Historical basis for STW etc (split from the Shogun II Thread)
Quote:
Originally Posted by
gollum
Good post Karl08. To which swords you refer to?
Thank you. I am referring to pretty much all the swords in the background art (good example: the one in the message you get when your security forces have caught and killed an enemy ninja). Sorry if I get a bit technical, but the profile taper is wrong, and there is no yokote in the kissaki (the line which is horizontal in this picture). To be fair, you don't always see a yokote in traditional scrolls or woodblocks, but you often do when you see swords up close (such as this one). Or you see something like this, where at least you see where the yokote is supposed to be. The yokote basically separates the curve of the sword itself and the curve of the tip.
Anyway, Japanese artists tend to be sticklers for detail, and though there may be an exaggeration of features (take Japanese erotic art, for example), I have yet to see them get the basic shapes wrong.
Oh, and the unit profile pic of the mounted archer is wearing two katana on his right side, and the yumi he uses is not the characteristic asymmetrical Japanese longbow. I don't actually know to what extent symmetrical bows were used, but I have not been able to spot a single asymmetrical one in STW. :no:
These are by no means serious flaws, but I would be even more pleased with the game if they could get such details right.
Re: Historical basis for STW etc (split from the Shogun II Thread)
Quote:
Originally posted by Karl08
I'm not sure how it actually works, but the prognosis given me on the campaign map certainly does not count anything but units, and doesn't care how many men are within that unit, nor what kind of unit it is. I've tried a number of combinations.
Well it doesnt count the type of unit but it does count how many men are in.
The system is like so: the closer you are to the full capacity of the fort/castle the shorter the garrison will last. In this sense you can think of it as a "density" ratio of (actual garrison)/(maximum garrison). The closer the ratio to 1, the shorter their resources will last - the closer to 0 the longer.
Quote:
Yes, but I like the flavour.
Indeed flavour was the aim, and it succeded - most fans prefer flavour and it played a great part in helping MTW sell more. I however prefer solid gameplay, and am far less interested in variety. STW's 12ish units were more than enough for me.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
There is nothing actually wrong with having clone units as such - that is units like Chivalric Sergeants, Order Foot Soldiers, Italian Infantry etc. This gives "flavour" so long as all units cost the same. It would be pointless to give the Italians both, but again if the support and initial training costs are the same it's not a real issue. The issue is where certain units cost more for no particular reason, without actually having better stats, or where better units are available too early/easily while inferior units are still around, being used by other factions.
A good example of this are the units brought into the main campaign by the Viking Invasion expansion. Most notably, the Viking units - which definitely weren't needed, the eastern javelin units and the Fyrdmen which are a Feudal Sergeants clone. The most notable of course is still peasants and the mass of irritating siege equipment (i.e. ballistas) that the AI builds. The STW/MTW AI trains what you give it and even with improvements to the unit training influences "junk units" still appear in even the best mods.
The only solution IMHO is to give factions a set roster for each of the three eras. Catholic factions should be balanced so that each has a small advantage (i.e. the english have longbows, so should not have Chivalric Knights and up, the French stay as they are minus the pavise arbs/crossbows, the Italians have the pavise crossbows but lack something else etc, etc.). Subtle differences like this would have made for a well balanced and challenging game - as it is MTW is a very unblanced game. This is apparent when you compare the heavy inf./cav rosters vs the light/missile based rosters. When it comes to auto-calced battles (which is what all AI vs AI battles are), missiles are not factored in autocalc so factions like the Turks always come off worse from such encounters.
This is where STW wins hands down. It does have the balanced rosters and none of the above is relevant. Every faction has the same units and thus every battle should be reasonably even. If MTW had the same balance as STW, it would be the best TW game by far.
-Edit:
Congratulations on promotion to member Karl08
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Re: Historical basis for STW etc (split from the Shogun II Thread)
Good post Asai Nagamasa,
i wouldnt have a problem about the "upgraded duplicates" as long as the latest versions were subsituting the older ones - however in vanilla they all stay there, and this prompts the AI to often choose the cheaper ones (as he usually does) that have just become obsolete. The rosters should have indeed been crafted specifically per faction/per era. In general MTW suffers a lot from the lack of optimisation; its unfortunate that most mods tried to "redesign" the game, an approach that while commendable always runs into the pre-made design decisions that manifest as hardcoded limitations. What MTW really needed was an in detail optimisation of the vanilla game, to make it shine. I think that the PoM achieved a lot towards that direction.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
Quote:
Originally Posted by
gollum
Well it doesnt count the type of unit but it does count how many men are in.
The system is like so: the closer you are to the full capacity of the fort/castle the shorter the garrison will last. In this sense you can think of it as a "density" ratio of (actual garrison)/(maximum garrison). The closer the ratio to 1, the shorter their resources will last - the closer to 0 the longer.
I know this is how it's supposed to work, but are you sure that's how it actually is? Because the game certainly does not distinguish between my 60-men yari cavalry unit and my 1-man kensai unit when giving me the estimate of how long a garrison will last. Granted, the kensai is bigger than most, but unless he has a particularly ferocious appetite, I don't understand the game's logic here. I think I know what's going on, though: the game probably counts in percentages, ie. a 100% BFN (12 men) counts the same as 100% heavy cavalry (60 men (and horses)). 50% BFN (6 men) = 50% heavy cavalry (30 men (and horses)). They might've gotten away with this in original Shogun, where there were no special sized units. But even so they should distinguish between infantry and cavalry, esepcially when they explicitly say that they do. But in reality don't. :inquisitive:
Quote:
Originally Posted by
Asai Nagamasa
Congratulations on promotion to member Karl08
W00t! :2thumbsup:
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Re: Historical basis for STW etc (split from the Shogun II Thread)
Hello Karl08,
i have absolutely no clue how the Kensai and teh BNs are counted for siege attrition purposes. However for all other units i am pretty certain that the game works the way i'd described it.
I dont play MI/WE anymore, but original STW (the "old" version) with 1.12 patch that fixes the routing infinite charge and a few other bugs and glitches. In that version there are no Kensais, no BNs and no Naginata cavalry as i think you already know.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
I still play MI, because I can't get on with some of the old UI annoyances in STW 1.12. Info parchments that open and stay open are my no. 1 hatred among other things (seems petty I know but it is extremely irritating once you've become used to how they work in MI). Also because the AI gets infinite koku, you often find yourself facing one absolutely huge "horde" towards the end of the game (i.e. the Hojo). If it wasn't for those few points I could happily play the original STW as I was never that impressed with the Mongol Invasion campaign anyway.
MI has a few things that you can abuse such as disband/destroy, but I never use though in STW. Strangely I find myself using disband a lot in MTW, getting rid of obsolete units. This actually ruined the game IMHO.
Re: Historical basis for STW etc (split from the Shogun II Thread)
The Horde is a paper tiger; it gives about 6 or 7 hard defensive battles and then the Hojo in person comes and you kill him and that's it. In any case it is a problem only if your rate of expansion will finish the game past 1560 and only for the south western clans. You can have a go at the Hojo if you are the takeda, useugi and even imagawa.
In 1.12 i play relentlessly aggressively that gives really really exciting campaigns. This does not mean that everything hangs in thin air, but that you take calculated risks. Its a lot of fun because resources are scant. If you choose the "long way" ie turtle you can go straight away for the Geisha, just to make sure you have something against teh Hojo geishas.
The UI nuance becomes secondary once you play for a bit - its annoying but a matter of habit.
Just give it a go sometime if willing and able, and imo you won't regret it.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
Quote:
Originally Posted by
gollum
The Horde is a paper tiger; it gives about 6 or 7 hard defensive battles and then the Hojo in person comes and you kill him and that's it. In any case it is a problem only if your rate of expansion will finish the game past 1560 and only for the south western clans. You can have a go at the Hojo if you are the takeda, useugi and even imagawa.
In 1.12 i play relentlessly aggressively that gives really really exciting campaigns. This does not mean that everything hangs in thin air, but that you take calculated risks. Its a lot of fun because resources are scant. If you choose the "long way" ie turtle you can go straight away for the Geisha, just to make sure you have something against teh Hojo geishas.
The UI nuance becomes secondary once you play for a bit - its annoying but a matter of habit.
Just give it a go sometime if willing and able, and imo you won't regret it.
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I have given it a go, I used to play it non from when STW was released until I got MI.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
I know you did, master camelier, i meant one of these days.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
Quote:
Originally Posted by
Asai Nagamasa
MI has a few things that you can abuse such as disband/destroy, but I never use though in STW. Strangely I find myself using disband a lot in MTW, getting rid of obsolete units. This actually ruined the game IMHO.
There's something wrong with being able to disband units?
Anyway, I hardly ever use that function in MTW except for mercenary units. Obsolete units still make great garrison units and deterrants, as well as crusade fodder should a crusade insist on passing through my provinces.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
Disbanding units from a certain perspective is an exploit because the AI can't do the same. Similar arguments can be made for manual pillaging.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
Quote:
Originally Posted by
gollum
Disbanding units from a certain perspective is an exploit because the AI can't do the same. Similar arguments can be made for manual pillaging.
:bow:
It can't? Well, that's a bit silly. Anyway, I can't think why you would want to, anyway, other than to cut upkeep costs (and perhaps to tidy the board). In MTW this isn't really an issue, as you can quickly make hoards of gold from trade, although just one contested sea region can wreak havoc on the economy. Upkeep costs of units are very low in MTW, too, quite unlike RTW and in particular M2TW, where upkeep becomes - and remains - a serious concern. Which makes it more realistic, perhaps.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
Quote:
originallyposted by Karl08
I can't think why you would want to, anyway, other than to cut upkeep costs...
That's one of the reasons; then the player can "make way" financially speaking to invest in the economy and hence outnumber eventually the AI armies. The other is making way for new units, that is upkeep costs allow you a certain number of units; once you get say Naginata afer building YariSam and Archers and Ashigaru all the while, you may want to disband a few and make way for a few naginata without danger that you go in the red.
The AI can't do either of these manoaevres so he is stuck with the units that he had produced in the early game in terms of numbers and tech. This is why the AI is benefited when the game is dynamic and campaign losses abound - he naturally gets a chance to build the new units and upgrade his economic infrastructure in those periods that he has received losses as then cash is liberated.
Version 1.12 does not allow manual pillaging or disbanding to the player and this makes quite a bit of a difference in the campaign game imo.
Also if you want the maximum effect of the maintenance costs try a campaign with huge unit sizes- even in RTW and M2TW the campaign works best at these settings - this is in all probability what CA is balancing it for as otherwise not enough men for invasion would have been available for the AI factions.
Re: Historical basis for STW etc (split from the Shogun II Thread)
Quote:
Originally Posted by
Karl08
It can't? Well, that's a bit silly. Anyway, I can't think why you would want to, anyway, other than to cut upkeep costs (and perhaps to tidy the board). In MTW this isn't really an issue, as you can quickly make hoards of gold from trade, although just one contested sea region can wreak havoc on the economy. Upkeep costs of units are very low in MTW, too, quite unlike RTW and in particular M2TW, where upkeep becomes - and remains - a serious concern. Which makes it more realistic, perhaps.
:bow:
Upkeep costs in MTW are actually around about correct. The main issue is that trade income unrealistically inflates the player's treasury size. The AI is hopelessly inept at trading and using fleets in general. It does not deploy fleets with any strategy, it simply spams them into the sea. It's common to see AI fleets of 16 ships in the high/late era, all in the same sea region - with no ships elsewhere. Ships are only really effective if they are trading or protecting your coasts from invasion. They only do this effectively if they are in continous chains from port to port. The AI cannot manage to do this either as it has no system for deploying fleets.
If the AI invades a province by sea; i.e. if the Almohads invade Ireland, this is not by design. It ocurrs because the AI views a province that has been linked up by ships and a port in exactly the same way it views an adjacent province. The AI will react instinctively for that particular turn - with no forward planning - and will see only a rebel province and easy pickings. The following turn the line of ships that allowed the invasion may not exist because the faction has moved it's ships around at random.
Trade is also imbalanced in that many provinces do not have trade goods and the token inland trade goods are actually useless.
STW has a much simpler trading mechanic that has set values, does not depend on such randomness and every coastal province can produce a trade income which cannot be exploited by the player as easily. IMHO the STW trading mechanic is better because it is simpler and does not involve micromanaging ships. It can also deliver a huge income if you convert to christianity early, accept both the Portuguese and Dutch and build all of the churches, cathedral and trading posts.
RTW's trading/shipping was not an improvement as trade depends entirely on the hopelessly broken diplomacy, involves even more micromanagement and is nasty and RTS-like. In RTW ships serve only to break blockades and transport units manually (instead of the old fashioned port jumping). The ship combat is tiresome, ridiculous and easily exploited (if you find the patience to micromange the ships for the duration of a campaign). CA simply added too many layers to the campaign game in later TW games.
Quote:
Originally Posted by
gollum
Version 1.12 does not allow manual pillaging or disbanding to the player and this makes quite a bit of a difference in the campaign game imo.
This works in MI 1.02 as well - just don't click. :sweatdrop:
Quote:
Originally Posted by
gollum
Also if you want the maximum effect of the maintenance costs try a campaign with huge unit sizes- even in RTW and M2TW the campaign works best at these settings - this is in all probability what CA is balancing it for as otherwise not enough men for invasion would have been available for the AI factions.
I always play on huge units, though lately I've been trying the default as that is what everyone else is playing. I'm not sure why everyone plays on the default size as the larger units are preferable IMHO. They also take 2 seasons to train.
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Re: Historical basis for STW etc (split from the Shogun II Thread)
AI naval deployment is not as random Asai Nagamasa makes imho, but nontheless "random" enough and the problems he is describing are indeed there. A considerable improvement can be observed for how the AI treats his naval affairs for certain AI personalities. In particular, the defensive_catholic, defensive_orthodox and defensive_muslim do rather better. The biggest problem is the catholic_trader and the catholic_naval_expansionist that make the AI go berserk with ships. They become a financial burden that literally chokes teh AI factions because they -again- can't disband unlike the player.
Trading goods are indeed overpriced and too much profit can be made of them, halving them gives better results. Inland trading goods are also useless so you can make the port being the requirement to build anything beyond level1 trader as otherwise it isn't worth it and the AI wastes money building the higher traders in provinces that give him peanuts in return.
I used to play in 60 man units, but actually the campaign game and battlefield SP game are very much better with 120 men units because the overall money available in themap is balanced for that. So for the last few years i play huge units and i will continue to do so.
Quote:
Originally posted by Asai Nagamasa
This works in MI 1.02 as well - just don't click.
For many players (not myself) this sort of advice is inconsequential. CA added the feature as it indended it to be used, and it is also mentioned in the MTW manual as a viable "strategy". They advise the player to let teh AI build up and then invade to pillage - the chevauche tactics. This was in the days of v1.0 that invasions between AI factions would also result in autopillaging and hence hurt AI development immeasurably in the long run. This in turn widened the gap between the lpayer and the AI in terms of economic infrastructure and tech level of units. In the end CA introduced the "cheat" that invasoins between AI factions do not result in autopillaging - only between AI and player. This is why teh AI factiosn have the infrastructure they have in 2.01/VI
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Re: Historical basis for STW etc (split from the Shogun II Thread)
You get epic battles with 120 man size, but I the maps don't seem to be designed for it. Often there will be a woods or hill or ridge that only a 60 man unit army will fit on. Besides, I like my daimyo unit to take names.
Also, the 120 man armies take a long time to move around.
Re: Historical basis for STW etc (split from the Shogun II Thread)
The STW maps are indeed somewhat small (especially some of them) but ok for 1v1 especially in the largest of these. I agree that it can be a problem for 2v2 and upwards though.
In MTW the maps are considerably larger so the 120 men units work just fine in all maps and with all set ups.