PPQ_Purple
Knight
Given that all the troop trees in the mod are nigh exactly the same what would be the point?
Freeasabird said:
Well, the Troops would have YOUR clan name, instead of Hojo samurai in there name. Custom stats, custom name, have them wear better armor that looks cool to you, you know what if you want to hire and train your own Ninja? be a ninja clan or something. Its a personal touch mostly. i mean the Hojo clan has there OWN troops, Tokugawa clan has there own troops, why can't i have My own Troops in My own clan like everyone else?.
It's pretty much everywhere. It's simply called "katana", which is how they would have referred to it. You have the same amount of katana in the game as tachi. The only visual difference in the game is that katana are worn edge up, whereas tachi are worn edge down.Innocent Flower said:Weapons:
Where's the Uchigatana?
You won't find a weapon labelled "cheap" - though that is a modifier available for use (not sure it has any effect, though). But you do have "rusty" and "chipped", which gives them worse stats and also makes them cheaper. On the other end of the scale you have"masterwork" and "tempered". Mind you, I removed all "tempered" modifiers wherever I could find them (because the Japanese did not temper their weapons) and gave them "heavy" instead. In addition, you have weapons made by notable smiths (Masamune, Yamashiro, Muramasa etc.) which have better stats than the plain versions, and are also significantly more expensive. So you do have a scale from cheap to expensive.Innocent Flower said:Wouldn't it be good to differentiate the swords of the elite from cheaper swords though? I know the literal translations of the names, but you've got some of the more esoteric Japanese blades in this mod, it's a bit odd to just group something under 'katana'
Well, there you go, then. This makes the katana (or uchigatana, if you will) more common.Also, from my experience, Tachi are much rarer finds than katanas, probably due to the rarity of cavalry.
The bit in bold is the inventory. It matches perfectly with what the editor says: the only weapons there are tanto, practice yumi and target arrows. No firearms, no bullets. And most of them will be equipped exactly as above, most of the time. But there is a significant chance they'll enter battle with firearms, and I have no idea why. And I can't help but think that this is something which doesn't just affect Hojo skirmishers.trp_gekokujo_hojo_skirmisher Hojo_Skirmisher Hojo_Skirmishers 0 69206016 0 0 42 135 0
131 0 202 0 221 0 604 0 277 0 508 0 511 0 580 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
7 5 4 4 9
30 30 30 94 30 30 30
274 131072 0 17 0 0
17180934146 2350150802641323738 1970403 0 33270301903 5332252992743669759 2095487 0
So I have to wonder: is this feature hard coded, for some reason? Because it seems only reasonable that such a feature would have been implemented in troops.txt, but such is not the case. And given that each skirmisher only has 30 in firearms skill I'm not sure how well executed this feature is.PPQ_Purple said:That's a feature and not a bug. Ashigaru skirmishers have mixed bow and gun equipment which is assigned at random to them at the start of each battle to reflect the actual way troops were equipped at the time. If you want a pure gun or pure arrow force you have to get samurai troops.The_Normal_Anomaly said:I had wished to try running a cheap unit gun force, and found that I couldn't count on the ikko skirmishers to be equipped as the equipment screen says.
As long as I know there's an intentional explanation for it. I don't particularly mind the feature; I was just afraid that all my troop editing was for nought. As it happens, I've tampered with pretty much all units except skirmishers.Articulo34 said:Mixed skirmishers is not a hard coded feature. If you know what you are doing you can change it in the source code and then compile it again. There is even a patch for Sugoroku (for Gekokujo 3.0) that removes it. Unfortunately it is not compatible with Sugoroku for Geko 3.1 nor with Daimyo Edition.
This is a bug with the Freelancer mod, which is part of Gekokujo. The only way to avoid it is to save often, and reload if you happen to be captured after losing a battle.vetiarvind said:I was a samurai for a lord and got captured and escaped. However, my status shows as "prisoner of <xyz> clan". Also, there's occassionally an event that says "player was released from captivity" along with a bunch of other lords where my money balance gets reset to 0. I'm running the latest non-daimyo version of Gekokujo. Nice mod, but this is just 50th in-game day and this bug is kind of apparent.
Aren't these already in the game? Granted, I haven't played this mod in ages so I could be wrong, but I seem to recall their presence...Innocent Flower said:Easy Minor suggestion: Mino raincoats. Would make such a difference.
Novo said:Hey so I just recently started playing Gekokujo: Hatamoto Edition and well... to put it simply my Main Character just won't die. During any kind of battle or siege when my dude's HP is gone it just goes right back to full. Although you might think being immortal is awesome this becomes incredibly annoying when you're surrounded by enemy units and you can't retreat because they're too close to you. This doesn't happen in native or in any other mod also my character dies normally during tournaments and bar brawls. Something in the scripts perhaps?