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amagi
09-13-2003, 17:15
I've just uploaded amagi_1.2.zip and test_amagi_1.2.zip in the Shogun files section. The zip includes five new campaigns for Shogun made with the campaign editor, four for Sengoku Jidai and one for the Mongol Invasion. There are also new troopstats to allow ashigaru units to have 120 men whilst samurai units are reduced to 80, 64 ,60 or 48 men, changing the gameplay in favour of the AI. The AI also has modified strategic plans, tending to build more and invade less. Original files are included to restore other changes and play the campaigns only.

I've tried to correct the problems with the AI strategy and unit selections in the original game, as well as weaknesses in the start positions. I usually won the original game by building up my troops so that I was rarely attacked, then using my upgraded troops to defeat enemies that were still unarmoured, had spent all their koku fighting each other or had lost men to constant rebellions, and had no spies or ninja and few appropriate units. I've never seen the AI able to build a geisha, so I've never had to worry about one. The campaigns are designed to ameliorate these defects: if you have different problems, they may not work for you. I also wanted to see faster cavalry less tightly packed, and smaller troop numbers so that armoured warrior monks and heavy cavalry were less dominant. The units rout more quickly, so cavalry are still effective, and the smaller unit numbers allow elite units to develop, but the extra numbers of ashigaru allow them to be used as well.

Mongol Invasion 1274: The Hojo control less of Japan, losing the northwest, Kyushu and Shikoku. The Mongol player may find this easier, since it is intened to make the campaign more difficult for the Hojo player.

Sengoku 1535: Clans start with two provinces as '1530' but with extra shinobi. Later start stops clans going out early. Mori included.

Sengoku 1540: Sengoku Jidai, with extra shinobi. Takeda are given Shinano and Echigo to strengthen their position and weaken the Uesugi.

Sengoku 1555: Clans are scattered in a 'Wars of the Roses' pattern based on their former positions. Large troop levels and advanced technology.

Sengoku 1590: Late starting game, advanced technology large armies.

I've also been experimenting with using larger battlefield areas within the campaign. The maps can simply be replaced with larger ones, but it is a lot of work to make them, even using the maps from the mappack for some areas. The theory is that with less 'extreme' terrain the defects in the AIs should be minimised: I wanted to flatten the battlefields so that 'mountains' were replaced by hills and put at least two bridges in the river areas, but it is a lot of work. I'm not sure why a Medieval conversion would be easier, though. It would be better if the AI's could be instructed how to rebuild and regroup their units: I'd be grateful for any ideas.

frogbeastegg
09-13-2003, 20:37
I have started a new topic the Sword Dojo and copied your post over into it, since you can't yet post there. You can view it here. (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=1;t=10900;r=1;&#top) Your mod sounds very interesting, when I finish my current campaign (it's slow going since I don't have much time) I may give it a go. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

Sasaki Kojiro
09-14-2003, 02:02
Sounds very good amagi, I'll have to give this a try.

amagi
09-17-2003, 21:01
While I was testing the 1555 campaign I found that the rebel armies were becoming too large early in the game, which was affecting the development of the clans. Also, I've again increased the chance of a geisha house being built, as well as a legendary tea house. The new downloads are Test_Amagi_v13 and Amagi_v13. Thanks for playing them: I'd appreciate any comments on them and help with improved versions.

Sasaki Kojiro
09-17-2003, 21:19
I copied your post to the .com forums, they are all sp players over there. I've been meaning to try these but spend all my time in mp.