|
|
|
 |

January 28th, 2004, 08:15 AM
|
Private
|
|
Join Date: Jan 2004
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga Shogunate mod v1.01
Hello.
I'm creating Japanese mod, too, and unit's name of a part in your mod is the same by chance.
(e.g. Ashigaru Spearman, Samurai Commander, Yamabushi Monk.. )
May I keep creating mod by using these names ?
|

January 28th, 2004, 09:19 AM
|
 |
Sergeant
|
|
Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga Shogunate mod v1.01
All the names and titles of the units are historical in origin, and as such are not owned by anybody. So yes, do whatever you want with your mod.
|

January 28th, 2004, 10:53 AM
|
Private
|
|
Join Date: Jan 2004
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga Shogunate mod v1.01
Thanks.
I was surprised, because class of units chosen from the history was a like.
(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,
|

January 29th, 2004, 04:14 AM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
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:
- The starting troops in the army lacks a scout. I don't think it would hurt play balance to give players one to begin with.
- The Jotuns begin with a giant scout, 8 giants, and a giant commander. By comparison, the Ashikaga starting force is much weaker. You may want to consider increasing the number of samurai to 18-20 from the current 15.
- The yamabushi monk moves 2/11 while ashigaru and samurai move 2/12. The monk, being lightly encumbered and highly trained, should move somewhat faster than the armored troops, 2/13 at least, and preferably 2/14-2/15. By the same token, the ashigaru should be slower (lack of training) and thus move only 2/10. The samurai bowmen should move at least 2/11, if not the same (2/12) as the other samurai.
- The senin master only moves 1/9. The strategic move should be 2. Only moving 1 doesn't make much sense given what the guy is wearing and his familiarity with living outdoors and being close to nature (unless he wastes time stopping frequently to smell the wildflowers). Also, the text description mentions them "wandering in the mountains", yet they have forest, not mountain survival.
- The average Jotun giant costs about the same as two samurai, but is worth the rough equivalent of three samurai in battle. I don't know if there's anything you can do about that (ie: making the samurai tougher and/or deadlier, or lowering their cost) without messing things up in relation to other nations. I just wanted to point it out.
- Any chance that you can get Unwise to make one of his custom shields for Ashikaga in place of the normal Dom-style flag? There are likely dozens of suitable mon (japanese clan symbols) that can be used as the design on the shield.
|

January 29th, 2004, 04:52 AM
|
 |
Sergeant
|
|
Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
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 ]
|

January 29th, 2004, 05:00 AM
|
 |
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
Re: Ashikaga Shogunate mod v1.01
Quote:
Originally posted by Potatoman:
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.
|
Just remember when adjusting costs that improving a unit's stats from the basic 10 all around increases their gold cost, but the equipment is resources. Precision 12 archers typically cost 12 gold(Man's longbows, Black Forest rangers).
|

January 29th, 2004, 05:16 AM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga Shogunate mod v1.01
Quote:
Originally posted by Potatoman:
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.
|
Ouch on your samurais. At least they died honorably. heh
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.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|