Qapla all.
Some of you may remember my original post concerning the problems, issues and bugs that the community felt were the most outstanding at the time. Well, time has passed, the folks in Europe (most at least) have recieved WE/MI and had some time to spend on it as well, allowing for more feedback. That being the case, its time to revisit the idea and see what the community now feels are the major issues in the WE/MI release. After all, a bit of experience is a good thing to use when looking at things like this.
Okay, as before, there will be 2 sections. One for Bugs, another for Issues. Bugs being the critters that make the game fail to run correctly, or an implimentation in the game that acts contrary to what it is SUPPOSED to do. Issues are those things that the community feel need to be addressed to help make Shogun WE/MI even better than it is.
When dealing with issues, I will endeavor to provide a few solutions that have been suggested by the community. So... here we go!
Bugs: There are 3 major bugs - 1 technical and 2 gameplay that stick out tremendously. While many are having problems getting the game to run, or have sound, etc., these are related to hardware and driver issues and are not a flaw in the program per se.
Technical bug - game crashes to desktop.
Process terminates unexpectedly without warning.
Crash can be recreated using saved game and repeating the actions that precipitated crash. Specifically happens when moving units on the Strategic Map. Also occurs when starting a battle and group switching units. You may switch out individual units, but if you group a few and then click to rotate the group out, the battle/game crashes. Both of these are verified, repeatable technical bugs. (Yes, one could say that you should not switch out a group of units. Agreed, perhaps disabling the switch button when more than one unit is selected will resolve at least part of the problem.)
Gameplay bug - Owari AI.
Occurs only when the AI ATTACKS Owari. (I got it wrong the first time.)
Due to the time limit, a defender who "outlasts" his opponent will win by default. When the AI attacks Owari, it places its units in the center between the two bridges and does not attack. It appears to be confused as to which bridge to use, and thus uses neither. This allows a player to sit on defense in Owari and never be beaten, regardless of the enemy troop number, type, quality etc. A small tweak of the AI to allow (or force) it to use either or both bridges depending on its forces is required to remedy this critter.
Gameplay bug - AI units getting stuck.
Specifically, at times reinforcing units will enter a square where they cannot move, or should not have been placed. We have seen yari spearmen "walk" on water - although "stand" would be a better term as they could not move. A unit will sometimes enter the battlefield, become stuck on an obstacle (or land feature such as a river outcrop) while still in the edge square (denoted by the red cursor when you try to move your men in), and be both unable to move, and unable to be targeted either by melee or range attack units. There is a report that this has occured to a routed unit at least once as well. What happens is you end up with a single, solitary enemy unit that, even in a routed state, can sit where you cannot shoot at it, charge it, attack it in any manner, nor can you force it off the battlefield. Again, given that most players use timed battles, the result is a loss for the player if he/she is attacking, regardless of them having earned the victory. One suggestion to remedy this is to modify the "solidity" of the units allow them to "pass through" any obstruction in the "red zone". Another would be to modify the AI to avoid such obstructions upon entrance to and exit from the battlefield.
Now... On to ISSUES! There are 2 MAJOR ones, a few minor ones. The two major ones, reinforcement handling and morale, are loosely tied together. Both are the subject of many posts, however I place reinforcement first due to it being the cause of some (but not all) of the morale problems.
Issue #1 - Reinforcements. This will be divided into 2 parts.
Part A: Players do not recieve reinforcements correctly.
The AI recieves its reinforcements properly, however there are times when the player will not recieve his or her replacement units when one of the initial 16 units leave the field. At other times, it can take 5-10 minutes before the reinforcement does arrive. There is some debate as to whether this time expenditure and the occasional lack or reinforcement is intentional - by design. If so, then it should be implemented for the AI as well. However, by consensus, the community feels that replacements units for the player should arrive in as timely a manner as they do for the AI.
Part B: Random entrance placement of reinforcements.
There is some debate on this, but the vast majority of the community feels that pure random entrance spots for reinforcement of the armies on the field of battle is a major detriment to large battles. In addition to taking away quite a few tactical advantages held by the defender, such as hills, rivers, etc., it also causes the reinforcement rout issue that will be dealt with in a moment. While we all understand that this was done to facilitate the "King of the Hill" Multiplayer battle type, it is a detriment to Single Player battles at all times. There are a number of suggestions on how to resolve this. The 3 most popular are - (in no specific order):
A toggle allowing for either Random (current scheme) placement, with the other option being "old style" (Original Shogun:TW scheme) entrance.
A modification to the battle logic that defines a large (but less than half) portion of the battlefield as "owned" by each side. Reinforcements for each side could then legally enter from any edge "owned" by their respective side. This would limit the entrance options to a bit less than one half the battlefield edge. In river provinces, the river would be the "dividing line".
Any position where 2 or more friendly units are situated very close to the edge is considered a "friendly or owned" square, and is allowed for use by incoming units to enter the battlefield. The 2 units "owning" the edge could be engaged in combat, but could not be in a state of rout. This would give an enemy general a large amount of tactical leeway.
Issue #2 - Morale. This also will be subdivided.
Part A. Multiplayer Morale.
It seems that during Multiplayer, all units are "unroutable", in that they will often fight MUCH longer than they should, even when flanked or reared. This appears to be due to the Multiplayer units using the morale of the SP Mongol Invasion campaign. To keep the Japanese units from running at the first sight of the Golden Horde, CA was forced to increase the morale of all the units. This morale model is in use for all multiplayer games,including Japanese vs Japanese, and greatly lessens the ability to rout enemy units through superior manuevering.
Suggestions to resolve this include:
Going back to the original Shogun:TW morale model.
Providing a toggle or slide to allow the players to modify morale for each game.
***It should be noted that the Mod'ding community is attempting to standardize a more balanced morale scheme for Multiplayer, but it faces technical (and ethical) issues due to the inability to play others who have a differing Morale model. Thus the need for CA/DT/EA to standardize a fix for the Morale Issue.
Part B. The Reinforcement Rout (and routing direction).
Due to units coming in from various places on the map, very often a player will rout the initial AI units, take a defensive position on the AI's "side" and await the incoming units. However, the AI sends its units to attack the player, and as they approach, they rout due to lack of friendlies around, being outnumbered, under fire, etc. They then rout INTO the player army, creating a HUGE kill count.
The feeling in the community is that a routed unit will rout to the nearest edge if there is no enemy blocking it. If there is, it will rout in the closest direction of an edge that an enemy is not blocking.
However, if the reinforcement entrance issue is addressed, this problem will be eliminated or severly reduced.
Suggested solutions:
Modify reinforcement entrance points as noted in Issue #1.
Modify the AI rout pathfinding to keep routed units from running into the arms of their enemy.
Now - on to the more minor issues.
The OPTIONS issue - while it is by design, many still feel that things like limited ammunition, battlefield time limits, etc., should not be forced upon them, regardless of difficulty level.
The concealment issue - currently a unit may have a concealed icon, yet still be partially visible. The AI uses this to focus in on concealed units. Either a unit is concealed or it is not, there should be no doubt. If a unit is even partially visible, then no icon should appear. The only suggestion to date on how to fix this is to grant "invisibility" to any visible men when 75% or a unit is concealed. Otherwise, do not show the concealed icon unless the unit is entirely covered.
The province/tax loyalty issue. One can have very low taxes for 3 seasons a year, with the corresponding boost in loyalty. One can use this to raise taxes to the highest level for one season, and recoup the lost loyalty by dropping taxes again the following season. It is suggested that either the tax loyalty modification in the provinces only be done once a year, or limit the player to one tax change per year.
Geisha - Some have asked for the ability to toggle geisha availability on and off. Such a setting would apply for both the player and the AI.
New/old economy - Some have requested a toggle that will allow them to play using the original economy - ie. longer build times, etc. Again, such a setting would apply to the AI and the player.
Port invasions - A few players have requested a strategic AI tweak to make the AI more willing to use port invasions. Again, a possible place for a toggle or switch allowing this to those who wish it.
Strategic online campaign - This is placed under minor ONLY due to the fact that we have, regretably, little faith that we will recieve one until TOTAL WAR: Crusaders arrives, at the earliest. However, if anyone wants to suprise us....
Multiplayer setup - One thing that would be welcomed greatly is the ability to not only modify honor/weapons/armor value of a unit, but to also modify the number of men in a unit. This would allow the players alot more flexibility in multiplayer.
Lastly - Some have requested that Mongol vs. Mongol be included in multiplayer.
This is NOT a complete list of everything that has been discussed and debated, but it is a fairly even representation of the main topics. If I have missed any that need to be brought in, feel free to post them below. As I did in the first post, I ask that you follow some common sense rules of courtesy.
Do not turn this into yet another debate thread on your dearest issue, whatever it may be.
Present the issues as clearly as possible, provide the solutions that have been discussed, and remember to not just use your favored solution.
If some people like the way things are and you are mentioning it as an issue, make sure it does not look like EVERYONE wants it changed. We don't want to take something from those who do like certain things as they are.
That about sums it up. Constructive Feedback is welcome as always.
Qapla!
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BSM_Skkzarg
"A mind is a terrible thing to taste."
[This message has been edited by BSM_Skkzarg (edited 09-05-2001).]
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