If players aren't using H0 muskets, they are going to be at a disadvantage in the melee units against someone who does. Take all of your ranged units at H0 and nurse them so that you can have the maximum power in the melee units.Originally Posted by Just A Girl
The v1.03 is available, but it never did replace v1.02 as the STW/MI standard. It has slightly weaker guns with longer reload and less melee, longer combat resolution, higher morale monks and cav with more of its power shifted to the charge value. It's not ideal. I'd rather play something closer to original STW.Originally Posted by Krasturak
It is possible to set up STW/MI with a stat that's the same as original STW. If you didn't use weapon and armor upgrades and played at 5000 or 6000 koku, it would play the same as original STW except the maps can be larger and the monks cost is raised from 500 to 550 koku, the arq from 100 to 150? koku and the musket from 175 to 250 koku. I think converting the arq to the musket, and the musket to musket 1.5x would work ok. We did that in STWmod for MTW/VI. You also might consider lowering the ammo of the musket from the original 40 down to 20 or even 15 so that conservation of ammo becomes a factor.
The naginata cav, battlefield ninja and kensai could be eliminated or an attempt made to integrate them into the Sengoku units. I haven't been fully sucessful in doing that with the battlefield ninja and kensai in STWmod for MTW/VI, but the naginata cav is no problem.
The thing is STW/MI v1.02 is going to seem fine for returning players for a while, but eventually the problems with it that caused players to quit will become apparent. There was a mass exodus of players when the game moved from STW to STW/MI, and v1.02 didn't bring them back.
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