This member has provided no bio about themself...

Comment History
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ World of Vasnar

If I could have a few suggestions:
-maybe there should be a little bigger recruits pool (villages, cities and taverns)? I also saw that special troops are always recruited in packs of 3 or more units, but their recruitment pool is infinite if player have enough money, maybe make some forced time breaks between recruitments
-when faction take control of locations, foreign recruits there should change to their own, it is ease to change
-add advanced fire orders, easy to change
-don't know if you want to look into it, but I always see a late game problem, when lords are changing factions and they always have troops with them from long destroyed factions, I think they recruits should be adjusted to faction to which these lords belong now. It will be especially stupid, when vampyre lord will join the holy faction, fighting on its side with the undead in his own unit. Maybe vampyries should migrate only between theirs factions?
-add some sound effects to magic projectiles, now they mostly sound like basic throwing weapons
-add auxiliary feature, when player fell in battle takes control of one of his soldiers and heroes, this one feature really improves gameplay, limiting moments of passive observation,
-maybe firearms are little bit too fast and accurate

Good karma+3 votes
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ World of Vasnar

Thx, I have installed hotfix according to your instruction (after pbod) and now it seems to be fixed. But I saw that union armored pistolier doesn't have a horse and cloaks of kregan knights are glowing in the dark.

Good karma+1 vote
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ World of Vasnar

Yes, I have started as a king of vampyres and i I thought that some bugs might have something to do with it. Treasury my bad, I have forgotten that it is a part of diplomacy. As for other bugs I've checked that firearms proficiency is called magic, and magic "spells" proficiency still is called throwing. I am using mod with pbod and advanced formations, don't know if you can make something with it, but some troops mainly banner bearers after choosing formation for infantry (also in army of ai opponent) are standing outside and in front of formations, many meters ahead or on the flank in big distance to the main body of soldiers; in case of ai armies they sometimes charge alone.

Good karma+2 votes
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ World of Vasnar

Great mod, with interesting style. I would like to report the errors I noticed:

- female lords have bugged dialogue, plyer can't interact with them like with other lords, but only like if they were ladies to court; also cannot give them fiefs by minister dialogue,

- you can't leave minister dialogue, there is no button for it, it happens (leaving) only if you make action like fiefs giving,

- there is lacking option to access treasury

- witch hunter pistol seems to do not have texture (bright white)

Good karma+1 vote
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ Between Empires

Hi, You have done a great job! Absolutely great features! We haven't seen it before. I would like to share some of my thoughts with You:

- You definitely should add the bodysliding feature. It's one of the greatest features of all time. Especially in the gunpowder mods, where stray bullet can kill player instantly. It's not fun, to just sit and watch. And its great experience, to become one of your soldiers, with his equipment and stats.

- I don't know, how do You see it, but at least 2x or 3x size bigger parties would be more fun to play with, especially on this big global map, and big tactical maps. Or make your mod compatible with editors, or add special menu with options for this kind of adjustments.

- Please, don't make artillery overpowered. It shouldn't be as lethal as in reality, because we should not see so much guns in front of so few soldiers in reality, still many by M&B standards. It could completely ruin gameplay, just like it was in a few mods before.

- Add any improvement of AI You can get, on global and tactical map.

- Maybe new, civil "technologies", or laws, which only improve economy or diplomacy, or relations with locations/people/characters? Merged with some kind of rebellions features (like revolutions).

And about bugs I saw:

- Sometimes additional groups do not respond to orders, player has to order them to charge and after then they are reactive.
- I've not observed any artillery piece on my side, with or without allies, artillery officers were just running along with other soldiers.
- Sieges seems to be broken, always crashes after choosing "lead assault".

Keep rockin'!

Good karma+1 vote
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ Gekokujo - Daimyo Edition

Hi

First, thank You for your hard work of passion. I just wanted to notice one thing, that I have forgotten to tell you the last time, but I think its very important.

One feature to rule them all - body sliding. I personally found it the most needed in all total modifications and probably most brilliant of all features seen in all of the mods. There is some voices of silly critique about it (cause player seems to have infinite lives, but this always can be reversible option in mod), but its so fun way to get rid of most annoying thing in M&B series - boredom of waiting. Can You add this feature into the mod, please?

Good karma+1 vote
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ Rome At War

Hi

I want to indicate something in this brilliant mod of yours, that seems to need some additional work in my opinion. If I remember correctly, when the last time I was playing it there is no option to upgrade soldiers on higher tier in a field. I think it belittles value of training skill, and even value of soldiers, when some of them are only trash with no potential at all, easy to spent and replace. You should add one tier up to most soldiers (excluding only elites, maybe) like "veteran" status. If it contradicts your vision in some way, this promoted units could have only better stats; if equipment, only some details, or higher chance to get better version of weapon then in lesser tier. I will be pleased, if You answer.

P.S. Bad my for English sorry. :)

Good karma+1 vote
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ Gekokujo - Daimyo Edition

Hi

First, thank You for your hard work of passion. I just wanted to notice one thing, that I have forgotten to tell you the last time, but I think its very important.

One feature to rule them all - body sliding. I personally found it the most needed in all total modifications and probably most brilliant of all features seen in all of the mods. There is some voices of silly critique about it (cause player seems to have infinite lives, but this always can be turnable option in mod), but its so fun way to get rid of most annoying thing in M&B series - boredom of waiting. Can You put this feature into the mod, please?

Good karma+1 vote
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ Gekokujo - Daimyo Edition

I'm pasting my post here, so that it will be noticed.

You have made great work already.

I am very experienced M&B player, have been playing since 2007. Gekokujo is one of my favourite mods around, same like conversions of this. But there are some design mistakes that I want to indicate.

1)I see that you still using horses from the base mod; much better fitting to old japan setting versions are in Suguroku submod. Try to get them - if you dont like it, still you can add them to item list (like all other items from thence, including firearms and unique versions). Experienced players like me, have tendency to using editors, making mods more pleasurable to their tastes.

2)Map texture from Gekokujo 3.1 is prettier than actually used, but it's only my opinion. Simply bored by the same palette of map colours, typical for native and most mods.

3)One of the most irritating, and often copied by most mods part of the native module is absurd speed of most parties. I would like to ask you to make all of them slower, changing actual faulty time scale of actions. Module should get more strategic value by this, when player (and "nobody" in the game) will not be on many fronts almost simultaneously. It was changed to be like that in Sayazn mod. In Anno Domini mod there is a special panel with adjustable settings, one of them is speed of parties on the map (described by percentage).

4)There is a feauture, added in version 3.0 of Gekokujo, autor tried to make parties more agressive on map than in native and in my opinion made it completely wrong. They tend to break their marshall-following formation, making themselves unreliable in hands of player (especially in sieges) and in field making process getting to fight more frustrating than before. Especially, when you have to chasing after all of the small units in every direction. If you can - change it, at least to native code. If you only can (and want).

5)There is always problem with sieges, when you cant simply go to party menu and promote soldiers, and talk to your lords without breaking siege. There is a code, used in some mods (i know there in Twilight of the Sun King, and some others), giving chance to doing it, if player is enough close to besieged location.

6)Sad thing is, that Gekokujo has not any reliable formation (for computer adversary) system, to don't let the computer to suicide their units continously charging, when player can operate them back and front on the battlefield, defending from disorganised waves of enemies. If you can improve AI battlefield, you should try make it better, for example by implementing (very good, there is some tweaks to strategic decisions on world maop too) free formations code from taleworlds forum. In Gek 3.1 is some changes in bots behaviour, but not good. Ai skirmishers stand mainly in not comfortable position, often getting massacred. Changes in Ai bots behaviour (not radical), often found in formations mods panels described as "special orders" are interesting, when shooters, even without standing in formation are avoiding get caught in hand to hand fight. Off course, there is disadventages in that, when they running away, scared by one unit of cavalry. There always should be an option, to turn it off if implemented.

7) Swords in the newer versions of Gek are too short, I think (and not only I). I know that it will be horrible to make new models, I'm only just reminding it.

8) I know that it is not so transparent, but there is very few battlefields maps activated in battles in most of the places of the world map. It's feature from 3.0 I think, making battles in the same places very boring to me. Random battlefield maps are not ideal, but they fit (with mountains and hills) very well to this setting and most importantly, gives addittional tactical surprises to player, especially in long campiagns, when you fighting ferociously in the same corners of the world many times. If you can reverse this to random maps, or keep pre made maps to sparse, rare special places, like ferries or bridges (or even make some new indicators on world map, where player should expect pre-made battlefield, even with fields, roads or buidlings), it will be very good.

Sorry for my rusted English. Thank you for your patience and enthusiasm. I will be very pleased if you answer.

Good karma+4 votes
TeTamariNoAtua
TeTamariNoAtua - - 10 comments @ Progress Report #3

You have made great work already.

I am very experienced M&B player, have been playing since 2007. Gekokujo is one of my favourite mods around, same like conversions of this. But there is some design mistakes that I want to indicate.

1)I see that you still using horses from the base mod; much better fitting to old japan setting versions are in Suguroku submod. Try to get them - if you dont like it, still you can add them to item list (like all other items from thence, including firearms and unique versions). Experienced players like me, have tendency to using editors, making mods more pleasurable to their tastes.

2)Map texture from Gekokujo 3.1 is prettier than actually used, but it's only my opinion. Simply bored by the same palette of map colours, typical for native and most mods.

3)One of the most irritating, and often copied by most mods part of the native module is absurd speed of most parties. I would like to ask you to make all of them slower, changing actual faulty time scale of actions. Module should get more strategic value by this, when player (and "nobody" in the game) will not be on many fronts almost simultaneously. It was changed to be like that in Sayazn mod.

4)There is a feauture, added in version 3.0 of Gekokujo, autor tried to make parties more agressive on map than in native and in my opinion made it completely wrong. They tend to break their marshall-following formation, making themselves unreliable in hands of player (especially in sieges) and in field making process getting to fight more frustrating than before. Especially, when you have to chasing after all of the small units in every direction. If you can change it, at least to native code. If you only can (and want).

5)There is always problem with sieges, when you cant simply go to party menu and promote soldiers, and talk to your lords without breaking siege. There is a code, used in some mods (i know there in Twilight of the Sun King, and some others), giving chance to doing it, if player is enough close to besieged location.

6)Sad thing is, that Gekokujo has not any reliable formation (for computer adversary) system, to don't let the computer to suicide their units continously charging, when player can operate them back and front on the battlefield, defending from disorganised waves of enemies. If you can improve AI battlefield, you should try make it better, for example by implementing (very good, there is some tweaks to strategic decisions on world maop too) free formations code from taleworlds forum.

7) Swords in the newer versions of Gek are too short, I think.

8) I know that it was not so transparent, but there is very few battlefields maps triggered in battles in most of the places of the world map. It's feature from 3.0 I think, making battles in the same places very boring to me. Random batllefield maps are not ideal, but they fit (with mountains and hills) very well to this setting and most importantly, gives addittional tactical surprises to player, especially in long campiagns, when you fighting ferociously in the same corners of the world many times. If you can reverse this to random maps, or keep pre made maps to very special places, like ferries or bridges, it will be very good.

Sorry for my English, it's rusty. Thank you for your patience and enthusiasm. I will be very pleased if you answer.

Good karma+2 votes