Author Topic: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)  (Read 163623 times)

ultifd

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Re: Japanese Faction mod [WIP]
« Reply #225 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...

Zoythrus

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Re: Japanese Faction mod [WIP]
« Reply #226 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!)

Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #227 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.
« Last Edit: 25 November 2010, 17:58:21 by Hagekura »
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Japanese Faction Mod

Hagekura

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Re: Japanese Faction mod [WIP] New version is coming!
« Reply #228 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:
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Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP] New version is coming!
« Reply #229 on: 26 November 2010, 07:33:19 »
OK I'll try to test it tomorrow or later today...

Hagekura

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Re: Japanese Faction mod [WIP] New version is coming!
« Reply #230 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.
« Last Edit: 26 November 2010, 21:49:39 by Hagekura »
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Japanese Faction Mod

Trappin

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Re: Japanese Faction mod [WIP] New version is coming!
« Reply #231 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.

« Last Edit: 8 April 2016, 23:35:27 by filux »

the warlord of the reich

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Re: Japanese Faction mod [WIP] New version is coming!
« Reply #232 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.

ultifd

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Re: Japanese Faction mod [WIP] New version is coming!
« Reply #233 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

Hagekura

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Re: Japanese Faction mod [WIP] New version has come!
« Reply #234 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:
« Last Edit: 8 April 2016, 23:36:09 by filux »
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Japanese Faction Mod

Zoythrus

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Re: Japanese Faction mod [WIP] New version has come!
« Reply #235 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

ultifd

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Re: Ninjas
« Reply #236 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...

Hagekura

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Re: Japanese Faction mod [WIP] New version has come!
« Reply #237 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:
« Last Edit: 28 November 2010, 02:33:04 by Hagekura »
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Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP] New version has come!
« Reply #238 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.

Hagekura

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Re: Japanese Faction mod [WIP] New version has come!
« Reply #239 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.
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Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP] New version has come!
« Reply #240 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.

Hagekura

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Fixed Arquebuser firing animation and Muzzleflash added!
« Reply #241 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!
« Last Edit: 8 April 2016, 23:37:13 by filux »
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP]
« Reply #242 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...

Hagekura

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Making samurai with armour
« Reply #243 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!
« Last Edit: 8 April 2016, 23:37:53 by filux »
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

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Re: Japanese Faction mod [WIP]
« Reply #244 on: 11 December 2010, 15:44:03 »
Cool!  The Samurai looks awesome so far. :thumbup:

GCDM = Glest Community Development Monthly

[Updated link to latest GCDM- Ultifd]
« Last Edit: 11 December 2010, 19:27:52 by ultifd »

ultifd

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Re: Japanese Faction mod [WIP]
« Reply #245 on: 11 December 2010, 19:31:03 »
Oops, I meant GCDM.   :-X

That's ok :) Muzzlefire and Samurai both look awesome.  :thumbup:

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Re: Japanese Faction mod [WIP]
« Reply #246 on: 11 December 2010, 21:47:04 »
Cool!  The Samurai looks awesome so far. :thumbup:

GCDM = Glest Community Development Monthly

[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!
« Last Edit: 11 December 2010, 22:05:47 by Hagekura »
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Japanese Faction Mod

Zoythrus

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Re: Japanese Faction mod [WIP]
« Reply #247 on: 11 December 2010, 23:49:03 »
it looks nice Hage! i cant wait!

Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #248 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
« Last Edit: 8 April 2016, 23:38:21 by filux »
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

Zoythrus

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Re: Japanese Faction mod [WIP]
« Reply #249 on: 12 December 2010, 17:13:02 »
yay! just beware of high polies!