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Thread: Shogun 2 Realism + | Main Thread: Feedback & Discussion

  1. #181
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    The two different Ashigaru Yari units that I reported are actually the starting Ashigaru Yari units and the new ones I built hence the different stats.
    Different unit number, that's all what should be different for those starting units. I already thought about it to give the starting units a separate role (separate name and meaning, perhaps slight different stats), but that would be much work for a very low effect (less game value, just bit more flavor).

    Have to go offline now.
    Last edited by DaVinci; 06-23-2011 at 23:42.
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  2. #182
    Member Member Hister's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Leave it as is.

    Good night.

    Downloaded the newest version.

  3. #183
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Short comment on my recent dev version playtesting in regard of the economical model: (as always playtesting Chosokabe, H) ... this is with custom UAI btw., see public thread "Compatibility: Add Mods".

    About 15 years in the game, and i have really a lot money available, progressing is no point here. Means if i start to leave the isle (while Miyoshi is my vassal, left him on the most eastern isle, and Sogo is my ally in his home region), attacking other factions will be a challenging adventure, because the AI factions are strong, the economical options will help, but surely one will have always to plan the investments accurately.

    Besides this, battle mode is good balanced, battles are pretty hard to win if the armies are ca. 1:1 deployed, as already said, tactics are relevant, a mistake can cause a desaster, field battles. Siege battles are another thing, the CA vanilla siege bug makes it hard for the AI as assaulter.

    Camp wise, AI: Only Uesegi died, Ikko is slightly too strong. All other looks very well, ie. Mori is mighty now, Shimazu expands, Oda expands but is not too mighty (Tokugawa keeps its region as Oda's vassal), Takeda expands, even Hattori expanded, Date are solid there, Hojo as well.
    Besides these major AI's, many other AI's are still alive and kicking, pretty less of them vanished.

    So i'll try to buff Uesegi slightly more, Ikko will be nerfed a bit.
    Last edited by DaVinci; 06-24-2011 at 22:32.
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  4. #184
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Version 1.98 is lifted.
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  5. #185

    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    For 1.98 do we still need to include the "Movement reduction mod" that you added to the 1.96 version?

  6. #186
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Quote Originally Posted by TylerX5 View Post
    For 1.98 do we still need to include the "Movement reduction mod" that you added to the 1.96 version?
    No, remove that if you have that in the data folder, the movement reduction mod customised comes with the S2R+_1.98 folder now.

    Edit: Seems i have to make it more clear in the release thread, will add part of the Addon readme now.
    Last edited by DaVinci; 06-25-2011 at 07:09.
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  7. #187
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Preview for the last upcoming updates 1.99 and 2.0

    Now as i hope the mod is pretty much advanced/finalised gameplay wise, there will be only a few content updates, those are

    # Unit Additions:

    - Catholic Samurai, a capable matchlock unit (unique for catholic factions), quite early recruitable.
    - A medium/semi-elite sword Samurai, recruitable with sword school.
    - Possibly making an Onna Bushi recruitment variant, with naginata dojo.
    - Possibly new garrison unit: Bomb Thrower variant, from on stronghold.
    - Possibly new garrison unit: Ashi Matchlock variant, from on fortress.

    # Unit card customisation of the introduced Sengoku Unit Card mod.

    ... besides of course, slight enhancement due to playtesting experiences/reports (mine, internal playtesters and payers).
    Last edited by DaVinci; 06-25-2011 at 06:54.
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  8. #188

    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Did you unlock cannons for non-Christan factions in 1.98?

  9. #189
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Quote Originally Posted by TylerX5 View Post
    Did you unlock cannons for non-Christan factions in 1.98?
    Yes. There are always tons of details (changes) which go not into the changelogs, because i would have to write a whole day then (my changelogs are already long enough, i guess less people care to read all that, right ;) ).
    Last edited by DaVinci; 06-26-2011 at 04:23.
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  10. #190

    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    hmmmmm, any possible way I could help you with that? by that I mean write all the specific changes SR+ offers to players seeking to know about the mod?

    At least all the changes to the non-battle aspects of the game (ex. unit caps, what provides and cost food, diplo, recruitment buildings, unit radius, etc.)



    I would be more then willing to do it, and I think it would help advertise the mod if all the info was organized
    Last edited by TylerX5; 06-26-2011 at 22:56.

  11. #191
    Member Member Hister's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    That would probably be a good thing to do but maybe wait until finalised 2.0 version since more changes will be done. If you don't mind changing stats when the last version is finished then go ahead and write all the changes the game makes - not many major changes re expected anyway.

  12. #192
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Quote Originally Posted by TylerX5 View Post
    hmmmmm, any possible way I could help you with that? by that I mean write all the specific changes SR+ offers to players seeking to know about the mod?

    At least all the changes to the non-battle aspects of the game (ex. unit caps, what provides and cost food, diplo, recruitment buildings, unit radius, etc.)



    I would be more then willing to do it, and I think it would help advertise the mod if all the info was organized
    Tyler, that's a good idea indeed, you can make such a thread, try to do that as structured as possible.
    Also i invite you to join the team (check Settings/Group Permission, apply there for the S2R+ group, and pm me about it), if you want.
    You can test the newest internal version, and else you can help to moderate the public forum, when i'm not around (as Hister does).
    Last edited by DaVinci; 06-27-2011 at 00:35.
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  13. #193

    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Hey Davinci I sent you a PM about my idea and also I believe I applied to the group for which I would by more than willing to help test the newest internal versions and help out with the forum when I can.

  14. #194
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Welcome to the team.

    ---

    Info for everybody post v1.98 release.

    The mod is currently again in an overhaule phase. Aspects got/get a revision, ie.:

    - CAI (ie. naval and trade behaviour, but also general AI priorities)
    - Economy (cashflow)
    - Building and tech/art properties and impacts
    - Cultural impacts (via buddhist, ikko and catholic factors)
    - Units (recruitment and capabilities)
    - Battle mode (diverse, ie. fatigue, attrition, morale etc. once more in work)
    Last edited by DaVinci; 06-29-2011 at 05:30.
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  15. #195
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Update v1.99 uploaded.

    Expect a quite new campaign experience compared to v1.98.
    Last edited by DaVinci; 07-08-2011 at 19:29.
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  16. #196

    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    I think the ikko-ikki conversion rates are a little to high in the beginning, after 8 turns some provinces have reached a 18% of that religion. Maybe if you added like a .5% conversion to clan religion for the Zen art card it could help balance this out a little?

  17. #197
    Member Member Hister's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Please continue playing and monitor how is the situation later on. I think new buildings balance this out but Ikko Ikki will be very strong never the less and Oda will gradually push them back. At least that was in my beta testing campaign.

  18. #198
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Well, it actually depends on the building-behaviour of the factions, if they gradually construct, the ikko influence is pushed back. However, i'll try to bring them slightly more constructing buddhist temples (for post 1.99 versions), this negates the ikko influence to a good degree.

    Maybe if you added like a .5% conversion to clan religion for the Zen art card it could help balance this out a little?
    You mean via chi art? There is no such code available afaik, and if done in that way, it would negate the ikko threat very quick.


    Edit: Internal update available (1.99.1).
    Last edited by DaVinci; 07-10-2011 at 16:31.
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  19. #199

    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    from what I've noticed its the ikko-ikki influences from other provinces that usually spread it fast. In my Uesigi play through even with the Buddhist temple the ikko-ikki faith grew to 10% after 10 turns and was still rising

  20. #200
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Quote Originally Posted by TylerX5 View Post
    from what I've noticed its the ikko-ikki influences from other provinces that usually spread it fast. In my Uesigi play through even with the Buddhist temple the ikko-ikki faith grew to 10% after 10 turns and was still rising
    Of course, it depends on the bordering regions. Uesegi start region has a lot ikko influence.

    Edit: Just check out the settlement-details, that will show you how much points you need to stop the conversion, and which building(s) is needed.
    Last edited by DaVinci; 07-10-2011 at 19:12.
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  21. #201

    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    yeah I see what you mean, I just didn't build enough my first go around, but I figured it out my second time. I think I like where you're going with this, it adds a new dynamic to campaign strategy and makes temples more strategic as to where you want to place them to get the most out of their outside influence

  22. #202
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Quote Originally Posted by TylerX5 View Post
    yeah I see what you mean, I just didn't build enough my first go around, but I figured it out my second time. I think I like where you're going with this, it adds a new dynamic to campaign strategy and makes temples more strategic as to where you want to place them to get the most out of their outside influence
    And i just started an Uesugi campaign, and if i recruit the available monk agent, the buddist conversion rate stands on 100 % in the first turn, Uesugi is with the temple the last faction that has big issues at the start in this regard..
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  23. #203
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Update 1.99.5 uploaded. Special feature: AUM-Sho custom units integrated.
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  24. #204

    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    what is this aum sho?

  25. #205
    Pincushioned Ashigaru Member Poulp''s Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion


  26. #206
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    General info:

    The recent published version 1.99.5 will stay valid for a while.

    The next public release will be the final S2R+ release (2.0).

    If somebody is a S2R+ fan, and wants to participate with the internal betatesting, has the time for it, then leave an according post here.
    Betatesters must be able to report in a proper manner* about their campaign-playtesting, can provide suggestions which fit to the modding design etc..
    Further on should be able to install the mod (internal updates) without issues.

    * proper manner: understandable english (no slang or rap style english), structured, short and clear.
    Last edited by DaVinci; 07-20-2011 at 16:25.
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  27. #207
    Pincushioned Ashigaru Member Poulp''s Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    I volunteer for this.

  28. #208
    Member Member Hister's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Welcome aboard Poulp'!

  29. #209
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    Quote Originally Posted by Poulp' View Post
    I volunteer for this.
    Alright Poulp, welcome.
    Please go to "Settings" -> "Permission Groups", and apply there for the S2R+ group (the "+" is written there as "plus"). Afterwards please pm me about it (ie. "have applied"), because i don't get an automatical message. I'll give then access to the hidden dev forum.
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  30. #210
    Pincushioned Ashigaru Member Poulp''s Avatar
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    Default Re: Shogun 2 Realism + | Main Thread: Feedback & Discussion

    After a long moment searching Steam's settings for "permission group", I finally found it on the top of this very page.

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