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

    1.84 updated to 1.84.1.

    Special relevance: Shimazu got a faction specific Naginata Ashigaru (with the same support properties as Oda's).
    This unit gives clearly an advantage.

    Next version 1.85 will have this faction specific unit also for the Mori faction, and maybe also Ikko Ikki, perhaps done 1st May evening or so.
    I plan to add this as well to Takeda and Hojo, probably also to Imagawa, Uesegi, Tokugawa and Date, maybe even to Chosokabe.

    All this should change the balance and outcome as these units are available from the start, i hope the (historically) minor factions will have a harder time then.
    Last edited by DaVinci; 05-01-2011 at 00:03.
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  2. #2

    Smile Re: Shogun 2 Realism + | Release & Discussion Thread

    Hello everyone,

    I am new to this forum and one major reason that made me join this forum is to post my thanks and gratitude toward DaVinci for his hard work on this wonderful and truly the most realistic mod of Shogun Total War 2 and of course all the people that are helping him and giving their feed backs. The game has become much more exciting and challenging during the first few dozens of turns, but I have noticed some weaknesses regarding the AI in the later part of the game, which I hope we can discuss and possibly improve in the future version of the S2R+.

    1. The AI most of the time prioritizes attacking the player with full force over defending home province especially when there is only 1 home province left. (e.g. Uesugi force sent all their units to attack my castle while there is a rebellion in their province, which leads to their demise when the small rebellious force took over their caste with ease). Could it be possible to make the AI leave some defense forces in their home province in situation when they only have 1 province left?

    2. The AI is very aggressive during early years, which I love very much because of the higher challenge, however, I have noticed that they sometimes expand too fast and neglect to leave some force to put down rebellions which leads to implosion of their empire.

    3. In late games, the AI could hardly expand more than 16-17 provinces because of their inability to manage their economy and put down rebellions because they are in war with a human player, they would prioritize attacking and conquering new territories than trying to stabilize the territories they own. That makes the AI not very challenging in later games.

    4. I love the cap on the amount of samurai u can recruit, however I still think samurai are not strong enough when put on a scale against other units such as Ashigarus. The thing is, as a human player I try to get most my generals to 6 stars faster by splitting the generals in attacks/defense which makes all generals receive xp. As a result my troops get a super amount of moral + attack dmg and as a result an Ashigaru Inaka with +4 attack from weapon upgrades + 2 attack from jiujitsu + bonus attack from general + alot of moral from general can totally destroy samurai forces of the Enemy with lower level general, which leaves me with the idea of having a only full stacks of Ahsigaru and 6 stars generals as being the most cost efficient way to build up my army. This leads to very repetitive and boring battles. My suggestion would be to maybe increase the stats for samurai and make their cost/maintenance higher to make them even more critical for a change of the course of a battle.

    5. I like the new food system, however, the road's consumption of food is making smaller empire with higher tier castles struggle to keep their empire from getting rebellions caused by food shortage. IMO the food system should favor smaller clans more than larger ones since in reality, a larger clan will usually have to support more troops and thus will have less food excess, however, I know that the STW2 system is not build around supporting troops with food so I was wondering if you could make some kind of penalty to production of food for larger empires to simulate the food that is used to support troops? For example, -1 global food to the clan for each 2 new province acquired.

    I play the game with your mod, unit card mod, realm divide, Japanese fix, Music and faction color mod on Legendary difficulty level.

    Thanks again for your hard work. *Thumbs up*
    Last edited by Ashimurai; 05-03-2011 at 13:29.

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

    Hello Ashimurai, welcome and thanks a lot for your thoughts. I'll consider everything of your points within upcoming updates.

    And yes, i see a chance to simulate the -food thing for the late game, not region-dependent as long it is scripting-free, and i believe a script for this would take a lot work, and the effect on AI is unclear as well. I'll try something like that with simple tweaks within the already used files. As every penalty needs a kind of bonus to keep a (possible) balance, i'll add some additonal region restriction bonus as counter factor to possible -food rebellions, and probably i have to add also some more +food options for the late game.

    All that needs then playtesting, of course the human player can steer things good, but the AI is the question, as you have pointed out already. All in all i envision an option, that food supply is even in the end by all used infrastructure - otherwise rebellions will be the rule throughout the campaign, where the AI cannot work with properly.

    As for AI behaviour in general, yes, i'll start soon to modify dedicated campaign AI codes, which might have an impact to the outcomes in case of troop movements etc..

    Edit
    I forgot to mention: Atm. i'm waiting on CA's big patch, what the impact on mods is (functionality?), besides having lots to do in RL.
    Last edited by DaVinci; 05-03-2011 at 21:48.
    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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    What's really more disappointing than dis-information and non-education?
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  4. #4
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    Version is updated to 1.85, see sticky release post.

    This is probably the last update for a while. (Of course, as earlier said, the mod will reach v2.0 some day in future).

    I must add, it is questionable that mods are flawless compatible with the upcoming Patch by CA.
    See my "compatibility" thread. Just try it out if your game is updated with the CA patch, along my hints there.
    I'm also curious about the compatibility, but personally might have not a lot time in the next weeks ... .
    Hope is there, that mods like S2R+ etc. work still flawless with the patched game by CA :)
    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?
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  5. #5
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    Version is updated to 1.86: It's the patch 2 compatibility fix (CA's patch from 9th May).

    I wish happy gaming with the DX11 and Anti-Aliasing improvements etc..

    A contentwise update for S2R+ will happen some time in future.
    Last edited by DaVinci; 05-10-2011 at 00:11.
    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

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

    Version updated to 1.87, see changelog/release thread.

    I'll keep this version probably for a good while, campaign playtesting is needed.
    However, i'm pretty confident in the assumption that major factions will have a good stand, finally (with or without the custom start-unit light script).

    Edit: In the changelog i forget to mention that also with the garrison modding is dealt again (slightly less mighty compared to the last used one, while main extra spawned units are Ashigaru Bowmen).
    Last edited by DaVinci; 05-10-2011 at 06:18.
    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

  7. #7

    Default Re: Shogun 2 Realism + | Release & Discussion Thread

    Hey Davinci,
    Are you able to play custom battles with version 1.87 and the patch? cause whenever I play a custom battle, the loading screen before the battle freezes. This doesnt happen if i delete 1.87.

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