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Thread: Fixing STW/MI v1.02

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  1. #1

    Default Re: Fixing STW/MI v1.02

    I Was thinking of tampering with unit costs, more than there stats.
    I cant confess to be the best at balancing the game by playing with unit stats.

    but i may have been able to change the hard coded unit costs. Which i believe is a bit of a problem... (If i need to ask for permission to try do i ask, ea, ca , or sold out games?)
    It seems. like im not allowed to do that.
    which is somehwat of a shame.

    if i raized the YA base cost slightly. reduced their mele efective ness but raised there base honour.
    (on a trial and error basis) Prehaps they could be used again without them becoming super ashi's.

    i dont have 2 much of a problem with the muskets, But i do use them at h0.
    which allows me to spend a few hundered koku on other units.
    (i believe that h0 muskets are good and every 1 should use them at h0)

    But at the end of the day i must admit i did like the origional stats in stw.

    (when i 1st stumbeld in to my foyer, Toga was there)
    And he had the updated shogun.
    I had been playing without an update untill then.

    and didnt particularly like the stats when i was playing.
    I did get used to them though and I kind of enjoy them.

    The muskets now force me to try and get round on their sides.
    as aposed to charging head on in to them.

    So i kind of like that..
    (ive seen the last samurai.. they didnt try to go round the side, and they didnt get far)

    Last time i tried balancing the game..

    I decided cav archers should have 3 feet more range than archers. due to cav archers being higher off the floor.
    I also decided cav archers needed to loose a little accuracy.

    People did not aproove of that, even before i started.

    and Sasaki Kojiro Came in to the foyer to whoop my ass becous i said i was about to do so.

    So i dunno. Maby i should stick to my strengths.
    And aparantly Balancing units is not one of my strengths.
    Last edited by Just A Girl; 03-03-2006 at 11:22.

  2. #2

    Default Re: Fixing STW/MI v1.02

    The Sengoku Period unit costs are balanced quite well. The YA cost 100 koku and wasn't a problem in STW v1.12. It's STW/MI that caused the problem with its incorrectly calculated weapon and armor costs. If you played without weapon and armor upgrades, you'd have a better game. In anycase, CA will never give permission to alter the main exe.



    Quote Originally Posted by Just a Girl
    (ive seen the last samurai.. they didnt try to go round the side, and they didnt get far)
    Last Samurai takes place in the 1860's. STW is set in the mid 1500's. That's 300 years earlier, and guns were a lot less effective.


    Quote Originally Posted by Just a Girl
    The muskets now force me to try and get round on their sides as opposed to charging head on into them.
    Well the gameplay was never supposed to be like that. None of the players who were on the v1.02 beta team wanted that, and none of the players in the community wanted that. There was a mass exodus of players (70% quit) as a result. The gameplay was supposed to be that you have to protect guns from cavalry.

    If you look at the Battle of Nagashino (1575) http://en.wikipedia.org/wiki/Battle_of_Nagashino you see that Nobunaga put his guns behind wooden palisades, protected his guns with spears and swords and provoked the Takeda cavalry to charge across a stream and up a steep embankment. He had 3 gunners for every 4 Takeda cavalrymen. That's close to a 1:1 ratio.

    Now go to STW/MI and the ironing board map. There is no way an unprotected 60 man gun unit without palisades would be able to stop a 60 man cavalry unit charging across flat, unobstruced ground. The gun unit would be decimated. It wouldn't even be close.


    Quote Originally Posted by Just a Girl
    I decided cav archers should have 3 feet more range than archers. due to cav archers being higher off the floor.
    I also decided cav archers needed to loose a little accuracy.
    Cav archers already have less accuracy than foot archers. It's also detrimental to gameplay to give a faster units more range than slower foot units. It basically makes the unit invulnerable. If you do the physics, the slight elevation of the cav archer is insignificant in terms of increasing range. We also experimented with longer ranges, and it didn't make the game play better. It just turned it into a shooting game. The range of 5000 was well chosen by LongJohn.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

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