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So this is completely unrelated to this mod but I figured I'd ask anyway - Anyone know what happened to that mod that was apparently going to be fixing the Alliance mod and the guy who was trying to do it?
Ah okkay, how do I get him? Do I require a specific planet? or Tech level?
Oh, okay. I don't seem to be able to see them in the recruitment bar, oh well :) nvm
Is it possible for Thrawn to return to the EotH? Will it be possible in 2.2? Also how would one add stormtroopers to the EotH roster?
Also, could it be possible to add storm troopers and praetors (in limited numbers) to the EotH?
So I think I've got it to work!
Great mod :D Love it!
I installed the file that added the SSDs and such, so yes I installed it without the standard version of the mod.
Yes I'm fairly sure I did.
Happy new year, any more news for us?
So I believe I've encountered a problem, was trying to bring in your new Star Destroyers and they crashed my game. When I tried to do so, they where also invisible. This being said, I believe I know the source of the problem, i.e. incompatibilities with the Balance and Flavor 3.1 submod. Is there any possibility have some how having this mod and that compatible with one another?
Looks like something out of Starcraft hehe
Fair enough haha
Also, for those struggling to launch the mod while using steam, try deleting the all the .dat and .idx files in the data/sound folder of the mod. Hope it works for you!
For those struggling to launch the mod while using steam, try deleting the all the .dat and .idx files in the data/sound folder of the mod. Hope it works for you!
I'll take that as a resounding no hehe
Sounds/Looks great, looking forward to see what you produce and will follow with enthusiasm!
Keep it up!
Looks bloody great, although I feel like the colors are a little too bright, perhaps darken them a little?
As they say on the TWC, it will be ready when its ready. Modding, especially on MTWII is a lengthy and difficult process, to some degree. Be patient, be supportive and perhaps, if you're really want to, learn a few things about modding your self and see if you can't help out! Who knows, it might be ready sooner that way :P
Did you upgrade your space tech?
Hey, SteinerSMG, what caused your return after so long? Its really great to see you back round these parts!
How would hard points for infantry work?
You almost got me excited, as soon as I saw that you guys added a new file I thought it might have been the new version hehe
Okay, okay you can stop playing a trick on us now, its okay, we all know you finished the YVAW months ago, you can release it now! Yay! :P ;)
Here's an idea, perhaps have colonial recruitment offices in major Imperial city's, or perhaps colonial outposts outside them where plays might recruit these colonial soldiers. These offices/outposts could perhaps be either tied to a specific faction or perhaps be independent, with the only way one might be able to recruit them/perhaps even any kind of foreign soldiers is by increasing ones reputation with said faction by carrying out missions, fighting for either side etc. The Last Days of the Third Age does something similar and I think this would be a really great way to ad some flavor into the game! If this idea where to be taken up, I'd also suggest perhaps adding them in as mercenaries at inn's, but perhaps limit their number to VERY, VERY, VERY few and have them cost an arm and a leg hehe :P
As it stands the above suggests that the Ainu wouldn't be separate factions and I kind of like this idea, starting from scratch and building a faction up from beyond nothing i.e. a few villages, farms etc. On this note, it would be good if one could choose to be an Ainu, ethnically/racially. When playing Gekoujo, I found it very immersion breaking that you where referred to as an outsider by the people you where trying to role play as.
This being said if you chose to add Ainu factions to the game, I'd like to see them be able to "modernize" as it where. I always disliked how the Ainu soldiers in Gekokujo where basically nothing in comparison to the other faction's soldiers. It would be great if we could see armours and weapons corresponding with this process, perhaps an adoption of Japanese Armour, or perhaps a combination of Ainu Armour and Japanese.
Beyond that, some extra roleplay options would be great with regards to the Ainu. Perhaps in order to unite the tribes, you would have to duel each tribe leader in a battle. After each battle, each chieftain would submit to your rule until all the tribes on Hokkaido where united under your banner.
I'd like to see Hokkaido expanded, personally.
This is something someone posted on the Gekokujo suggestions page which covers what I'd like to see more or less from the region:
"[...] it would be great if there were some way to create a simple fort with a village near Otasut and Niputay. 1257 AD gives you the ability to construct not only a regional manor from villages but also a castle from a village. Once you've built a manor house (not a regional manor) in your village, you can spend 45,000 or 50,000 denars to build a castle. It appears near your village, and your village is now attached to it. To compensate the castle or town that your village used to be attached to, another village appears. For game balance you can only build one such castle per game. Gekokujo could do the same, and let you pay the chiefs of Otasut and Niputay to have a simple Ainu fort (called a chasi) with a village near each of them, or maybe just one of them. The chasi would be a simple affair with some earthen mounds, wooden palisades, and a small moat. Not much, but it's a start. The chasi and their villages would be classified as belonging to the new Ainu culture in game terms, and would allow you to recruit Ainu units. However, these units should be able to level up like the Japanese units so that they can eventually be able to fight and not die instantly.
In another crazy idea, regional manors could have a sort of colonization scheme. In 1257AD, the regional manors have population numbers. The higher the number, the more people walk around in it, the more taxes they pay you (it's still not much) and the larger the manorial army you can raise. Manorial armies are raised by talking to the local constable and telling him to raise an army. It follows you around and fights on your side, and can be up to 200 or 300 men, I think, but you have to pay the extra upkeep costs or the army will disband or attack (never happened to me, since I always can pay). The manor's population can get up to about 1,050 before it levels off. Raising an army will drop both the manor's population and its prosperity. Both will recover over time at a rate determined by the manor's tax rate.
What I'm suggesting is some sort of system in which manors' populations, once they exceed 1,000, can be transferred to another fief you own to increase its prosperity and change its culture to the one of your manor. For example, if I had a manor of over 1,000 people near Otasut's castle's village, and I owned, say, the village on the southern tip of Ezo (Hakodate?), I could do a population transfer. The manor's population would drop to a very low number, Hakodate would see increased prosperity, and I could recruit Ainu units there instead of Japanese. However, there might be a battle against the enraged villagers first, and I'd take a relations hit with some of the Japanese factions and lords. On the flip side, you could do this to the Ainu villages, too, like some sort of proto-Kaitakushi. Or even just transfer people from your manor to your village or some other Japanese place you own to increase prosperity. And maybe if you did Ainu transfers to northern Japan, you could recruit Emishi horse archers and make Isonsangemat proud! Villages could cost 1,000 pop, castles 2,000, and towns 3,000 to convert cultures. Since you can only have one such regional manor per game, and since it takes a while to get the population back up, you couldn't do this too often. Like most of the other ideas for this submod, they're mostly for that bizarre kind of player with specific tastes, like me.
Proper Ainu faces and hair/beard styles would be nice, though they're acceptable now. Maybe there could be some Ainu woman faces with the tattooed mustaches, though I wouldn't be keen to court them. All Ainu units should have massive beards, and the Ezo bow should be a renamed short bow from Warband. A new set of arrows with their own quiver would be a nice touch but unnecessary. One of the Ezo outfits, the green one, is actually a lamellar coat. It could be renamed "Ezo Armor" and given appropriate stats, and a few similar outfits added. The emush and the warabite-to could be given new hilts and scabbards in the Ainu style."
I would have thought that the Captain would have been blue... I mean Captain Rex is blue after all, although I know that blue is also the color of the 501st so maybe that is just unique to Rex or something idk...?
So, just out of curiosity, is there a purpose to making all these models? I know, as you've said that none of this means you're picking up your previous mods and I understand that, but yeah, is something else in the works at the moment? Or is it more for fun?
What will the range/accuracy be like on these weapons?