|
|
|
 |

February 18th, 2004, 08:30 AM
|
 |
Sergeant
|
|
Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga mod v2.0
Yes, my recent playtests have also indicated that Samurai might again be too strong. The problem in balancing them stems from their lack of a shield, making them fragile to enemy archers- their high stats and strong weapon more a result of my attempt to balance that weakness than simply an intent make them uber. I think I unbalanced them slightly when creating equipment; the Yukino****a-Do and Yoroi have a significantly boosted prot value over their old placeholder armor of Lorica Segmentata. The v2.01 Version will significantly reduce the prot of both Samurai and Ninja units.
National Summons:
Celestial Soldiers --> Summon Obake Yurei 2N 2D
Demon of Celestial Fire ---> Summon Aka-Oni 2N 2F
Demon of Celestial Rivers --> Summon Ao-Oni 2N 2W
The chance of a Tengu being able to summon one of the three is close to 1/3. Lucky Mahotsukai Masters can also be equpped with a thistle mace, and summon either Oni.
Gibson: Order 3 is always nice... But have you seen the national heroes? Might consider luck 3 a must have after using them for a while... 
|

February 18th, 2004, 09:29 AM
|
Colonel
|
|
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga mod v2.0
Quote:
Originally posted by Potatoman:
The archers do fire and inflict damage, but there is unfortunately no way to choose a projectile model for a range attack, so the arrows are invisible.
I'll make a patch that changes them back to longbows until it's possible to make modded range weapons function.
|
Isn't it possible in 2.08 to use an existing but not used bow id - eg the Great Bow, and override its stats and name to make this the Japanese bow you want ?
|

February 18th, 2004, 03:16 PM
|
 |
First Lieutenant
|
|
Join Date: Sep 2003
Location: Bordeaux, France
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga mod v2.0
Quote:
Originally posted by Potatoman:
Yes, my recent playtests have also indicated that Samurai might again be too strong. The problem in balancing them stems from their lack of a shield, making them fragile to enemy archers- their high stats and strong weapon more a result of my attempt to balance that weakness than simply an intent make them uber. I think I unbalanced them slightly when creating equipment; the Yukino****a-Do and Yoroi have a significantly boosted prot value over their old placeholder armor of Lorica Segmentata. The v2.01 Version will significantly reduce the prot of both Samurai and Ninja units.
|
The thing is, even with lowish protection, they move quickly enough that archer fire isn't that deadly. Against independents, the samurai crash in to the enemy infantry very quickly, while the horsemen rush to the archers and rout them quickly.
What makes the samurai units so deadly, IMHO, is that they have terrific morale (thus can charge under fire without routing), and move very quickly for strong infantry. The Horsemen are extremely fast cavalry with good stats and good protection, AND excellent morale. This means the whole lot can charge blindly toward the enemy lines; even if they suffer some losses, they will very often rout them quickly, and with their high speed, routing units often die during the rout.
Plus, the Daikyu has long range, high damage, and good precision; I find myself suffering from very little friendly fire. And not having to wait for the slow-motion arrows to cross the battlefield is almost a bonus (you don't see the misses, though)
For this much power, I don't think the Samurai are very expensive. 13 Gold for a Samurai Swordsman is only 30% more than a random heavy infantry, and it's way more efficient and durable. At 50 Gold, the Horseman is sure expensive, but it's also very efficient, and its resource cost means you can quickly field large numbers of them after a few turns.
Quote:
Gibson: Order 3 is always nice... But have you seen the national heroes? Might consider luck 3 a must have after using them for a while...
|
I like Luck, even though it's supposed to be inefficient.
Anyway - I've found a new favorite nation, at least for my SP games. Thanks a lot for this nice mod Potatoman!
|

February 18th, 2004, 04:34 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Ashikaga mod v2.0
The scorpion-mounted hero Ho-Hsien-Ku should have the #mounted flag most likely.
I'm not seeing any effect from #horrormark on the Mahotsukai Master/Adept; they don't show the mark in-game anyway.
Playing Last night, ISTR that the Dragon hero still had the Fly Whisk and the Demon-Slaying Sword, but looking at the new .dm I don't see why that would still be the case.
The new Oni units are quite fun; unlike the old national summons, not sacred, but still very useful. Just can't mix 'em.
Jonin are _lethal_ assassins. I wonder if they should cost even more than they do now; great att/def, 50% more hp/str than most humans, highly mobile due to survival skills, multiple attacks including the (magical?) Knife Hand and dual bane daggers. I've a Prophet Jonin that combined with fire-9 blessing and heroic strength dispatches his victims rather readily (e.g. 52 strength in dominion => shuriken does 57 (edit; 57, not 31; +str, not +str/2) dmg at range 26. Took out a Marignon Witchhunter-General with one throw. And if he misses, he's got four flaming-weapon high-str attacks, and is protected by glamour, ethereal (wraith crown), good prot (marble breastplate), water elemental plus reinvig from amulet of resilience. Yowch.)
[ February 18, 2004, 14:50: Message edited by: Taqwus ]
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|

February 19th, 2004, 04:40 AM
|
 |
Sergeant
|
|
Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga mod v2.0
The v2.01 Version is out. It fixes the #mounted bugs, reduces Joinin strength and shuriken dmg, slows samurai movement speed and reduces their prot, replaces the Daikyu with longbows, and re-colors the yamabushi Monk.
#horrormark inflicts horror marks on enemy units the masters attack; it does not make the masters themselves horror marked.
|

February 19th, 2004, 04:46 AM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga mod v2.0
The internal Version number in the .dm file is still 2.00, are you sure this is the correct .dm file in the archive?
[ February 19, 2004, 02:59: Message edited by: Arryn ]
|

February 19th, 2004, 05:07 AM
|
 |
Sergeant
|
|
Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ashikaga mod v2.0
Yeah, I always forget to update the #Versionnumber in the .dm file.
|
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
|
|
|
|
|