Radious, could u do something with Chosokabe and Myioshi? Like the thing u did with honma, itsnow expanding aggresively, behaving like major clans, capturing lands, invading and so on, whereas chosokabe and myoshi are stagnant, stuck in their island. Kono and Sogo? i think die from chosokabe then it jsut stops. Huge armies in island doing nothing.
Maybe making chosokabe have nanban trade port or making them christian would get them moving from that island of theirs? U msut have done something with honma cause its behaving normal now, like all clans, could u do smth about Chosokabe and Myoshi ?
Also contrary to waht the others said oda doesnt die in my campaign, instead they steamroll tokugava, imagava and then go on to fight takeda, always. Tokugava dies on turn 2 everytime with every clan i play. So its diff for everyone i guess.
Hey just downloaded newest versions, seems to be something wrong with archer tech, in my campaign the areas that have citadels can't recruit the different archers as it seems to be looking for the fortress that was there before upgrade...For example Daikyu archers ,though they are in a citadel it shows required building not present on the unit marker in the recruiting table..
edit..You also lose the ability to recruit these units from the same castles they were recruited from before once a fortress is upgraded...
Last edited by wilber6150; January 23, 2012 at 09:30 AM.
Hey that did it, must have missed that version...Thanks
So, anything can be done about chosokabe and myoshi ? Im not sure if its your mods or some recent CA patch that made Honma act normal though cause i been using your mods since i first got the game
Question on Hattori Units:
I note that only the standard units have Hattori versions (with Kisho). Are there any plans to perhaps do a few of the custom ones as well, especially the lesser ones? Having loan sword ashigaru and naganita ashigaru with a Hattori version would be great!
Also, not sure if it is a bug, but I noted in custom battles that the general has no kisho training, so you can deploy your kisho troops but your general starts super far away lol.
This is my first campaign using Hattori, not sure if these issues have been discussed elsewhere.
2nd Question - has you looked into giving Yari Samurai the ability the Yari Ashigaru has, yari wall? Not sure if this is something that would be popular with your mod's players, but it seemed odd to me that they gave an Ashigaru an ability that the Samurai version does not lol
1)Radious, do you plan to make the "predefined" wars thingy again ? I Rly enjoyed my unpredictable campaigns with everyone at peace at first turn and starting wars later on (usually on turn 2 itself) lots of factions that werent given a chance in vanilla survive and strive in campaigns. It was epic.
2)And im asking this out of curiosity. Cause with latest mod versions i cannot recruit Kisho ninja's and any type of pirate units from Mizu shobai district or from Ninja buildings at all they only available with specialised buildings. This is rly sad seeing as those are exactly my favorite units but some factions (most factions) dont have access to them :/
3)Also Sekigahara campaign mod creator rly did a wonderful job with his changed generals. For example in his Mod Date general guard have matchlocks, Chosokabe general guard have bows, Oda general guard have spears. Maybe u could implement something like this ? Leave their stats high so the only difference would be a visual difference? This would rly add some juice into campaigns playing as different factions.
Could be applied only for starting generals for example.
4)And also, i wanted to ask if you can make specific units for your mod (let me explain what i mean). I seen a mod with 13 assassin's, 13 men group they all look like separate different generals put from various clans into one group (which is rly awesome). I was wondering could u maybe implement such a change for your units or a new sort of elite unit. Make them unique group with general looking units for example bowmen looking like Uesugi Kenshin units mixed in (i hope im being clear) Or a naginata/spear squad of units looking like Hattori general/Mogami general/Date/Tokugava general and so on? Basically mercenary type/Hero/Rabble type unit. I know this is possible as seen with the 13 assassin mod and seen with hedgeknight variety mod where he has a wonderous amount of different ashigaru(i use his mod with your mods by the way and only with minor bug in armour colour it completely is compatible)
I hope i was understod english ain't my native
Hope it's possible and u could make such a thing true.
Your mods are already the best overhaul if combined sepparatelly just suggesting smth new for this is the suggestion thread
1. Removing predefined wars is extremely complicated and time consuming work, since every new patch ruins this table it must be all reworked each time agan and again, so i may do it again when i will know Shogun will not get anymore patches.
2. Moving Kisho Ninjas and Wako units to special buildings is intention, look at the Unit Pack 2 preview and you will know why i had to make space for all those new units You will get so many new pirates and ninjas that you will not know which type to recruit first
3. Generals idea sounds interesting, if it can be applied on al clan generals (not just faction leader) i may look on it and try it.
4. More units its always good to have, currently my modding time is spend on finishing Unit pack 2 (35 new units), then i will think what comes next. But since Fall of the Samurai will be here very soon i want finish all my current projects so i am fully ready for this very nice looking expansion.
And dont worry about english, mine is even worser but till i dont need to use hands an legs i am fine with it
Niice, thx for considering the ideas
There is a shot of hoodless warrior monks (non rots) but Hedge scrapped this project for some reason but its quite possible i guess to do such a unique look for a unit
Last edited by Frostelis; February 03, 2012 at 09:25 AM.
Good afternoon sir, first let me say that on the whole I am enjoying your mod as it has fixed a lot of the issues I had with the vanilla version.
I have however got one suggestion/request for your Radious Stats Mod section. Essentially whilst I like the changes on the whole I am wondering if you could release a version without the changes to morale. I say this as whilst I enjoy longer battles, I've found the changes to remove the viability of flanking or morale shocks along with making loan sword ashigaru overpowered in the early stages of a campaign. Sorry if this sounds like a contradiction to the idea of longer battles I just think that short battles are fine if you use some tactical sense.
ashigaru can be always balanced if they feel overpovered at the beggining. Moral shocks are still possible and some actions now give bigger negative/positive income. Flanking still does break enemy troops much faster, its just bit different from vanilla game where units would rout instantly when this would happen but here it takes bit longer. Dont think that all morale shocks are useless, they are still present and effective, just try battle where all you will do is fighting with your enemy in one line without any flank attack, support, charge etc and you will see that battles will take even longer. Original battles are more like chicken run race since usually in the moment you did some strategy move battle was over. Here it helps you but it doesnt represent instant win button.
well i think the cavalry should be rebalance again , i already try tweaking stats most of cavalry except general unit and unit cost
here the list of change i made
great guard : the highest attack and armor of all the cavalry unit (must have this unit )
katana cavalry : second the best attacker cavalry , able to fight yari ashigaru straight forward or rush
like gendarmes in stainless steel !! ashigaru stiil can fight if using long yari ashigaru and pike
wall is enabled ,so the game is very chalenging the player to force utilize pike wall if dont
want get pawned by katana cavalry
fire cavalry : good attack and armor work as middle between yari and katana cavalry ,also have high anti cavalry bonus then yari cavalry
yari cavalry : decent attack but have thick armor to ensure survivalbility when charging home , also have decent anti cavalry bonus to counter katana cavalry
naginata monk cavalry : have fearsome attack the 3rd best cavalry also have a little anti cavalry bonus, the problem is armour is not realy thick
i also suggest to make cavalry cost unit double or triple because it was a heavy elite beyond elite infantry , like medieval 2 ,this is also to encourage people using pike wall to ward of cavalry ,sometimes i realy wonder how the hell my katana cavalry unit beaten by a mere peasant soldier yari ahsigaru without pike wall
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