Part I
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Terazawa said:

So, there are to solutions:

1) Changing the cost of muskeeters
2) Changing their morale variables
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And i answered:

Ok, here's what i suggest given the tremendously important exp i have aquired with testing falcon4 :

The main suggestion is a patch program in the simplest of graphic manners.
This patch program would undoubtedly include ALL the patches every third party utility has placed in the code of the shogun program.

Let's be practical :

F4patch2.1.1 is a program which lets u ADD or REMOVE every single patch the parties have created for use with Falcon4.
All the patches appear in a list and the user only has to do a click and the patch is applied/removed.
THIS is important as i am sure numerous patches will be released for the game and not even the littlest part of them from the official releasers who are, usually, disbanded as a team by the producers as soon as the project is definitely over.

The "f4patch" program lets u restore shogun to the version u previously had and patches are available everywhere in the world as soon as they are done and tested.

Of course, the programmers' or producers' help would be tremendously helpful in finding the lines to tweak. This would make the debugging job a lot faster and easier. A courtesy to the creators and a benefit to those who EARN from sales, but after all the program is not anyone's but theirs and rules must be complied with, always.
Once the key shogpatch.exe is done, every other patch can be related to it as it is in f4.

But the extremely important f4patch gives a result very clear to my eyes: no matter how many patches are around nowadays, compatibility is assured for mismatching patches PREVENT puters from playing online.
The ease of use would still make the game fully customizable for ALL the shogun players.

The unit editor is all we need to at this moment, given the imminent release of patch 1.13 which will certainly fix some ai related problems.

Experience has shown that working on the ai is a brutal job and extremely hard to do, while the editing of some parameters while leaving the main code intact, is not.
(get in touch with those who can and ask them WHICH are the files we need to tweak!)

So, as to the editor: We need to edit all factors for all units. The values we need to change and make real are:

COST -> we must be practical and real, the cost should be implying the levying, training and arming of units. HERE is the first difference between sam and ashi, the morale and equipment and it should be in the costs.

EXPONENTIAL RISING OF HONOUR -> the factor should be different for ashi/sam as to show that an ashi unit is realistically harder to train beyond a certain limit. What i exactly mean is that as u have noticed in the comparison tables, the ys and ya DONT raise exponentially that is:

ya 100 140 196 274 384
ys 200 280 392 549 769

The basic values are doubled for samurai (200) and normal for ashi (100) and the RELATIONSHIP 2-1 is kept unto honour 9 with a FIXED FACTOR of 1.4.

While basic value is right for a sam surely is worth double the cost of an ashi, at higher honour levels we have seen the game misbehaving because honour is related to morale.

Therefore the MUST is to keep ashis weaker than samurais.

The cost increases by 1.4 CONSTANT per honour level for BOTH kind of troopers.
We can do it by changing this factor towards an exponential and not a fixed factor (which is the actual 2-1 for base and 1.4 per increment) and we could do something like leaving basic values 2 to 1 and then moving to 1.5 for ashis and 1.3 for samurais FIXED, [[[OR]]] imply a real moving exponential factor per increment) [[[or]]] more realistically, by limiting the maximum honour an ashi unit can have.

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