Results 1 to 30 of 353

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

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

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

    First, congratulations on making an amazing mod. I have played all the major overhaul mods for shogun 2, and yours is by far my favorite. I have been following these forums for a while now, but I didn't feel the need to register until now. I love S2R+ so much that I feel inspired to give some feedback.

    One thing I would like to see in S2R+ is a modified in-game encyclopedia like TROM 3 has. It would make the game much more enjoyable to play to know the attributes of all the buildings and units ahead of time and have an easily accessible reference for when you forget. It is especially frustrating when the tooltips on certain building are broken (Nanban Quarter comes to mind), and you have no idea what they do unless you just bulid them blindly and then compare the pre- and post- construction city details pages.

    One of my only real complaints with S2R+ 2.9 is the tight unit caps. Every game I hit the unit caps on every type of unit I can recruit. I build as many different types of buildings as possible only in order to get more total units - sometimes I even build buildings, recruit the units they unlock, then destroy them to build something else. When clans with one province and clans with 5 provinces have the same caps on total number of units in play, things get kind of weird. For instance, the metsuke ability to bribe units can be abused in this situation - in one campaign as the Shimazu I repeatedly incited revolts with my missionaries (I had converted to christianity), then bribed the rebel armies with my metsukes just to get around the unit caps. This resulted in me having several more stacks of troops than any other clan could possibly field, and me predictably rampaging across the countryside a few turns later.

    Also, in the ikko ikki and uesugi campains it would be nice if warrior monks did not require the blacksmith or merchant colony buildings - if you lose your home province you lose the ability to recruit clan-special warrior monks at all. I am sure this applies to some other clan/unit/building combinations too, but none come to mind at the moment.

    PS I also applied to join the dev group.

  2. #2
    Member Member Hister's Avatar
    Join Date
    Sep 2006
    Location
    Slovenia
    Posts
    283

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

    One thing I would like to see in S2R+ is a modified in-game encyclopedia like TROM 3 has.
    That is also my wish - it would make the whole mod experience more rounded. DV said though that he won't be making it and that it's up to us helpers to do it. If you are up for it then you are kindly invited. We also need one more tester so if you have spare time you can beta-test internal versions.

    tooltips on certain building are broken (Nanban Quarter comes to mind)
    This is a vanilla issue that can be bypassed somewhat but it also depends on the type of screen you have - the smaller the less you see. In the new internal versions though I haven't spotted any such occurances.

    One of my only real complaints with S2R+ 2.9 is the tight unit caps.
    That was also a complaint of GShock, one of the internal beta testers but the system is designed the way it is. Yari ashigaru's are not capped though so your statement is not entirely correct.
    DV said it would take a 6 months of development time to change this and he ain't doing it.

    in one campaign as the Shimazu I repeatedly incited revolts with my missionaries (I had converted to christianity), then bribed the rebel armies with my metsukes just to get around the unit caps.
    While this is a good example of how you can exploit the design it is of course suggested not to do it in order not to spoil your gameplay experience/immersion. Make a houserule for yourself. ;)

    Also, in the ikko ikki and uesugi campains it would be nice if warrior monks did not require the blacksmith or merchant colony buildings - if you lose your home province you lose the ability to recruit clan-special warrior monks at all. I am sure this applies to some other clan/unit/building combinations too, but none come to mind at the moment.
    Up to DV to answer.

    PS I also applied to join the dev group.
    If you promise to be useful for the team you are welcome aboard. Means we don't appreciate people who apply just to get access to internal versions, make a small report and then disappear.
    Last edited by Hister; 10-28-2011 at 08:35.

  3. #3
    TW Modder Since 2005 Member DaVinci's Avatar
    Join Date
    May 2005
    Location
    Hamburg, Germany/EU
    Posts
    848

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

    Update version 2.96 uploaded.


    [Last open beta prior to final v3.0]
    .
    Last edited by DaVinci; 10-31-2011 at 18:42.
    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

  4. #4
    TW Modder Since 2005 Member DaVinci's Avatar
    Join Date
    May 2005
    Location
    Hamburg, Germany/EU
    Posts
    848

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

    Just uploaded v2.96.1 (as quick patch/balancing), see changelog.
    Last edited by DaVinci; 10-31-2011 at 19:44.
    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

  5. #5
    TW Modder Since 2005 Member DaVinci's Avatar
    Join Date
    May 2005
    Location
    Hamburg, Germany/EU
    Posts
    848

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

    Slight update, v2.96.2 uploaded.
    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
    Join Date
    May 2005
    Location
    Hamburg, Germany/EU
    Posts
    848

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

    Slight update, v2.96.3 uploaded.

    Just decided to make all upcoming updates until final v3.0 as open betas, equal how small they are (requirement for an updated version is though, that the alteration has potencial for a changed gameplay, even if it might be small).
    The changelog always describes the alterations.
    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 + | Main Thread: Feedback & Discussion

    Quick comments on v2.96.3:

    1) Hattori doesn't have access to the Late3 Yari Ashigaru unit (the one capped at 48 units), I wonder if this is by design?

    2) The changelog stated that the realm divide code is back to near vanilla status, however the prestige level required for legendary status is still at unrecheable number (1000?), effectively disabling realm divide prior to taking Kyoto --- again I wonder if this is still by design or not. Personally I prefer the approach where you'll get hit several times (i.e. legendary status, taking kyoto) with an initial high negative value that diminishes over time -- in such a way that you'll still get that -200 penalty if you hit legendary and take kyoto in a relatively short time. But then again that's just me, and I can modify the db directly no problem.

    3) With this mod, I wonder if it is still relevant to have the Ashikaga spawner enabled. In both of my two campaign with this mod, I see Oda AI repeatedly assaulting Kyoto to no avail. I didn't really notice the process, but after several attacks by Oda, the Ashikaga evidently has 3.5 stack of armies which do not respect the unit caps -- I don't see how the other clan's AI will be able to defeat that kind of army with the restriction from this mod.

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