I'm thinking of making a mod. Usually, I don't buy games until several months or even years after they're released, both because it's cheaper, and because I like to play them when they're mature (ie not too buggy, mods matured, etc). Basically, I'm a lazy bum.
S2 has been the exception partly because it isn't nearly as buggy as recent CA titles, and partly because I had an itch to play Nobunaga's Ambition with better graphics.
However, the mod situation is still a bit immature. I like Radious' mods a lot. They're piecemeal so you pick and choose what you want. One thing he doesn't have is a "flatten the tech tree" mod. That's what this post is about.
Basically what I propose to do is make most, but not all units available from the initial buildings. The sword school allows you to train both no-dachi and katana swordsmen. How dumb is it, playing the date, that you can't use their baller unit until turn 15 or so? Especially given its limited utility, without a Master Armorer? So irritating! Or, as Mori, all those fancypants ships, you have to wait a totally ridiculous amount of time to field them. Gee, thanks. Given land combat is what determines whether you survive or not, I kinda doubt you can prioritize naval techs on VH/Legendary.
And don't even get me started on siege units. Did you know having a mangonel in your army completely fixes the AI siege immobility bug? Too bad you can't have them, unless you're Hojo, until crazy late game. Unless you commit to a totally suboptimal tech path. Oh, wait, I was supposed to not get started.
Anyway, I think that sucks. Better buildings should give buffs (real ones, to make the tech time worth it), not unlock units.
What do you folks think. ***Specifically*** those of you whom this idea interests. After all, if you wouldn't play the mod, your opinion is.. less valuable.
How would you go about relaying the tech tree so as to make for the most fun early/mid game? I might just take your advice when I do it... :]


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