O I can't blame them, since most of us can't distinct English and Irish and Scottish.

霊気(Rei-ki) is generally used for express something spiritual, supernatural auras and atomospheres.
I also don't know what will it be in Chinese. Even though we share many Chinese Characters, pronounce of them are often totally different between Japanese and Chinese.

I'm still thinking of doing a 'mini-mod' from it, with just villagers, swordsmen, etc. Even that's not as simple as I thought at first, as it needs planning for balanced battles and such. It'll keep me busy on cold nights though.  :)
I've added a link for the minimod in the first post of this thread.
I have a high expectation of your minimod project. Give it your all! :thumbup:
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: SnEptUne on 5 May 2012, 03:22:53
Is there any plan to add Japanese to the megaglest pack?
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Omega on 5 May 2012, 06:52:42
Is there any plan to add Japanese to the megaglest pack?
I don't know of any plans to do so, but am not sure how well the more historically accurate and gun-powder based Japanese faction would fit into the melee-dominated fantasy of the MegaPack, which is awfully bloated, as it is. I always imagined the Japanese becoming its own techtree, with the Ming faction, etc.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: victorj on 5 May 2012, 08:45:03
Japanese is a faction that makes really cool megaglest more serious a historical game, this faction resembles the Shogun - Total War I still dream about techtrees historical, as in the epoch of the Roman Republic and Roman Empire, with factions like the Persians, Spartans... (Rome Total War) someone willing to bring a project like this to megaglest?
It could have techtrees historicante based the MG package again bring a lot of work.
I quoted the total war game because the game here and he really like his style of play, mainly I quoted the above because I like the history of Rome.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 5 May 2012, 12:43:17
From the beginning, I made this faction compatible with magitech/megapack techtrees. This faction doesn't use unique resources,attack and armor types that don't included in magitech/megapack.

So my plan is that I will complete this faction to some extent first, then I hope merge this faction with megapack. To accommodate the faction with megapack, I may add some degree of fantasic units like air units.
then I will recreate whole new historical factions techtree with unique features.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: victorj on 5 May 2012, 13:02:11
From the beginning, I made this faction compatible with magitech/megapack techtrees. This faction doesn't use unique resources,attack and armor types that don't included in magitech/megapack.

So my plan is that I will complete this faction to some extent first, then I hope merge this faction with megapack. To accommodate the faction with megapack, I may add some degree of fantasic units like air units.
then I will recreate whole new historical factions techtree with unique features.

Hagekura I do not think it's a good idea to do this. Keep it historically please! consider creating new factions to hand in to change because otherwise it will not cease to be a historical faction, even if I have plans for you to make a techtree between the time of the Sengoku Jidai, "Warring States" period of mid-fifteenth century and the beginning the seventeenth century. would be very cool! my wish and that thou mayest more factions to historical megaglest;) read my post in vbros pack and you'll understand.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Pizza90 on 5 May 2012, 15:51:59
I think that the fact that japanese doesnt have an air unit is not so bad, i mean if it's well balanced i dont see the problem of not having air units (tech have weak air units and almost never used), maybe a good antiair would be enough to balanced the lack of air units. If there is  mod that deserve to stay in the megapack it's the Japanese in my opinion!
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: ElimiNator on 5 May 2012, 16:28:52
I think that the fact that japanese doesnt have an air unit is not so bad, i mean if it's well balanced i dont see the problem of not having air units (tech have weak air units and almost never used), maybe a good antiair would be enough to balanced the lack of air units. If there is  mod that deserve to stay in the megapack it's the Japanese in my opinion!

Once more I don't know how the guns/cannons would look along side old age stuff.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Pizza90 on 5 May 2012, 17:23:03
Well we are talking about guns/cannons that use gunpowder..tech could use gunpowder too! I mean i could understand if there were futuristic things, but there aren't!
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 5 May 2012, 21:34:35
I agree to Pizza. Tech faction has Airship with rocket launcher, besides mech and ornithopter. All those machines are far more advanced than guns and cannons.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Ishmaru on 6 May 2012, 02:45:34
What if there were two versions of japaneese faction, one is the current historical accurate version, and a fantasy based version for megapack?

After all japaneese faction is much more complex then the me megapack factions anyways.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 6 May 2012, 03:30:03
What if there were two versions of japaneese faction, one is the current historical accurate version, and a fantasy based version for megapack?

After all japaneese faction is much more complex then the me megapack factions anyways.
Yeah that plan is close to what I have in mind.

I will work on current version some more, like add some more units - It may includes air units - and do polishing and finish current japanese version, then I hope titi and mg team accept to merge JP faction into megapack. As I said before, current japanese faction has been built based on magitech/megapack. So I wish when current version is finished, go to merge with megapack.

After that, I will start rework with completely new japanese version. it will include own unique resources, attack and armor types, and it's own gameplay balance freed from restriction of magitech/megapack.

Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Ishmaru on 7 May 2012, 01:40:49
I'm just curious, what kind of air units would you make?
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Pizza90 on 7 May 2012, 22:33:36
Hagekura i noticed (since time ago but just recently i noticed even more and decided to mention it) that the Japanese faction is more resource needing than the other factions (especially comparated to the megapack factions). Now i ask you, have you ever thought about (if there is a way) finding  way to make the faction less resource requiring? I am using a "normal" laptop to play (ubuntu 10.04 32 bit,3gb of ram with an ati raedon HD 3200) and especially with many players (more than 4) the game becomes a little slow , sometimes it's not a problem, sometime it become really a problem, (with 8 players it just crashed to me). I pointed out this thing because if in the future the japanaese version will be included in the megapack it may happen one of these two things:

1) The whole minimum requirements for the whole game would increase (which is not good imo)
2) The japanese faction will be more resource requiring than the rest of megapack so players might avoid playing it because of lags (especilly player with a lower hardware).

Now i am not saying that you should remove effects etc. dont do that! They are good! But i think it would be good to have an option (but this will be decided later when the faction will go in the megapack) to remove nice (but resource needing) effects.

So if someone has ideas about this thing i pointed out well just write it! :)
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 1 June 2012, 09:34:34
I'm just curious, what kind of air units would you make?
Well I'm thinking Tengu (http://en.wikipedia.org/wiki/Tengu) as a candidate for the air unit.
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[URL=http://imageshack.us/photo/my-images/705/tenguw.png/][IMG]http://img705.imageshack.us/img705/4277/tenguw.th.png[/img][/URL]大天狗(Daitengu, Otengu)

Hagekura i noticed (since time ago but just recently i noticed even more and decided to mention it) that the Japanese faction is more resource needing than the other factions (especially comparated to the megapack factions).
Indeed. :( In the next update I'll reform the folder structure of the faction, so that many duplicated files (Like image files and some particles xml files) can be combed out. Currently image files are scattered in the each units folder, so by doing this loading speed of the faction could be reduced a bit.

But to solve the fundamental problem, maybe I must remove some animations and simplify some too heavy models(like cannon, samurai). Arrivederci!

Btw recently I bought a scanner, so I want to show you some rough concept drawings I made alongside of making the mod. :O
(click to show/hide)

Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: titi on 1 June 2012, 16:53:26
wow nice! I cannot really paint :(

I once was a bit concerned about the cannons power in the japanese mod and I still think they are too strong.
We played so many games now coop vs cpu and humans and all the games now end in the same way, mass production of cannons :( .
I have no real suggestion how to change it, but I think there should be changed something.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 1 June 2012, 19:55:41
Danke herr. The balance problem about the cannon is worth considering.
I assume that the firing rate of the cannon is the problem.
I will change the cannon's spec and make it requires EP to shot. It could be damp down the effectivity of the cannon.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Tyrannosaurus on 2 June 2012, 22:38:44
Wow, this is probably the best faction I've ever seen designed for Glest. It certainly has much more depth and historical accuracy than most Glest mods. Well done!
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Pizza90 on 2 June 2012, 23:20:13
Hagekura i think the animations are ok and also the detailed models are nice ( love the samurai btw :D ) i think you could try to texture a model with compressed textures, losing like 15 or 20% of the original quality should be acceptable i think (however you can see if the result sucks just dont replace the model with normal textures with the one with compressed ones) it would be a large work i think but i think: compressed textures=lighter faction=less data to be sent and received=less lag (if i a wrong tell me it!).

And again i think tht having the possibility to switch on and off the units effects would be nice so (like we do now with the rain effect) people with good hardware can keep them and those with a not so good hardware can disable them :)
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 3 June 2012, 05:08:01
Thank you Tyranno.

Scusi Pizza, Compressed Textures, Like PNG or JPG instead of TGA format?
Certainly it will save a lot of disk spaces and I don't concern about losing some qualities of textures by doing this, but I wonder how actually effective is it for reduce in-game lags, since I'm not expert about game engines. I want to hear the insight about this matter from developers of the folks.
Also as far as I know, particle effects can't be toggled on and off by mod side. It's a function of the application side, I think. Grazie!

Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Omega on 3 June 2012, 10:04:06
Hagekura i think the animations are ok and also the detailed models are nice ( love the samurai btw :D ) i think you could try to texture a model with compressed textures, losing like 15 or 20% of the original quality should be acceptable i think (however you can see if the result sucks just dont replace the model with normal textures with the one with compressed ones) it would be a large work i think but i think: compressed textures=lighter faction=less data to be sent and received=less lag (if i a wrong tell me it!).
You really won't get any performance boost. Generally, having to load more textures will use a bit more RAM, but won't affect FPS. However, it's noteworthy that PNG does NOT lose quality with its compression. It's to my understanding, however, that once loaded into the game, PNG and TGA images have roughly the same memory impact. It's only outside of the game that there'd be a difference in filesize. However, as mods are generally compressed, and PNG is already compressed, and thus TGA can actually end up being slightly smaller when downloading. With that being said, I'd still recommend the use of PNG over TGA for textures simply because it's better supported by programs and the file could be uploaded online without requiring conversion. Not to mention outside of an archive, as is the case when working on a mod, you'll have a smaller file size. Not worth going through the trouble of converting existing textures, but noteworthy for future models.

On a side note, though, JPG should NEVER be used in a Glest mod, as it cannot store alpha (and consequentially, team colour) as well as has lossy compression. This means that data is lost to reduce the filesize, and EVERY time you save the file, more will be lost. This is generally seen as blurred blocks and colour aberration on the image. It may not be noticeable on the first save, but textures in mods are generally improved many times, so the compression artifacts stockpile on each other. As well, since most Glest mods are distributed under CC-BY-SA (or similar), we can expect others may want to derive from our textures in the future, in which case it's best to have the image available exactly as intended, untarnished by degradation. The minor reduction in filesize isn't worth it.

On another side note, when using PNG, if you want to really squeeze out the minimum filesize, consider running the image through a third-party compression utility such as PNGauntlet, which may take a fair bit of time, but can really squeeze out some serious compression on PNG files without loosing any quality.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Pizza90 on 3 June 2012, 11:53:25
Prego :) Hagekura i meant what Omega said in the last part of his message. Compressing the textures used (before to apply them) through an online tool (just google "png compressor" ) or a software (there are opensource programs too for linux and windows i think).  You lose some quality but images gets lighter!

@Omega: i think that only in GAE the mods are compressed or am i wrong? In Megaglest the factions are not stored in a zipped folder!

Arrivederci! :)
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Ishmaru on 3 June 2012, 17:57:32
Mods from MG mod menu are 7z archives.

Hagekura: How many keyframes do u use on average? Maybe that has a bit of weight to it?

And great concept art BTW!
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 4 June 2012, 01:49:22
Thank you for the Information Omega. The PNGGauntlet sounds very good tool. :thumbup: I will use it.

Pizza, as Ishmaru says, Mods downloaded by MG are 7-zipped, so using tga format won't suffer receiving the archive from the server. and think of that most of today's computers have hundreds of gigabytes of disk spaces, The sizes of TGA textures won't be so serious problem even after an extract, IMO. Even though I'm taking care about my mod's texture sizes.
Anyway, to sum up the opinions about texture format in the forum, It seems PNG has advantages over TGA. so I will try to convert my mod's textures into PNG format. Stammi bene! :)

Mods from MG mod menu are 7z archives.

Hagekura: How many keyframes do u use on average? Maybe that has a bit of weight to it?

And great concept art BTW!
Thank you!
In general I use a small amount of keyframes in my unit models. For a walking animation, I use only 4 keyframes, and about 10 to 20 or less keyframes for attacking/dying animations.
But I think having many keyframes won't  be a serious impact for in-game frame rate.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Ishmaru on 5 June 2012, 13:52:51
Thank you!
In general I use a small amount of keyframes in my unit models. For a walking animation, I use only 4 keyframes, and about 10 to 20 or less keyframes for attacking/dying animations.
But I think having many keyframes won't  be a serious impact for in-game frame rate.

Wow only 4 keyframes?, I thought you needed at least 10 for it to look good. Since yours is on the low end it probably wont make a difference, Most of my animations are between 20 - 40 keyframes (so the animation is smooth) so it becomes more noticeable in larger amounts.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: ultifd on 12 October 2012, 04:29:22
So, after playing Okami I found a trailer of a PS Vita game and then, well...  ::)
http://www.youtube.com/watch?v=3uDslBYKzrg
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 12 October 2012, 06:16:50
Hi ultifd It's good to see you again!

So, after playing Okami I found a trailer of a PS Vita game and then, well...  ::)
http://www.youtube.com/watch?v=3uDslBYKzrg
As I recall, Me also have heard the song before. :O
In fact the song is the one created by Japanese amateur composer Hamaya. maybe he provided the dev team the song.
Hamaya's site: SHW free music http://shw.in/ (http://shw.in/)

btw Okami had quite am impressive soundtracks. I remember. My favorite bgm are "The sun rises" and "Ryoshima Plains".
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Pizza90 on 22 June 2013, 17:20:24
Any update Hagekura?I hope you didnt stop working on this faction!:)
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: titi_son on 22 June 2013, 21:56:17
I also found some bugs which you could fix :)

if i start Japanese i get this:

Code: [Select]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/taketaba_gunner/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 10 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/taketaba_gunner/../castle/models/taketaba_teppo_death.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuseridle.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebusermove.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebusermove.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 1 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/taketaba_teppo_morph.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuser_deathb.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuserdeath.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuserb_deathc.g3d]

So i think muzzleflash.tga is missing. Maybe its the muzzleflash.tga in the teppo_ashigaru Unit.
I can play normally but i think you should fix this.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 24 June 2013, 11:22:01
First, I want to apologize that I have long-time derelicted this mod and away from this forum.

Pizza, I had continued working on the mod, but since the Earthquake and Accident of the nuclear plant, many things have been changing in this country.
Do you remember that I told making this mod is a hobby purpose for me? well, I have my life and I can't expense my life for my hobby. Perhaps this is the limitation of the independent project.   :-\

I feel sorry for people who have been waited completion of this mod. especially for megaglest team members they supported me so much. But I'm thankful for all of you remembered about this mod. I hope someday I can have room to breathe to continue working on this mod again.

>>PT
The muzzleflash texture problem is already solved in my current working version.
I will upload the new one sooner or later, but due to my condition I have stated above, I can't do this now.
Please wait. Thanx.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Pizza90 on 24 June 2013, 21:26:19
Hey Hagekura i am glad you are still active :)

I hope you and your family are fine, i hope i didn't sound pretending with the earlier post, i just hoped the development was still active ;)
Title: Progress
Post by: Hagekura on 11 January 2015, 14:02:18
The modding process was suspended for the past few years, mainly due to my bread-and-butter issues and a decrease in motivation.
Still, I made several changes and Improvements in the mod and hopefully I may be able to upload a new version of this mod.
Which will includes improved particle effects, animations and sound effects, gameplay fixes, and two new units:
Houroku Thrower (A guy with a throwing explosive shell).
(https://dl.dropboxusercontent.com/u/28217581/HourokuThrower01s.png) (https://dl.dropboxusercontent.com/u/28217581/HourokuThrower01.png)(https://dl.dropboxusercontent.com/u/28217581/HourokuThrower02s.png) (https://dl.dropboxusercontent.com/u/28217581/HourokuThrower02.png)
and

Wakiyari (Samurai retainer spearman, Squire of a Samurai).
(https://dl.dropboxusercontent.com/u/28217581/Wakiyari01s.png) (https://dl.dropboxusercontent.com/u/28217581/Wakiyari01.png)(https://dl.dropboxusercontent.com/u/28217581/Wakiyari02s.png) (https://dl.dropboxusercontent.com/u/28217581/Wakiyari02.png)

I can't tell the exact time when I will be able to upload the new one, since I don't want to make an empty promise, but I will upload it before too long.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: wciow on 11 January 2015, 16:46:25
Good stuff Hagekura, nice to see this faction is still being developed  :thumbup:
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Carl the Great on 12 January 2015, 00:24:32
Hagekura-san, I have to say, this mod is great (quality and all).

I have some questions:
Are the Houroku throwers will have the same damage as the bombs the Shinobi currently has? You forgot to put the upgrade requirement for the bomb command in Shinobi.
Does the morphing system (Nagae>Samurai, precisely) change in the next version?
Why does this mod have the "gu" character all over the place? It's a counter for armor, they used various crests in the period.

And the for the sound, I am aware of that: Tsubute have the Yumi Ashigaru sounds, some Ikki/Shinobi voices have unusual bass, a few I know.

I hope the next release is better than the current one. Ganbare!
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 12 January 2015, 07:15:57
Good stuff Hagekura, nice to see this faction is still being developed  :thumbup:
Thank you wciow! :thumbup:


Hallo Carl the Great san.

About your questions,
 
Are the Houroku throwers will have the same damage as the bombs the Shinobi currently has? You forgot to put the upgrade requirement for the bomb command in Shinobi.
The houroku throwers will have fairly-low damages than the shinobi's bomb.
And from the beginning, I've never planned to put an upgrade-requirement for shinobi's bomb command,but since balancing about shinobi's bomb power is often comes up for discussion, I'll consider to put certain upgrade which allows shinobi to use the bomb.

Does the morphing system (Nagae>Samurai, precisely) change in the next version?
Why does this mod have the "gu" character all over the place? It's a counter for armor, they used various crests in the period.
Nagae can be morph/promote to Wakiyari instead of Samurai in the next version.
The "gu" character simply comes from the initial of the "Guresuto", japanese pronounce of Glest.
It ocured me to use the real symbols of Daimyos and samurais of the time, but I didn't want to call up players the specific clan of actual sengoku clans. So in this mod, the faction is a generic Japanese "Glest" clan.

And the for the sound, I am aware of that: Tsubute have the Yumi Ashigaru sounds, some Ikki/Shinobi voices have unusual bass, a few I know.
I haven't made a voices for tsubute, so I used Yumi Ashigaru's instead.
Most of voices used in this mod are my own voices, but I'm an amateur, I myself unsatisfied with their current qualities. Maybe I'll retake the voices, though It'll be quite a chore.

I hope the next release is better than the current one. Ganbare!
Arigato gozaimasu. Ganbarimasu! :thumbup:

Regards,
Hagekura
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: titi on 12 January 2015, 11:00:30
Just as a hint: The boost system of 3.9.1 was not working as expected. This is fixed in current git version ( and in beta2 too ) . You maybe need to rebalance some things... :)

and welcome back Hagekura!
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: atze on 12 January 2015, 18:30:39
 Hagekura that sounds almost too good to be true. ;D  The head-bangers, if that is true.  :thumbup: :D
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 13 January 2015, 10:55:08
Just as a hint: The boost system of 3.9.1 was not working as expected. This is fixed in current git version ( and in beta2 too ) . You maybe need to rebalance some things... :)

and welcome back Hagekura!
Danke Herr! ;D

I'm trying to take advantages of new MG features to the mod, but a long time has elapsed since I left modding, so It'll take a while to catch up.

I have glanced around the updated MG features, It seems a lot of attractive features had benn added to the newest MG! There are sufficient for get me motivated and continue modding work. My hat's off to you for your brilliant job!

As for now, The camera shaking feature is what makes me fascinating about. I have tried to attach camera shake for Teppo Ashigaru and Cannon's attack skills, and It worked very finely! Thanks go out to titi_son for adding this feature! :thumbup:

Hagekura that sounds almost too good to be true. ;D  The head-bangers, if that is true.  :thumbup: :D
Hi atze, How have you been?
The next update of the JPfaction, It won't be so flashy since I couldn't work on it for years, but It'll surely be better than the previous one, I'm certain of it. :)
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: tomreyn on 10 June 2015, 08:31:54
I, and surely almost everyone else around here, am very much looking forward to it. :)
The Japanese are still one of my preferred mods (next to Ishmaru's stand-alone games and Atzes' "Prax" - though I haven't actually tried Titi's latest mod, yet).
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 22 June 2015, 21:23:15
Thanks. I'm sorry about not being able to update it soon.
Recently, My PC faced an serious error and I had to reinstall the OS (Curse windows!). Although I have backed-up most of mod datas, My developing environment was wiped out by this event. I got pretty much discouraged. but I hope to continue the development, as long as there is someone waiting for this mod.

I have recorded new voice samples for units. as I wrote in past, I'll replace most of Units voices with new ones.
Here are some samples:
(click to show/hide)

They are not polished yet, I'll edit them and use them in next update.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: titi on 23 June 2015, 16:54:55
Nice new sounds! You should ask a neighbor or friends to get different voices. I did this and it was very useful. Just write on a paper what they have to say and then record them. its done in 2 minutes for them and you get good results :D.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: kagu on 23 June 2015, 16:57:49
Nice sounds. One thing that "I don't like" (I can't find a softer word) in this faction is sounds in building selection, they were bit loud, I hope you fix them.

Thanks.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: filux on 23 June 2015, 17:06:46
...as long as there is someone waiting for this mod....
I am also waiting. Even better japanese mod = :thumbup: :).

...Recently, My PC faced an serious error and I had to reinstall the OS (Curse windows!). Although I have backed-up most of mod datas...
git repository is recommended against data loss  ;)
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Ishmaru on 24 June 2015, 22:16:01
LookING forward to seeing updates to this awesome mod!
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Carl the Great on 25 June 2015, 03:54:14
Liked the "Namu amida butsu" sound. Reminds me of the narrator saying that in the drama series "Hissatsu Shiokinin".
You already released the Spanish sound effects, are those going to be in the Spanish units (priest and musketeer) in the future? What would they look like, aren't they like those Portuguese musketeers in Total War: Shogun 2? Will the musketeers have a secondary melee attack?

I'm still waiting for this mod's next release. Do you have any more screenshots of new units, anything? Much appreciated to see them.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 26 June 2015, 15:30:05
Nice new sounds! You should ask a neighbor or friends to get different voices. I did this and it was very useful. Just write on a paper what they have to say and then record them. its done in 2 minutes for them and you get good results :D.
Vielen Dank! I'd like to do so, but It's hard coz my japanese friends tends to shy, and If I ask them volunteer their voice for mod, I'll be assumed as freaky gamer geek. 99% of Japanese even never know what the "Modding" is. I've never telled about this mod to my family or friends or anyone around I. though this Idea is worth for considering, even if I take that risk.

Nice sounds. One thing that "I don't like" (I can't find a softer word) in this faction is sounds in building selection, they were bit loud, I hope you fix them.

Thanks.
A great advice. I'll tone down them in next release. Thx.

...as long as there is someone waiting for this mod....
I am also waiting. Even better japanese mod = :thumbup: :).

...Recently, My PC faced an serious error and I had to reinstall the OS (Curse windows!). Although I have backed-up most of mod datas...
git repository is recommended against data loss  ;)
Thanks bro. may github save the datas, but couldn't save developing enviroments includes many softwares (ex. I mainly use Photoshop, Blender, Notepad++, Soundengine, and many others, ofcourse MegaGlest itself). I'm trying to recover them, but settings of these softwares I tuned also vanished with crush of the PC. It'll be quite a chore to put them back in place... :(
LookING forward to seeing updates to this awesome mod!
:thumbup:
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Hagekura on 26 June 2015, 15:50:30
Liked the "Namu amida butsu" sound. Reminds me of the narrator saying that in the drama series "Hissatsu Shiokinin".
You already released the Spanish sound effects, are those going to be in the Spanish units (priest and musketeer) in the future? What would they look like, aren't they like those Portuguese musketeers in Total War: Shogun 2? Will the musketeers have a secondary melee attack?

I'm still waiting for this mod's next release. Do you have any more screenshots of new units, anything? Much appreciated to see them.
I'm glad you like it. well, I've never imagined Hissatsu Shiokinin series is so fame, considering that you are not japanese. (Aren't you?) :O
Spanish troops are kinda "What if" units. There are no certain records in history that spanish send their catholic army corps to aid christian-friendly Daimyos, but I want to include some spanish units coz I'm a big fan of "Pike and Muskets" era European military history. I haven't played Shogun2 so I don't know what do they look like in there, for the time being I'm planning typical Conquistador style, with Morion helm and buff coat with cuirass.
The spanish musketeers won't have melee attack, since If I add them secondly melee attack ability, AI can't handle them.
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: titi_son on 26 June 2015, 17:40:46
I showed titi a week ago that beating two megas with him is not hard at all, after he lost several times with other people :D (with and against japanese of course ;) )

Looking forward to updates of course... I think Japanese is rank two on the list of mods i play most (after megapack).  :angel:
Title: Re: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)
Post by: Carl the Great on 26 June 2015, 18:24:46
This may help you: http://www.honga.net/totalwar/shogun2/unit.php?l=en&v=shogun2&f=otomo&u=Inf_Missile_Portuguese_Tercos
You never have to play Shogun 2 to look at this. They look Spanish to me, though.

The Hissatsu drama series had fame, even though I am neither Japanese or descended from one. Furthermore, the series was actually in the Edo period setting, not during the warring period.