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Thread: TROM3 - Feedback and Suggestions

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  1. #1
    Armageddonn's Avatar Decanus
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    Default Re: TROM3 - Feedback and Suggestions

    Hello ive read somewhere that there is TROM3 battle AI just for the battles the custom ones and the campaing ones can somone pls post me a link on where to dl that?

  2. #2

    Default Re: TROM3 - Feedback and Suggestions

    Quote Originally Posted by Yarkis de Bodemloze View Post
    The aim of the mod is to randomize the survival rate and which factions dominate the game as much as possible. That's easier said then done because single observations are not enough and I can't run 100 games to see how each faction performes. Therefore I need feedback from as many people as possible to get a valid picture. There seems to be some consense about the new Ikko Ikki being too dominant. Indeed they have a good starting position with 2 provinces both with specialities. I won't change this but I will reduce their aggressiveness a bit by one notch. I wil also test what happens when I set every faction to a ower aggressiveness level to slow down the reckless AI expansion. However, keep in mind that slowing the AI may get the player a strong advantage in the middle and late game. We have to see how this works out.



    I won't add new building lines because then I have the too-many-buildings-with-not-enough-slots problem again. But I can add a extra garrison building with 2 garrison units and +1 repression to the encampment building line. Thanks for the idea.

    Trade: Land trade isn't limited, only sea trade is. I see no logical reason for that. Chosokabe has a serious disadvantage because of that since they can only have land trade with factions on their island (all trade has to go to the capital). So I am inclined to keep the changes to sea trade for the core mod. But I can release a submod where I revert these changes for people who like it different. Look into the soon to come official submod thread for it.

    If somebody has an idea about an AOR units please post. The unit should be somewhat historical and you have to specify the province where the unit should be available. Typical AOR units would be from minor samurai clans or temples that are not in the game.
    If this is what I am thinking, its a brilliant idea. Having a garrisson upgrade based on a building would mean that you could choose to reeinforce that city at will and ofc, raze the building when its not needed anymore. I would be inclined for this building to either consume food or have an upkeep which would make the building a "tough" choice. One of the most annoying things I have seen with garrisons is that the AI DOES NOT take on consideration a "non-vanilla" garrison, so if you increase it too much you may see the AI basically "suicide" against a much larger force.

  3. #3

    Default Suggestion about the mod

    Yeah I was wondering if you could split up the campaign & battle datapack into separate files, so i can choose if example i would like the daiymos without bows? Or maybe i only could have the campaign datapack and not the battle datapack.
    Awesome mod by the way, like it alot!

  4. #4

    Default Re: TROM3 - Feedback and Suggestions

    I don't know how many other people may have experienced some similar issues with this mod but I thought I'd put my grievances here.

    While playing FotS the diplomacy in regards to allies has been nearly impossible for me. While playing as Saga on hard, every ally I have or had drops the alliance eventually no matter how high relations were, with an honorable Daimyo and relations techs as well. There seemed to be a pattern to it. As soon as I was allowed to attack a former ally without diplomatic repercussions another ally I had or had gained in the mean time would drop our alliance, just creating a chain reaction of every former ally declaring war on me for no reason. They were all imperial as well and about half of them switched to the shogunate side. Like I said this pattern seemed to be like clockwork.

    I have played a number of FotS games without mods and by comparrison allies seemed much more reliable then.

    Also a friend of mine tried playing multiple games in S2 with this mod, and had many issues with one province clans being able to field 2 or more flags of samurai armies frequently. I wish I had more details on his experience but he claimed it happened frequently. He also had severe issues even securing trade rights with many clans as well.

    I really like what this mod adds to the game, but with these issues it has not been very fun. For the time being I'm just going to stick with unit mods.

  5. #5
    Foederatus
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    Default Re: TROM3 - Feedback and Suggestions

    Hey Yarkis, just wanted to comment on your post from the now closed thread...

    Spoiler Alert, click show to read: 
    Thnaks for the extensive feedback! The bugs you mentioned will get fixed. I explained why I changed the building slots some postings up. From what I have seen in my games the changes work quite well and you see much more diverse and interesting AI armies with units that are usually not build in vanilla SH2. While citadels don't have one more slot they have a number of extra bonuses that should make them worthwhile to build.

    In the next version of TROM3 managing the happiness of provinces will be more important and therefore sake dens will not only play a role for recruiting ninjas. Also you will want to build recruitment dojos in more then a few provinces because we will introduce area of recruitment (AOR) units. These are units which are only available in one specific province and represent elite warriors from a specific clan or monastery based on historical accounts. To make them worth recruiting they will be 50% cheaper in recruitment costs and upkeep, so even if you have to build an extra sword dojo to get one unit of elite no-dachi in a certain province for example the investment will be worth it in the long run.

    The economy is still work in progress. I don't think adding more tade lanes for ports favours the player much since I reduced the income of trade nodes and trade in general at the same time.


    Very valid point on the extra building slot and composition of AI armies. Indeed you now face some interesting armies which are a lot of fun to battle against. I didn't know that the extra building slot was the main reason behind this so you just changed my mind on that one But is it possible to incorporate completely new buildings? With the extra slots I would love to have some more buildings to choose from. It's very interesting that you'll make happiness control more important in the next version. So far it's just too easy to keep the populace happy once you've got rid of the initial "resistance to invaders". In relation to that a new building could be along the lines of this (just an idea):

    Garrison Quarters (upgrade to the encampment):
    - Provides 2(?) Yari Ashigaru garrisons and 1(?) Yumi Ashigaru garrison
    - +1-2 repression in the province
    - Consumes 1 food (the extra permanent garrison would of course require extra food)

    I also can't wait to see how the new AOR will be implemented.

    But my point still stands on the extra trade routes. The issue is not with the amount of income from trade, which is really fine, but more with the number of trade lanes you're able to establish very early with only 2-3 ports. The aspect of the game where you choose your trade partners by sea with care, taking into account things like possible income and imported/exported ressources, is really almost gone. Now you encounter a new clan and request trade agreement immediately almost without considering what you get because you can very quickly get more trade routes than possible trade partners. There is no vying for your sea lanes anymore. Also the AI very rarely seem to get more than 3-4 trade agreements at any given time and I'm having more than double that. My suggestion would be to change the number of trade routes back and increase income just a tad to compensate.

    EDIT: Also, it's good to hear you might restrict the mercenaries to a sub-mod. I never use them and the cluttering of the recruitment tab in almost every province is driving me insane
    Last edited by Primogenitus; May 31, 2011 at 11:16 AM.
    "War is a matter of vital importance to the state; a matter of life or death, the road either to survival or to ruin. Hence, it is imperative that it be studied thoroughly." - Sun Tzu

  6. #6

    Default Re: TROM3 - Feedback and Suggestions

    Perhaps keep the bigger unit sizes and old stats for naginata, nodachi and monk units in the stand alone battle version of TROM3, currently using only the battle mod and they seem overpowered.

  7. #7

    Default

    I don't have a crazy suggestion but I think it would add significant flair to the mod to have custom unit cards.

    The dull blue/white background isn't very snazzy.



  8. #8

    Default Re: TROM3 - Feedback and Suggestions

    Quote Originally Posted by Skibbles View Post
    I don't have a crazy suggestion but I think it would add significant flair to the mod to have custom unit cards.

    The dull blue/white background isn't very snazzy.
    To be honest, I really like the game's original unit cards. I've avoided any mods that change that because it doesn't seem to fit with the visual style, in my opinion. The only ones that I find tolerable would be the ones that add a subtle background color to help differentiate unit types, but I don't even really like that.

  9. #9

    Default Re: TROM3 - Feedback and Suggestions

    Is it possible to add a new agent? If so I have an idea
    Sweat Saves Blood
    -Erwin Rommel

  10. #10

    Default Re: TROM3 - Feedback and Suggestions

    I find the the new "household" naginata and nodachi samurai quite overpowered. I just routed 400 enemy spear ashigaru with a single unit of nodachi samurai and lost only 17 men. Samurais of course should be elite and powerful warriors, but still not godlike terminators.

  11. #11

    Default Re: TROM3 - Feedback and Suggestions

    Quote Originally Posted by Armageddonn View Post
    Hello ive read somewhere that there is TROM3 battle AI just for the battles the custom ones and the campaing ones can somone pls post me a link on where to dl that?
    It's part of the full mod download.

    Quote Originally Posted by DannyTh3Man View Post
    Is it possible to add a new agent? If so I have an idea
    I don't think so.

    Quote Originally Posted by Surveyor K View Post
    I find the the new "household" naginata and nodachi samurai quite overpowered. I just routed 400 enemy spear ashigaru with a single unit of nodachi samurai and lost only 17 men. Samurais of course should be elite and powerful warriors, but still not godlike terminators.
    I will look into it. The gap between ashugaru and samurai may be a bit too big.

  12. #12
    Armageddonn's Avatar Decanus
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    Default Re: TROM3 - Feedback and Suggestions

    Yarkis de Bodemloze can i get just the Battle AI part , cuz i am using some other mods that can conflict with your full so any way i can get a link from just the Battle AI .
    Last edited by Armageddonn; June 04, 2011 at 04:31 AM.

  13. #13
    Armageddonn's Avatar Decanus
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    Default Re: TROM3 - Feedback and Suggestions

    Oh i duuno if this is just for the AI i dl the Battle Mod ONLY, and does that mod add some stats do the units or its just makes the ai smarter cuz i alredy have mods about stats morale of the units and it may conflict, so ill w8 for your answer before i use it.

  14. #14

    Default Re: TROM3 - Feedback and Suggestions

    Quote Originally Posted by Armageddonn View Post
    Oh i duuno if this is just for the AI i dl the Battle Mod ONLY, and does that mod add some stats do the units or its just makes the ai smarter cuz i alredy have mods about stats morale of the units and it may conflict, so ill w8 for your answer before i use it.
    Better don't use it then because it changes unit stats also.

  15. #15

    Default Re: TROM3 - Feedback and Suggestions

    I am having a problem recruiting the Ashigaru Pike unit, the recruitment tab tells me I still don't have Ashigaru sergeants tech when i actually do. Am I missing something? Any help greatly appreciated.

  16. #16

    Default Re: TROM3 - Feedback and Suggestions

    Quote Originally Posted by Armageddonn View Post
    Oh so there isn't any battle ai mod you can give me a link like without stats?
    No. You can't do much with the battle AI anyway.

    Quote Originally Posted by Whiskeyjack View Post
    I am having a problem recruiting the Ashigaru Pike unit, the recruitment tab tells me I still don't have Ashigaru sergeants tech when i actually do. Am I missing something? Any help greatly appreciated.
    You need both the ashigaru tech and a spear tech (forgot it's name). Probably a bit too confusing because the tooltip shows only one tech, so I am changing that.

  17. #17

    Default Re: TROM3 - Feedback and Suggestions

    Since both the Mori and Ikko Ikki have received a special monk bonus, would it be possible to change the recruitment of monks for Uesugi? Atm their little niche has been carved away, so what if they could recruit monks from an earlier point and without a secondary building? Since the samurai building lines are about the same level and turn req as monasteries, I don't see how lowering warrior monk requirements would hurt army compositions.
    Last edited by Ma'ahes; June 05, 2011 at 06:59 PM.
    "...most cases of death were mild to moderate..."

  18. #18

    Default Re: TROM3 - Feedback and Suggestions

    Quote Originally Posted by Ma'ahes View Post
    Since both the Mori and Ikko Ikki have received a special monk bonus, would it be possible to change the recruitment of monks for Uesugi? Atm their little niche has been carved away, so what if they could recruit monks from an earlier point and without a secondary building? Since the samurai building lines are about the same level and turn req as monasteries, I don't see how lowering warrior monk requirements would hurt army compositions.
    The Uesugi monks are still superior and the yamabuchi are available earlier. I would like to keep the recuitment as it is now.

  19. #19

    Default Re: TROM3 - Feedback and Suggestions

    I have a suggestion.

    Would it be possible to have the fire at rank mode for the matchlocks exceed more than just 3 rows of men?

  20. #20

    Default Re: TROM3 - Feedback and Suggestions

    Quote Originally Posted by hevyd00d View Post
    I have a suggestion.

    Would it be possible to have the fire at rank mode for the matchlocks exceed more than just 3 rows of men?
    That's hardcoded. No way to change that.

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