View Full Version : What I do _not_ like about S:TW MI:
I'll put these into roughly seperate numbered points so replys can refrence them. Dont bother flaming or trying to 'defend' the game because I don't want to hear it and I don't care. I like this game and I have played it a good deal, especially in single player which is what the bulk of this post references. I would like input about these issues if possible from knowledgable reasonable posters. After all Crusaders is in development and if our community has a good grasp on how a good game can be made even better then this could trickle to the devs and perhaps influence them in design, etc. ok:
#1 The single player campaign is laughably easy with any clan on expert difficulty once you figure out the game.
#2 The only way the AI gets 'harder' is with 'cheating'. The AI can ignore rules the players must abide by and gets huge numerical advantages slanting the playing field in their favor.
#3 The only way the single player campaign would get more challenging (lets say in a patch) is to exaggerate the 'cheating' of the AI to ludicrous levels.
#4 The only 'hard' part of the single player campaign is the beginning, where you are vastly outnumbered and have few resources. A single defeat and the whole campaign could be over.
#5 Once you get past the early difficulty 'hump' the rest of the game is one big mop-up and ceases to be fun, the AI has NO CHANCE now and it is just a matter of time before you eliminate them and win.
#6 The game forces you to be very aggressive. The defensive role of castles in the game is weak and without their role in the tech tree players would be able to get by just fine without them. This kills diversity of play and strategies.
#7 Autocalc is screwy and inaccurate, most of the time in the player's favor.
#8 Save/Loading was countered with MI. I have no idea why companies try to stop save/loading, as it is only usable in single player and by players who WANT to use it. Who does taking it away benefit? Noone. Save/Loading is a nice crutch for learning players and it prevents frustration over simple 'oops' mistakes that could cost you. The dev's attempts to prevent save/loading can/will never be perfect and you can always get around it if u want to take the trouble. Stopping players who want to exploit every possible loophole to produce screenshots testifying to their l33t ski11z will not be stopped but lay-person players will be: because for them save-load is a convienence and not a tool to somehow best others. Taking out save-load only hurts people who are most likely frustrated in the first place.
#9 No multiplayer campaign, and do you know WHY? because of #2 (see above). The AI can wait until after your turn is finished, then the AI can rearrange its forces however it likes before your next turn when your attacks occur, yet if you are attacked you recieve no such benefit. The only way I can concieve to make it work is to make every battle occur at the beginning of the first possible ATTACKING players turn, but that would probably be a big change. At any rate the AI enjoys and tremendous logistical advantage over the player and with more than 1 player the system simply couldnt work properly. It is because of this inherent advantage coded into the SP that we will never ever see the one thing that could eliminate most of my bitching: replacement of the AI with humans. Oh well :P
#10 Geishas. The whole notion of geshias is a moronic outgrowth of the la femme nikita fad that tells us that all super-assasins are women, and besides it made the game too easy or too stupid before they were weakened. Now they are still a bit stupid, but at least I can kill them and they can't get a guaranteed 1-shot on my general despite my having ~50 rank 5 shinobis in shinano with him. oh well
#11 Changes in rank improvement in MI. MI made it much harder to gain rank with generals, now if an opponent abandons you don't get a win. But what really irks me is that emissaries do not gain rank when they survive ninja attack, even though their honor as far as I know is only used for ninja defense. Also your ninja and shinobi do not gain rank when they capture/kill enemy ninja/shinobi infiltrators. Thats annoying. You can still (and should) mass-produce shinobis then send huge masses of them into 1 province to make it revolt over and over, pumping up their rank to 4 easily or even 5 or 6 if you have the time. Sure 1 will die per turn but you can more than replace that. BUT:
#12 as far as I can tell if you start a revolt then next turn start a second revolt, the first revolt's troops never attack and just disappear. Umm hello? who thought this one up. It doesnt make any sense and you can just work around it by hand-moving your 50 shinobis back and forth between 2 provinces or on a warpath across Japan generally tying up enemy armies and inflicting attrition. :P
#13 Army/Unit management. Oh so at least I can kill units I dont want (sheesh) now, but I cant: change the banner of any general (you could before MI tho it was a pain to do), split 1 unit into 2 smaller ones (this would solve all your micromanagement needs when combined with killing units), SEE the stats of units that the game tracks anyway, or track individual troops on the strategy map even though the game is already doing it for the tactical battles. Believe it or not some people like to manage/mircomanage and having the option there is nice for those who do enjoy adding a personal touch/customizing their armies.
#14 Playing as the Mongols on expert is only hard because of the revolts, the hojo are laughably easy to crush, but if you expand and overrun Japan (which is realistic) you will soon face a Japan full of Hojo which can number into the tens of thousands materializing out of nowhere, and Mongol reinforcements are slow coming and not numerous, with little to no 'garrison' troops to prevent revolts. border forts help but not much and you lose them if a revolt does occur anyway. I still managed to beat the Hojo in less then 10 years but it wouldve been far less if I didnt have to leave large numbers of powerful troops in weak little provinces to stop blocks of 960 Hojo from 'beaming' in.
#15 MI as Hojo is just plain easy, if you aggressively attack and contain the first wave you will win in 1-2 years most, and it is possible to win in less than 1 year by getting every warm body possible to the front lines using the port nearby and battering the invaders over and over until they finally lose. Still, points for originality of design, negative points for new content, however.
#16 That little trick where they made you pay $40 for the expansion unless you bought it online from them. Of all the dirty money-grubbing tactics! I have never seen this happen before and havent seen it since, and personally I can't believe that this only warranted a whimper from fans: probably because many people buying WE didnt know there was a low-cost alternative direct from EA.
#17 Crusader. I could be wrong but I don't see them revolutionizing the game, just adding more content to an existing framework (which is, let's be honest people, easy) and tossing in some goodies because they know the fans, myself included, will gobble it up for lack of a better alternative. Damn them!
Well this has devolved into something of a rant hasnt it? :P ok still I think most of my concerns are legitimate, I think the game is an 8-9 out of 10 now and it could easily be a 10+.
Catiline
12-16-2001, 09:34
I suspect people will try to defend the game, at least up to a a point, else htere isn't going to be much debate.
What do you mean about stopping save loading. Admittedly i don't do it much, but it works when i do.
The MP problem is massively more than that, and despite numerous attempts it's not been solved, and I don't htink it will be in MTW. I hope i'm wrong and they're just keeping quiet about it, but the silence is deafening.
starting revolts is useless later in the game, you just improve the AI generals honour
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Oderint dum metuant
I put 'defend' in quotes because some people, just because they like a game consider it blasphemy to criticize it in any fashion, etc. You know what I mean probably, I forgot to explain tho. I just want to hear more of a "No things shouldn't work how you'd like and here is why:" answer than a "j00 r s+00p1D! STW rUl3z!" u know http://www.totalwar.org/ubb/wink.gif.
As for save-loading basically it was altered so that harvests wouldnt change (this is good mostly) and ninja attempts wont change (at least when Ive tried to see if I could get it to work, and I wanted to make SURE so I tried alot). So it makes it a little more of a pain to deal with things like ninja. As for save-loading to refight tactical battles I have no idea how they could interfere with that, but if you autocalc a battle and save-load you will see identical subsequent results. Theres a few other things I dont remember off the top of my head but u run into from time to time.
Oh ya and:
I know MP has tons of issues but Ive been online and not that many people play, compare that to the total compies sold and youll see the vast majority of people who have this game probably never went online.
Im guessing u typoed and meant CTW? I think the #1 problem with online play now is the lack of people to be quite honest, with this latest patch the game is pretty playable though the top-end players are in a different world from the casual players when it comes to balance issues and player exploits.
I wish they would set map difficulty ratings that would penalize defenders on maps that are highly defensible cutting their point allowance etc. That would balance out attack/defense better. Other than that the 'cheese' tactics like rushers are curbed best by taking away rewards for victory: eliminate the ranking system, and if possible have actual tournaments where the highly skilled players can compete and get their recognition on the official website, etc. (just ideas)
Of course remember that it is very legitimate to choose to play an army that is not balanced. Some people can win that way most people lose, but it actually pressures the experienced players to balance their army to have a good chance vs every army they face.
And the trick to revolts usually is to make sure revolts hit enough territories at once that it forces the AI to spread his troops out to fend them off or he gets overwhelmed and loses a few. It helps if you invade as many of that clans territories as u can the same turn. Also a 'long' game for me goes into the 1540s and I only go into the 1550s if I am toying with the AI like in my current project/game where I am trying to keep every clan alive till 1600+. I want to stay allied to everyone so I can only try to manipulate them thru more indirect means.
Quote Originally posted by Kalt:
#6 The game forces you to be very aggressive. The defensive role of castles in the game is weak and without their role in the tech tree players would be able to get by just fine without them. This kills diversity of play and strategies.
[/QUOTE]
I beg to differ.
You don't have to be offensive. You don't need a castle for defense.
Quick expansion and mass produce cheap troops is the sure way to make the game dull after a while. (of course I admit it's fun to see how fast one can finish the game).
And playing defensive can be really really fun.
[This message has been edited by Gothmog (edited 12-17-2001).]
Yes the quality vs quantity is very clear especially after youve advanced to high honor/good general/high bonus etc. army. I have found that it is pointless to have more than 960 troops in your army, and it is equally pointless for the AI to attack with 10,000 troops. Once you rout the main body the reinforcements can be destroyed piecemeal and with high quality troops the best defense is a good offense, letting you steamroll the AI. Of course if you had guns you can sit back and blast the reinforcements as they come in. I just dont like that you can't use castles like in other games Ive played....
Kalt, much of what you said is true. The MP campaign issue, as Catiline says, was/is very complex. It has been hashed over here many times. I doubt we will ever see it.
MTW is Medieval:Total War, the replacement name for Crusaders.
BakaGaijin
12-16-2001, 15:02
Quote I'll put these into roughly seperate numbered points so replys can refrence them. Dont bother flaming or trying to 'defend' the game because I don't want to hear it and I don't care.[/QUOTE]
I stopped reading there.
If you're not here for discussion, then you shouldn't be here at all.
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Disappear into the Darkness!!
Quote Originally posted by Kalt:
#1 The single player campaign is laughably easy with any clan on expert difficulty once you figure out the game.
[/QUOTE]
Does play on line present a difficulty here.
Plenty of good people around like me (if i am not blowing my onw trumpet here) http://www.totalwar.org/ubb/smile.gif
NinjaKilla
12-17-2001, 04:29
Kalt, I didn't read all your post (I have a short attention span http://www.totalwar.org/ubb/wink.gif).
I don't think that most people here are too concerned with the single player issues - the reason why STW is so big is because of the multi-player capability!
Having said that I can't believe that you don't mention the speed. IMO this is by far the crappest thing about the game. Okay I have already admitted that I have a short attention span, but I can't keep up with the battles. While I appreciate that MI has solved much of the lag problems experienced in the first one, I think that it has removed much of the tactical element. MI is therefore great if you like games like Command and Conqueor (or do a lot of speed), but for me, MI has basically raped and awesome original. I used to love STW and played every day, but I simply can't motivate myself to go on-line now.
Hopefully the new game will revert the game speed back to the sensible level.
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Clan Kenchikuka (http://pub14.ezboard.com/fclankenchikukakenchikukacouncilchamber)
I agree that geishas are rediculous and wish you could turn them off.
The AI is completely retarded for the most part in battles...alot of times so retarded it isnt even fun. I mean how many times have you had the enemy general charge your lines with no support? I know it's been mentioned before but this still happens...
STW/MI is still the best battles strategy game I have ever seen though. It was exactly what I have been looking for in all my years of gaming.
P.S. A mutiplayer online campaign (as promised) would have been the ultimate! I dont think I would ever be able to play another game if this would have happened.
Murmandamus
12-17-2001, 10:07
The only things I don't like in MI are all archer AI armies and the super units. Geisha, BN and Kensai. They tend to take the historical atmosphere out of it for me.
Why kill off units when you can retrain them?
Also save/loading or learning a particular sequence of moves to defeat the AI just turns it into a puzzle imo. If you just view it as a game to be beaten and find exploits to make it easier then that's all it will ever be for you, a puzzle. Once beaten there isn't much point in playing it again. It's like sand bagging or tank rushing in C&C you know that doing it makes it easy so why do it? It just kills all the enjoyment.
btw, I only play single player and only the Sengoku Jidai/historical campaigns. The Mongol campaign was a bit boring imo.
Kalt:
If you start another revolt then the 1st army just disappear?
Hummm, I need to check on that one. I keep starting revolts in the enemy provinces to keep them busy (since I only allow my strategic units to travel through AI's ports), now I did notice that if I allow my shinobis to sit in one place for a long while, the new revolts tend to have a sizable army.
Is it possible that the first army actually did attack and what's the rest of it got combined with the 2nd wave?
Just a thought.
Now also, once the AI reaches a certain develop stage, such that the AI can afford the upkeep of tens of thousands of troops, it doesn't seem to be wise to use shinobi anymore. Unless you want to "train" your shinobi this way and also are looking for extra fun/trouble. The reason being, with quality troops, the AI can crush the revolts with ease (since they have so many troops to spare) and their generals will get promoted rather rapidly.
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Murmundumus:
Well, agreed, all archers (or rather more deadly: all muskets!!!) army is boring, but it does bring challenge to a certain extend.
You got to admit that assaulting a citadel full of muskets/archers is a royal pain in the ass.
As far as super-unit's concern, well, my only complain is that the AI doesn't get to use them too often. Otherwise it'll be real fun.
Now if the game can give AI some advantages such that they can recruit those units like crazy (also reduce the retrain time for AI), it'll be real fun.
[This message has been edited by Gothmog (edited 12-17-2001).]
BakaGaijin:
my followup post after Cataline explained what I meant Im sorry if what I said was misleading it's just that 'criticism' posts tend to draw out some sort of honor guard that flames any who would defile their holy game, at least that is what Ive seen for other games Im glad it isnt the case here http://www.totalwar.org/ubb/smile.gif.
LordTed:
I should have titled my post "What I do not like about single player" because I really was talking about single player only.
NinjaKilla:
Its not true that 'most' people who own the game are concerned with multiplayer I would think because I see how empty the server is most of the time wheres Im sure at least tens of thousands copies were sold, HOWEVER you are correct that the vast majority of people in the ORG forums care more about multiplayer because most everyone here plays MP even me.
As for speed, it is a pain at the beginning but the more you play MP and the more experienced you get, you will adjust to the speed and find yourself getting impatient that it doesnt get faster sometimes!
Murmandamus:
Save/Loading is not for everyone, but it helps layperson players who get stuck in a bind but do not want to start over (after all the game can be very long).
Gothmog:
Well I think the first army is gone because sometimes the rebels greatly outnumber the AI but nothing at all changes when the new revolt hits: the same garrison with the same leader with the same number of wins remain in the province. I have also noticed that sending in 1 unit to force the battle into tactical greatly improves the rebel's chances and even if the AI wins the attrition is greater. Once the carnage is over you can retreat out your unit. This works very well when you hold Shinano and you want to disrupt anything that borders it.
NinjaKilla
12-17-2001, 20:38
Quote Originally posted by Kalt:
BakaGaijin I see how empty the server is most of the time [/QUOTE]
Is it that bad? I haven't been on the old server for a while now, but I presume that it is dead. It's a real pity because it was kicking prior to the release of MI *spits* http://www.totalwar.org/ubb/wink.gif.
... or maybe I'm just bitter cos I can't play the new game?
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Clan Kenchikuka (http://pub14.ezboard.com/fclankenchikukakenchikukacouncilchamber)
Bitter or otherwise NK, I have to ask this question (without being attacking, merely curious)................
How much time have you spent playing WE/MI with the 1.02 beta patch? I am well aware of the problems that were inherent in MI 1.0 and even 1.01, but that is no longer the case. With 1.02 you will find that things are back to the way they should be.
I have no doubt that your Kenchi brothers would like you back online with them.
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Obake
Never argue with an idiot. They drag you down to their level, then beat you with experience.
NinjaKilla
12-18-2001, 21:25
You're right, I haven't played MI much and I haven't played the new patch at all... But, I have tried to get into it. I've even been floating around incognito (which I don't usually approve of). Problem is I've come to the conclusion that the game sucks ass - primarily because of the speed.
.... bollox, I ain't gonna finish this post till I've had a go with the new patch.... I'll post again l8er with my opinion. http://www.totalwar.org/ubb/smile.gif
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Clan Kenchikuka (http://pub14.ezboard.com/fclankenchikukakenchikukacouncilchamber)
Quote
I don't think that most people here are too concerned with the single player issues - the reason why STW is so big is because of the multi-player capability![/QUOTE]
I can agree with half of what you say NK. True enough, many people around here don't give a fig about SP issues. But STW is successful because the SP campaigns are great and the gameplay is outstanding. MP is a tiny fraction of the audience but in the dojo multiplayer myopia still runs rampant. SP folks pay the bills. A few hundred online fans didn't make the game a hit.
[This message has been edited by Nelson (edited 12-18-2001).]
Dark Phoenix
12-18-2001, 23:41
CA/DT would really be struggling if they relied on the MP sales, how many would that be 1000 maybe 2000 all up?
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"DP is correct" - Shiro
Totalize1
12-19-2001, 02:18
Yes its true. The MP crowd 'rule the roost' at both forums and mainly call the shots when it came to features in the patches. This despite the fact that legitimate requests for improvements in the SP game (campaign and custom etc) were made in each forum but were mostly ignored. Also despite the fact that many more purchasers will only ever play SP. The current 'patch' should probably instead be described as a 'consensus club mod' as most of these changes can be made by the SP user to V1.0 by editing the text files him/herself.
MagyarKhans Cham
12-19-2001, 10:10
i am convident that most people bought the game for sp use, but i am also confident only a small percentage of these people actually left the game on the shelve (at home) before the latest patch was released.
I was very sad at the fact that the latest patch concentrated mostly on MP. Out of all the people that bought the game, I would estimate that only around %5 or less plays MP regularly. In fact, I wouldn't be surprised if that number was actually less than %1.
I haven't played this game in months. I kept it on my shelf hoping someday there would be a patch out that would improve the SP campaign, but it looks like it may never happen...
It just doesn't seem right...
Actually we have to accept that once a game is out in the market, basically the frame work is done. Patches deal with minor issues, but patches are patches, they are not rewrites.
As far as I know, two patches did aim at a few major issues in the single player. But again, to significantly enchance the game play, you need to significantly change the code, that's just not very practical. Just remember that MI is an ADD-ON to the origianl STW to begin with.
There are SEEMINGLY many changes in MP, but let's face it, it's MAINLY a concensus on how the troopstats should be altered. And a lot of the part is done by MP beta-testers.
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All in all, I think both MI and STW are superb.
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If I do have one complain, that is:
Why they fixed the reinforcement for the AI, but never did anything for totally screwed reinforcement for the human player?
That basically means that if both human player and AI have more than a full banner of troops, then the human player can only truly rely on the original 16 units while the AI has easy access to all what they have.
Meaning that if you have 10,000, and the AI has 5,000. It'll be your 16 units (under 1000 in 60 men setting) vesus his 5000 anyway!
This just doesn't seem right.
In a defensive battle, that's a real pain.
In an offensive battle, that's near impossible on expert.
I think it's much much an important issue and didn't get the attention that it deserved.
Not entirely true, Gothmog http://www.totalwar.org/ubb/smile.gif
Basically, u won't get any reinforcements until all 16 initial units have routed/left the battlefield...
Then and only then will u get your reinforcements.
http://www.totalwar.org/ubb/smile.gif
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=MizuDoc Otomo=
=Clan Takiyama=
Actually I noticed if you have a unit of your own totally annilated instead of routing it off the field, you have a better chance of getting reinforcement.
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As to your suggestion,
Huh, again, I should have tested it myself, but I am lazy.
Have anyone tried to bring TWO generals in an army with more than 16 units? Suppose you rout all the original 16 (including your primary general), will the next wave be under the leadership of the 2nd?
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Actually ALL these can be solved by TURNING FATIGUE OFF, I just thought of that one. Then your original 16 units have a much better chance of defeating 160 of the enemy, even when attacking.
I am kind of reluctant to use that one though. (Never did it myself yet), for it does sound like "cheating".
Follow the same line, I don't keeep the timer on when defending. Because otherwise the battles will be too easy. (your small army can definitely hold against, say a million AI troops in 30 minutes, because only a couple of thousand can make it to the battle in 30 minutes).
[This message has been edited by Gothmog (edited 12-20-2001).]
Gothmog,
I invaded a province with two armies. The first was commanded by my daimyo, and the second by an heir. The first army, except for the daimyo, routed after doing fairly well in the battle. I had to withdraw my daimyo so that he wouldn't be killed. As soon as he left, the second army arrived, but there was no indication of a new taisho. Actually, my heir was killed in the subsequent fighting without any adverse effect on the army's morale. What I failed to do during the battle was to see if the second army was getting the honor boost from the daimyo.
MizuYuuki ~~~
Leon,
The single player campaign is quite good, and you can heavily modify it, although, it's a trial and error process right now. The multiplayer was definitely unbalanced, and the rebalance effort didn't replace some other patch addressing single play issues that may have been released in place of it. It was just a stat change that was made the official default stat. Along the way, the cause of the fatigue problem was discovered, and that was fixed which was a major issue affecting gameplay.
Programs can always be improved, but they also have to be considered as finished at some point. I would like to see further improvements as well, but the sp and mp games are at a state where they are well worth playing.
MizuYuuki ~~~
Thanks, puzz3D.
Agree with you.
I'll do some testing on the withdrawing thing and maybe get back to this later.
Actually the fatigue thing you mentioned (charging all the time instead of running), a similar problem happen with the Kensai.
As I have mentioned before, the Kensai now has the running speed of a foot soldier, and the charging radius of cavalry. The result is pretty amusing. If you send a Kensai to chase the routed enemy, you will see him charging all the time, catching nothing, and get exausted in no time.
[This message has been edited by Gothmog (edited 12-20-2001).]
Totalize1
12-23-2001, 08:32
quote:
'i am convident that most people bought the game for sp use, but i am also confident only a small percentage of these people actually left the game on the shelve (at home) before the latest patch was released.'
Sorry, I beg to differ. My copy of STW/MI has more or less gone back on the shelf because the limitations to the SP game and modding have made it totally dull. A great missed opportunity! I would put my neck on the line and propose that most of those actually interested in real Japanese history mainly play the SP and the campaign. MP is mainly for those into pure gameplay who have only a passing interest in history. I'll put the obligatory disclaimer here to say I believe a game should primarily be 'fun' and immersive rather than slavishly 'accurate' when it comes to historical wargames. I say that because there is always some complete w**ker who chimes in with the 'its just a game, read a book if you want history' type comment. A fair amount of historical depth IS immersive and fun to many wargamers. STW/MI has only a thin, boring 'fantasy Japan', veneer.
quote:
'The single player campaign is quite good, and you can heavily modify it, although, it's a trial and error process right now.'
Afraid I disagree. The SP campaign is superficial comic-book rubbish. As long as you are stuck with Geisha and Ninja assassins and all the silly, hard-coded tactical units like Battlefield-ninja, x-bow ashigaru and kensai then this will remain the case. The discovery of the mod-able txt files caused a brief flurry of excitement but inevitably this has tailed off as brick walls and limitations were encountered. Why no ability to turn off geishas and the like? Why no ability to make the 13th Century Mongol scenarios more realistic? (The 'early' samurai in the game are just Sengoku-jidai units without guns but with Sengoku-jidai big castles - totally simplistic). Why no Mongol vs Mongol in SP custom games? Why no ability to alter the 'koku' cost of a unit to encourage mods? Why no ability to create decent custom campaigns with daimyos and heirs having proper birth and death dates?
[This message has been edited by Totalize1 (edited 12-23-2001).]
Totalize1
12-28-2001, 06:02
Obviously our multiplaying 'lords and masters' have no answer...
How sad...
NinjaKilla
12-28-2001, 20:53
Indeed the patch is an improvement...
It still doesn't quite ring my bell though. I'm gonna stick on the olde server and hopefully gently ease myself into this new fangled MI thingy.
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Clan Kenchikuka (http://pub14.ezboard.com/fclankenchikukakenchikukacouncilchamber)
NK,
Glad you gave it a shot. I'll be the first to agree that it isn't the same as STW on the old Server, but it's as close as we were able to come given the time limits we had to deal with. It WILL take a bit of time to get used to, but I believe that you'll truly end up enjoying the additional flexibility that some of the changes have provided (not to mention actually being able to use HC and Nag's in MP http://www.totalwar.org/ubb/smile.gif ).
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Obake
Never argue with an idiot. They drag you down to their level, then beat you with experience.
Totalize1,
I would say none of the options you want are there because the game was not conceived as a construction set. Most of it is hard coded. I'm pleased that some modding capability could be implemented. Adjustments to unit cost would have been very nice to have.
You can change the BN, Xbow and kensai into anything you want. The Xbow could become a low quality archer unit. The kensai something more conventional with the standard number of men or an elite guard for protecting the taisho. The BN could be a single man. The only thing you can't do is get rid of the invisibility. You can probably get rid of the geshia and ninja assassin by changing the building choice weighting so that the ai never builds the required buildings.
I agree that Shogun is a tactical game with a very basic strategic campaign which gives the battles some meaning beyond themselves. I enjoy the game, and the shortcommings are not enough to ruin it for me probably because I tend to like tactical games like chess.
MizuYuuki ~~~
Clan Takiyama ~~~
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