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Thread: Shogun II Total Realism [Beta 15.10.02 released]

  1. #1081
    Eldgrimr's Avatar Biarchus
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    Jun 2013
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    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    Let me just say that I very much appreciate you not abandoning this mod. Despite not being finished, it has been one of Shogun 2's best mods for years.

  2. #1082

    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    I just heard about this one, love Shogun 2 and always thought it could use a good realism mod. I'll check it out!

  3. #1083

    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    Hi, thanks a lot for the mod. Honestly I haven't played too much, it's not really for my taste, but I appreciate all the changes and the reasoning for them, learned a lot by studying them. The new startpos is especially interesting, I'm not an expert on Sengoku period but CA's choice of 1545 always seemed weird to me: most of the big players of the era is not in the picture, there's the obvious issue of Oda-Tokugawa war etc. I guess they were too fixated on giving all clans some kind of fake equal playing field. Anyway, have you ever considered releasing the startpos separately? I can see that would require some work due to new building&units, but I can do the busywork if needed. Thanks again.

  4. #1084
    Artifex
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    Oct 2012
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    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    Currently, I'm stuck due to engine problems.
    The game distorts the new names and I don't know why.
    There is an officer stuck between the Date city and the countryside who can't be moved anymore.
    The new Shimazu captain who is supposed to be south of Kyuushuu doesn't exist.
    etc.
    My Mod:
    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  5. #1085

    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    Was the reduction of unit size to 100 and less intentional or is it a bug on my end?

  6. #1086
    Artifex
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    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    It's intentional. The sonae consisted of 50-100 men.

    Update: Name problem fixed. Let's see what I can do about the officers. They are a tough bunch.
    Last edited by Destin Faroda; November 25, 2020 at 09:00 AM.
    My Mod:
    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  7. #1087
    Jaggen's Avatar Foederatus
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    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    it's good to hear that you're still working on it! Keep my fingers crossed

  8. #1088

    Default Re: Shogun II Total Realism

    Hi Destin. I'll start out by saying this is perhaps my favorite mod, greatly beating up Master of Strategy after I got used to the movespeeds (Units do still look silly to me when they run lol but I've learned to live with it).

    I dunno if you've already received the criticism I'm about to give but here goes anyway:

    -Samurai unit cap is virtually nonexistent. I don't know if it's because I downloaded an experimental build or it's somehow tied to difficulty (I'm playing on Normal to avoid AI cheating) but as it stands it's far more viable to create a purely samurai army given their short build time and superior quality.

    -The opposite applies to navies. From what I've seen unless you get access to a drydock, which is strangely exclusively Mori tech, the only way to expand your navy is to capture enemy vessels. Also, I'm not sure if this is an error with the mod, but boarding more than one ship at once makes my game freeze. I've seen this discussed on forums for other TW games, but this has never happened with mine until I installed your mod.

    -Have you considered nerfing bakugeki kobaya and buffing other ships' ranged attacks? Firebomb trivializes every naval engagement as long as you're halfway decent with micro.

    -Cannon ships have no way to switch back to regular cannonballs.

    -The morale system needs a bit of a rework. For a specific example, I'd point to the fact that enemy units charging my matchlocks break just as the tips of their spears reach my men's throats, which is the absolute worst time to rout as they've finally neutralized the range advantage. Running at that point would just mean turning their backs to the enemy, guaranteeing their death. (Perhaps add a "fighting to the death" condition to any unit who has committed to charging guns?).

    -Similar to firebomb kobaya, matchlocks and explosives dominate the battlefield even with your battle stat tweaks. This makes the sengoku campaign feel somewhat of a FOTS beta. Granted it was my choice to recruit so many gunpowder units, but again, the lenient unit cap, and the fact that gunpowder is meta from the start simply makes such a choice optimal. Place firebomb grenadiers behind your matchlock line, and anyone strongwilled enough to rush your guns will be shredded by frags. Not to mention that Ishibiya are DEVASTATING. They're like a 16th century carpet bombing and from what I saw, you can fill a full stack with them. It has been fun winning the Shogunate with all those toys, but I gotta say, it did feel more than a little unearned, if spectacular.

    -There is no way to rebuild the Barracks chain or other mod-added chains when the AI inexplicably demolishes it to build defuncts such as stables and archery ranges.

    -It'd be great if garrisons still grew according to building level.

    Those are just the most immediate concerns I have off the top of my head. I do hope I didn't sound too nitpicky.
    Also, a list of compatible mods or at least factors that decide incompatibility would be great. Again thanks so much for your work. I'm gonna play some more S2TR. Cheers

  9. #1089
    Artifex
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    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    Thanks for the feedback and your kind words.
    I will look at these problems.
    My Mod:
    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  10. #1090

    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    Thank you too for considering my feedback

    Also, are there any files one can edit that tweaks stats? I'd like to tinker around myself to make small changes that I personally find appealing. For example, I'd like to give Shimazu musket and bow samurai increased melee stats to reflect their skill at swordcraft.

  11. #1091

    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    I have lost some of Boshin unit cards in the game. Did i do something wrong? I have download all file except file from "backup" folder.

    If i do anything wrong, pls tell me how to fix. Thank u very much

  12. #1092

    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    i got the same issue, maybe they haven't implemented yet.

  13. #1093

    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    https://www.twcenter.net/forums/show...ing-animations

    Not to put pressure on anything, but if you could also implement this as a submod that would be awesome. It would be sooooo realistic to see some soldiers ditch their yaris and pull out the katana as a last-ditch or tactical choice. Not to mention would spice up battle anims too.

    Also as another suggestion (sorry if these are becoming grating), maybe give clan-special units a dynamic unit cap too? Like dependent on full-rank Military buildings or perhaps some new special buildings, or availability of trade resources. It's just kind of unrealistic that you can only field 1 unit of Shimazu Nodachi or 2 units of Date Bulletproof Yari regardless of how rich you are. Also I feel like Nodachi/Naginata shouldnt be confined to a single clan/province, but that's just me haha idk if others agree. Nagamaki though I can live with it being exclusive to Yamato (?) as it is a bit of a weird weapon. Big props on including that as a new unit of samurai btw.

    That reminds me, are you looking to increase unit variety in the future? I feel like there are a lot of vanilla models that could use some repurposing. MOSS did a fantastic job by repurposing Bandits into Militia by giving them different kinds of weapons. Bit implausible to see them in field battles though, which is why I prefer your mod although his buildings system is a bit more interesting.

  14. #1094

    Default Re: Shogun II Total Realism [Beta 15.10.02 released]

    Quote Originally Posted by falselight View Post
    https://www.twcenter.net/forums/show...ing-animations

    Not to put pressure on anything, but if you could also implement this as a submod that would be awesome. It would be sooooo realistic to see some soldiers ditch their yaris and pull out the katana as a last-ditch or tactical choice. Not to mention would spice up battle anims too.
    Sounds like a cool mod, but there are no links. Also, I have a feeling that even if samurai use katanas sometimes, their yari would be on their back (like on yari ashigaru), which looks silly imo.

    Edit: I played around with animations a bit, and it can be done. But it's weird as units switch from katanas to yaris randomly (since I made the unit use both animations). And you can't avoid the problem of yaris being on their back if they use katanas. A cool idea, but imo kinda silly looking. Although I don't know if you can somehow remove spears on their back when using swords, but I doubt it's possible.
    Last edited by Collateral_dmg; March 21, 2021 at 10:22 AM.
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