Results 1 to 30 of 353

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

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #14
    TW Modder Since 2005 Member DaVinci's Avatar
    Join Date
    May 2005
    Location
    Hamburg, Germany/EU
    Posts
    848

    Default Re: Released: Shogun 2 Realism

    Can you Add (like darthmod) the catapult sooner recruitable, realism needed... I prefer realism mod than darthmod, but this last one is more complete for now: catapult, Projectile explosions now have more realistic effects (they do not launch the troops to space...)
    Quote Originally Posted by Breepzz View Post
    And for my question and my suggestion?

    Fire arrows removed!? Are you serious? it were sometimes used in land battle mate.... What's about reduced this ability drastically in 1 use per battle, or better, just one or two unit with the fire ability. but don't delete them...
    Catapults currently have imo. no realistic effects (in vanilla), they throw here real explosive bombs which leave impressive earthholes as it was WWI (this is likely to change if it is possible). As for availability, i'll look into this.
    The fire arrows and its effects on units are Hollywood contents, wait, no, even Hollywood does not produce such nonsense of barbecued units. I left them for naval and the static unit protections, that's realism reflection, everything else is utter nonsense, if mobile archers shoot fire arrows ( from where do they get it, out of their ass? ;) ).

    ---

    Btw., i couldn't trust my eyes recently in my Chosokabe playtest campaign from above: Oda exactly took over the Shogunate in 1573 (sacked Kyoto), the historical correct year as he did it in reality.

    ---

    Upcoming changes will be (what i have now in my mind):

    - Exchange the food subtraction building string from markets to roads (reason: road work cost a lot of manpower/food in reality, i don't understand the approach of market advancement consuming food, would be contrary, i think).

    - Kinza Mint art researchment will provide + 1 food as additional effect
    or
    - Sholarship art researchment, not sure now.

    - Naval combat stats will be revised (morale etc.).

    - Bomb thrower units will be increased in recruitable numbers ( i guess 6 ).
    - Most likely some Samurai unit caps will be slightly increased (for some).
    - Same for Ashigaru Archers, just a few more will be recruitable.

    Edit:

    I observe, as other players as well, the AI sometimes apparently goes around unit caps (which work 100 % for the human player), at least AI fields more per unit type than the code allows. I strongly believe there are no separate codes for the AI how much they can recruit per unit type. But i hesitate to believe the AI can simply cheat here. This is beyond my knowledge what the culprit is and how to solve that, as of yet.

    ... further ...

    - Fixing some stat values/columns (due to wrong tab names in the PFM tool).
    Last edited by DaVinci; 04-15-2011 at 22:36.
    TWC Wiki: List of TW Modding Contributions 2005-2011
    Release 12.2012: Third Age TW Realism+
    Release 04.2013: Rise of the Samurai Realism+


    Support: Greenpeace
    LIVING ...WITH... WAR
    What's really more disappointing than dis-information and non-education?
    A certain degree of intentional ignorance paired with obvious stupidy /DV

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO