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Re: Ashikaga Shogunate mod v1.01
Thanks.
I was surprised, because class of units chosen from the history was a like. http://forum.shrapnelgames.com/images/icons/icon7.gif (But, I didn't think of using Falchion for the substitution of Katana. Good Idea. ) I will make Japanese mod which is close to the Fantasy. Cheers, |
Re: Ashikaga Shogunate mod v1.01
I'm playing Ashikaga on the Orania map with 14 difficult AIs (indies at 5). So far so good. I just captured the Marignon mausoleum (on turn 12). Marignon's home was only 3 provinces away, so they were pretty well doomed. Ulm is 5 away, so they're next. http://forum.shrapnelgames.com/images/icons/icon10.gif
It's a great deal of fun playing with these historical type units, but compared to my Favorites of Jotun or R'lyeh, it's definitely slower going. Here are a few early observations: </font>
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Re: Ashikaga Shogunate mod v1.01
In more recent Versions I have been fiddling with the mod balance again. The starting army lacks a scout because, for some reason, the command to add #startscout "Scout" appears to not work. Putting in the unit # doesn't work either. So, if anyone knows how to get this to work, spill the beans. http://forum.shrapnelgames.com/images/icons/icon7.gif
After having a group of 23+ Samurai wiped out to the Last man by 11 Pangea Revelers (cheap berserking satyrs) I also have decided that they were underpowered. At the moment I'm experimenting with raising their attack up to 13 and seeing how that works. So far the beef seems to be doing about what I want: heavy casualties on both sides when serious battles start. Bowman precision was also increased to 12, as a 15 resource archer with 10 precison would be pretty bad. The movement discrepancies are a good catch. I'll probably change that. About Unwise flags, I don't know. It would be awesome if he did want to make a flag for Ashikaga but I'm wouldn't expect him to, especially when the mod is essentially unfinished. [ January 29, 2004, 02:56: Message edited by: Potatoman ] |
Re: Ashikaga Shogunate mod v1.01
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Re: Ashikaga Shogunate mod v1.01
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I'm finding that the genin are by far more cost-effective than samurai in terms of what they accomplish in combat (due to poison, fast move, etc.) and their higher survival rate. Nevermind their ability to sneak around, or reduce a castle quickly. Simply awesome. Thus I've switched to churning genin out rather than samurai. Also, since it's easier to increase gold than resources, you can build more genin than samurai, which is a bonus feature. I've built no archers, so I can't comment on them. |
Re: Ashikaga Shogunate mod v1.01
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Re: Ashikaga Shogunate mod v1.01
I didn't play this mod for too long, but I'd say samurai archers need more cost over normal samurai. Paying 5 gold for composite bows on all your core army troops makes for some deadly arrow volleys. Just keep in mind that a samurai archer is almost as good as a samurai + an archer, maybe even better. I seemed to have pretty good sucess with my samurai archers.
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Re: Ashikaga Shogunate mod v1.01
The Samurai Archers only cost 3 more gold a pop than normal samurai, but they have reduced attack and defense (especially after standard Samurai were boosted.) I think that the change leaves archers in a support role and still allows the player to amass enough to do some good as pure archers.
I think something that many people may be missing is that Samurai are very vulnerable troops. Without shields and a prot. value significantly less than even standard heavy infantry it is very easy for them to meet death on the battlefield. If you look at other races standard HI, like the Arco Hypaspist, you will see the difference is essentially 4 less protection and no shield to defend against range- this is a very big disadvantage. In order to make them worthy, they must either a) cost less than their adversaries or b) make up for it by having high att, def, or str values. I'm wary about attribute pumping because there really isn't any way to justify a nonmagical recruit fighter having superhuman strength or skill- 13 is as high as is plausible for foot soldier samurai. Thus, I feel the Samurai's low cost and high stats (13 av, 12 dv, 11 str, 16 gold) are more a counterbalance to his vulnerability on the battlefield (Ashikaga has access to air magic for SoS, but it is expensive) than an unbalancing factor. In short, this is my excuse for not making him much more expensive. http://forum.shrapnelgames.com/images/icons/icon7.gif Genin, on the other hand, are comparable to mini-Vans. They now cost 40 gold. |
Re: Ashikaga Shogunate mod v1.01
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Re: Ashikaga Shogunate mod v1.01
I've noticed that the names given to commanders with this mod don't seem to correspond to chinese, much less japanese, names. Not having played T'ien Ch'i (of any flavor) I don't know if this naming convention is normal for the underlying nation. I had been under the impression (perhaps mistakenly) that each nation in Dom had its own names list that the game uses to randomly select from. At least the names I've seen for the many games I've played as Jotunheim and R'lyeh do not have those two nations use any of the same names (so naturally I assume that other nations likewise have their own lists).
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