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  1. #6
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Released: Shogun 2 Realism

    Quote Originally Posted by vuvihu View Post
    @Da Vince: excellent mod, i really like the non-tech requirement for samurai recruiment...AI stacks seem to be a bit more balances.

    however, i got a couple of question:
    1, how to increase the cap for samurai and bow ashigaru. For example, about 50 turns my H/H Oda campaign, the unit cap for bow ashigaru, bow samurai, naginata sam., horse archers, yari sam. are 3,4,2,2,2.
    Isnt it supposed to be 10 for each kind of samurai? Either building additional dojos or upgrading current ones doesn't help
    2, why naginata monk cavs have +7 bonus vs cavalry? They are already good at melee. Can you please explain this?

    Other gameplay mods I'm using: UAI, realm divide, double prestige
    Thanks for playtesting. I would be interested how you get on with Oda on H/H, with mentioning the year etc. circumstances, can you reach the campaign goals? How are doing it the other major (AI) factions?
    Important, because i would like to know, if my v1.1 changes (on parking now: making it slightly easier money-wise) is necessary or not for the general balance of the campaign on H/H.
    Also, please start a next campaign without the UAI, because my goal is to have it properly without that extra mod, and anyway including CAI files as well (one which gives recruitment priorities is in S2R(+) contained).

    Else, i have capped Samurai recruitment differently from the basic S2R setup, what you get now is what you can get in S2R+. This design is in my opinion more realistic, than to have 10 Samurai per type available, Samurai were just rare for the period and became more rare towards the end of the period due the losses*, so Ashigaru replaced their "positions", and also should prevent the human player from spamming them and exploit it vs. the AI which is steered to a degree by the CAI recruitment codes.

    However, the main backbone of the Senguko armies should be the Ashigaru Yari guys, which have the chance to become more performant during the campaign with collecting exp due to battle and due to gameplay exp boni additions. There for also the other Ashigaru types (Yumi, Naginata and Sword) got certain roles/stats and caps. The Samurai should present your rare but precious elites, and the more the campaign advances the more you should rely on Ashigaru, if you expand with your realm, because you must govern/control more lands. This is then historical realism reflection for the campaign towards the end of the period.

    As for the +7 cav bonus i'll look into it, anyways naginata gives cav bonus, it is a weapon both for inf and cav combat, it is a polearm, and in the case of warrior monks, they are just elite warriors, have to change that if they are completely imbalanced though.

    * Ie. more realistic would be to have a quite good amount of Samurai's at the start of the campaign, then only very very rare reinforcement Samurai recruitment, which vanishes then towards the end of the campaign completely, latest at about 1590-1600.
    Last edited by DaVinci; 04-11-2011 at 00:16.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


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