Description

Version 4.7 offers much new content and improvements, focusing mainly on streamlining and updating the trait system, re-introducing several Yellow River ports and minor map alterations, creating a new unit for Lu Bu's faction, as well as fixing some bugs and other outstanding issues.

Preview
[OBSOLETE] RoTK v4.7 Update
Comments
Guest
Guest

Thank you for continuing work on this amazing mod, only gets better!

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Seether-ModDB Author
Seether-ModDB

It's a pleasure :D

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EsmeraldoG
EsmeraldoG

what is the next update going to be?
i really like the mod btw
maybe some hints?

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Seether-ModDB Author
Seether-ModDB

Not sure if there will be a next update; if there is, I have no idea when it could be released or what content would be involved. I’ve been updating this mod nonstop (essentially by myself) for about 3 years and am pretty burned out. Not to mention my job, family (new baby), building a new house, and just regular life stuff. 4.7 could very likely be the final update of this mod, but I guess we’ll have to see what the future holds.

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EsmeraldoG
EsmeraldoG

take a rest for awhile dude focus on your family and your new baby
You can comeback if you want and do the modding again you don't need to rush and i'm glad you spent 3 years for this we support you brother and i'm learning about modding games like this i'm still learning the basic and i will help you mark my word!

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Seether-ModDB Author
Seether-ModDB

Much thanks! As far as learning to mod this game, I was initially self-taught. But later I also had Gigantus, arguably the best M2TW modder ever, mentoring me. Total War Center has tons of tutorials, tools, and information on how to mod the game, so I suggest checking that out as well.

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bigmitsmac
bigmitsmac

i really enjoyed the unique units in these updates but before u guys are done with updates think we could get a few more, the rosters are pretty good now but they add some panache to the mod and it would be nice to have the clans be very defined in playstyle and tactics

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Seether-ModDB Author
Seether-ModDB

Definitely something to look into if there are more updates in the future, although certain files relating to units are currently at their functional limit.

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bigmitsmac
bigmitsmac

we really appreciate the work as ca failed the community recently with three kingdoms announced, we understand modding han solo is a grind with life we only plea for more updates because there so damn good. I was mainly thinking a few more units for some of the rosters that dont look maxed (nanman, xianbei, geregoryeo, shanyue) or possibly some missions for the lesser known factions. (Me teng attack chang'an, northern war with yuan and gongsun those kinda things). I can tell you most of the history and have basic mod understanding so if you need someone to help with the workload letme know

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Seether-ModDB Author
Seether-ModDB

The main issue with adding more units to rosters and adding more missions, is overloading the EDB and script files. Several updates ago I had to downsize both, as the former was causing consistent crashes every couple turns. Adding more units to rosters, and thus adding more lines to EDB, will definitely cause an issue with the mod's stability - possibly to the point where it is unplayable past a certain turn. With more missions, the script file is already pretty thick and the missions will make turns times take even longer. Trust me, there is a lot more I want to do with this mod, in regard to missions and units, but the engine limitations of Medieval 2 are something I have had to be conscious of (and even downgrade content) to keep the mod in a stable condition.

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dragonjv2
dragonjv2

Should there ever be a need for more unit slots, the han seem to have multiple versions of the same units, one for each major region, and while i appreciate that there were regional differences between soldiers, i would much rather have more unique units that pop out and define the faction.

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Seether-ModDB Author
Seether-ModDB

Well, that's where the problem arises with making rosters for civil wars. Despite having some minor regional cultural differences, from the research I've done the Chinese armies during the 3K period all fought with highly similar weapons, armors, tactics, and the like. As an aside, some regions were famed with better quality (bow, cavalry, horse-archer, etc.) troops than other regions. With that being the case, that is why this mod has all Han factions having the same roster (except for uniques), with regional bonuses assigned to different unit types and visual variations as well.

With this mod it is my attempt to stay as close to history as I can, although some fictional elements (pulled from the novel) have been added for flavor. As such, that is why Han rosters are pretty much the same, but with regional flavor. I feel that making factions "unique" by creating unique rosters full of, essentially, fantasy and/or made up units, just for the sake of "uniqueness" in rosters, is not the road I want to go down. I know some people don't like Shogun II because of the similarity in rosters, but what does one expect in a civil war? The armies had the same arms and armaments and fought in the same manner, with some daimyo using a bit different methods or favoring specific troops compositions than their rivals. Same goes for the 3K era and the various warlords that fought against each other for control.

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Seether-ModDB Author
Seether-ModDB

You installed v4.5 Full Install, then v4.6 Patch, then v4.7 Patch?

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