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Mindey Tyrone posted:Is there a Let's Play of Shogun? I can't beat the last tutorial battle because I am a terrible gamer. http://forums.somethingawful.com/showthread.php?threadid=2969807&userid=98810&perpage=40&pagenumber=6#post402775771 I think OP should shrink/update the Shogun 2 article at this point. Thing is really huge and it melded features with Rise and Fall. Scalding Coffee fucked around with this message at 00:13 on Jun 14, 2012 |
# ¿ Jun 14, 2012 00:10 |
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# ¿ May 17, 2024 18:49 |
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One group will either fight with you or against you, depending on your decision. If you pick Republic, everyone will join against you. I had no trouble buying from GetGamesGo.
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# ¿ Jul 1, 2012 06:09 |
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SeanBeansShako posted:It really is the goddamn 3D animation of the menu. Like the name change of Total War: <thing> it is one of the several utterly bloody pointless features added with the newer games.
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# ¿ Oct 4, 2012 05:33 |
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Elephants picking up people seems a little much unless that is how they attack. Maybe they will get rid of Bink.
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# ¿ Oct 4, 2012 23:50 |
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Is it normal for units in Shogun 2 with several waypoints on the Campaign map, to lag so much when moving?
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# ¿ Oct 7, 2012 05:01 |
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Shogun 2 patch notes: http://wiki.totalwar.com/w/Otomo The following tweaks have been made to unit balancing based on community feedback. Armstrong Guns: 1360 > 1300 Gatling Guns: 1700 > 1400 Imperial Guard Cav: 1000 > 1050 Revolver Cav: 1100 > 1000 Mounted Samurai Hero: 1200 > 1000 Yari Ki: 690 > 790 Sabre Cav: +1 melee attack, changed mount to a faster type Kihetai: 1170 > 1070 Shogunate Guard Infantry: 1260 > 1220 Sharpshooters: 1000 > 900 Tosa Riflemen: Changed animation set to faster firing breech loader animations Yugekitai: 1500 > 1300 Shinsengumi: +2 morale and melee defence Red Bear Infantry: 800 > 750 Bow Kachi: + 10 accuracy Kyoto Police: 750 > 700 Kisho Ninjas: 1090 > 990 All heroes now have auras Torpedo Boat: 2000 > 1200, cap of 3. Naginata Monk Cavalry: 800 > 850 Yari Cavalry: 850 > 900 Naginata Attendants: 150 > 220 Naginata Samurai: 800 > 750 Nuns: 850 > 800 Arrow velocity increased by 5 to improve chance of hitting moving targets Yari Ashigaru: 350 > 370 Yari Samurai: 700 > 650 Fire Bomb Throwers: accuracy set to 30 Nodachi Samurai: 800 > 850 Mounted Gunners: Ammo reduced from 20 > 15 Long Yari: 500 > 520 Wako Raiders: 500 > 550 Additional fixes: The advisor will no longer refer to allies routing when there are no allies in the battle. Fixed an issue with the Missionary agent playing a corrupted sound when levelling up. The correct amount of avatar skill points left to spend should now be correctly shown if more than 5 skills points are saved. The correct map will now be shown to both players when a match made siege or naval battle is found. Fixed drop rate on Fall of the Samurai post-battle armour Optimisation patch upgrades The optimisation patch for Shogun 2 brings with it a host of key improvements that we’ve made to the core Shogun 2 experience since its release last year. If you own Shogun 2 and Fall of the Samurai, this patch will reduce the hard-drive footprint of your install by 6.6gb (22.4%). If you just own one, you’ll still see an install size reduction. A 20-40% reduction in initial load times, dependent on machine spec, graphics settings and OS. This primarily boosts game boot-up time. A series of bugfixes and other optimisation tweaks. The patch will deploy for all users, whether they purchase the DLC or not, at the same time the Otomo clan is released. Scalding Coffee fucked around with this message at 19:54 on Nov 30, 2012 |
# ¿ Nov 30, 2012 18:22 |
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I don't think guns will ever get the break they needed, for balance reasons. Nice to see arrows get that jet engine upgrade. Tough it out, micromanagers.
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# ¿ Dec 1, 2012 02:02 |
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Dramicus posted:Whats the proper way to make use of matchlocks? I've recently got the Otomo dlc and have started using matchlocks for the first time in the Sengoku campaign and I can't seem to use them properly. They just seem to be generally inferior to bows, especially bow samurai/monks. They cant fire at the enemy without line of sight, they have shorter range and fire more slowly. The morale damage is nice, but even with rank fire, they cant seem to get more than one volley off before I have to retreat them. Bows can basically keep firing at stuff for the entire duration of the battle, matchlocks seem to only be useful occasionally.
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# ¿ Dec 12, 2012 21:07 |
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It would have happened sooner or later. Maybe you should use your navy to land troops at abandoned castles and try to hold out with small stacks.
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# ¿ Jan 9, 2013 08:06 |
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Brownie posted:EDIT: Do you actually make more money off a vassal city than you do by just owning it? Because that doesn't really make any sense.
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# ¿ Jan 12, 2013 05:59 |
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Trujillo posted:That's true on very hard and legendary but I think the AI still has to deal with cash on hard and below. Not 100% sure but I know their upkeep costs are higher on easy so I don't so why they'd even bother coding that in if they got unlimited free money.
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# ¿ Jan 12, 2013 07:55 |
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Captain Diarrhoea posted:Yeah I agree, the biggest issue with S2's Realm Divide is that it largely threw a massive part of the campaign mechanics out the window. It will be cool to explore if it's an internal faction thing, but I'd also like that it could be avoidable through shrewd play - even if it means the player has to make other tough choices, like purging generals, for example. It would get very samey when players on subsequent playthroughs were always gearing up for the predictable civil war. I trust the developers though, they seem to be refining just about everything. Since the number of provinces already determines AI hate and every decent clan wants to rule Japan, diplomacy should turn sour because you earned more than they do.
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# ¿ Mar 17, 2013 21:22 |
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Panzeh posted:The problem with no realm divide is you end up just rolling over everyone else because the challenge is over once you're the biggest country in japan. Once you're the biggest and baddest, people should band up against you. Allies will want their place in the sun. It makes sense, just needs to be tweaked a little bit.
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# ¿ Mar 17, 2013 23:04 |
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I think there are workshop mods that makes sieges into big city battles like you see in the RoTK games.
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# ¿ Mar 19, 2013 06:43 |
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ManOfTheYear posted:I'm trying to get into Shogun 2 that has been sitting in my steam catalog and after 9 hours it's very hard for me to get into it. Battles seem so repetive, you try to flank the enemy and just see which unit attacks which and that seems to be it. I haven't gotten far at all (don't even have cavalry, ninjas or monks) but fail to see how much they would change the game. People seem to love this series and I loved civilization so the series seems very interesting, but the first taste of it just doesn't seem to do it for me. What am I doing wrong and will it change? Haven't played any other TW games. It is best to start battles with archers picking off guys until their troops rush yours. Learning takes a long time to work things out. Just remember that horses always lose to spears.
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# ¿ Sep 7, 2016 00:13 |
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# ¿ May 17, 2024 18:49 |
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I forgot about how charge is a rather tricky thing to master. Charge makes your attacks much stronger for a bit of time, but it requires a running start beyond the simple double click for running speed. A generous distance is required, but be careful not to abuse it or stamina drops to where they can't run and morale may as well plummet if your horses are tired and getting piked. A popular strategy with horses is having at least one of them always charging a unit while the other is breaking off the fight immediately, so that they can get ready for a charge. Hammer and Anvil. Timing is really important in that case.
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# ¿ Sep 7, 2016 00:29 |