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no complaints about prowess at all; tiger, with its +900 diplomacy bonus, ensure that I will fight only on my own terms, against whomever I want, whenever I want.
the problem is that they are potentially so powerful, but unlike traits and general skills, are not fully known, are not covered by save game editors and default to bad omen upon modding, and, most importantly, are not really within my control as to which to get/not get.
the last bit is the real deal breaker: modders tend to want exercise more control over the game they mod; this effectively gives them less.
I say this as an avid user of custom general skill tree and custom traits.
Tiger exists, and it's great in my hands.
But what if there's a retainer that inflicts 500 fear?
there's no protection against that once they get in range; unless the unit is one of those heroic general mod units with 10K morale, any opponent would rout on sight.
there is a retainer that gives 60% CDR.
since the game has no resource bars, does that mean...infinite abilities?
warcry for days...
guess not; there seems to be some kind of soft cap
(Just finished re-writing two of my old mods and couldn't find the Vragos download on TWC. Then I stumbled on this!)
your mods are great
+ RP for you man
i can't play my S2 without it
your effect in this mod and trail mod so high , & some not cool so i lower & change many & game work very good . Luckymonkey if you need i give you my chance in your mods , so you have more idea for future update . Don't worry i'm not upload public if don't have your pemitsion . Sorry for my bad english
atleast try playing this mod with expanded (96 regions and over 100 extra clan) mods + recruitable general mods, with these combination of mods
by turn 20- 30 you will atleast be facing 4 - 5 generals with level 4-5 and they will punish you if you don't make the right move.
I once had to face enemy general with 2 retainers that had +35 armour and + 25 melee attack effects each...... and since i dont like using ninjas..... i took him down with losing 2 of my generals and 3 sets of full 20 unit armies so around 8000 men vs enemy 2000
My comment below was mentioning the fact that because this mod is a part of my other big, i did not really balance this mod according to vanilla shogun 2
if you are asking me to nerf the current effects given to generals from this mod so that it balance out with vanilla shogun 2
i am currently working on it
However it is now clear to me that you have no idea what im talking about and it is also clear that you have not tried this mod out alot.
(it seems you dont even know what it clearly does)
I have also mentioned/suggested, when releasing this mod, that people should try this mod with my other mods such as 'custom trait,' 'custom general skill tree' and 'custom general mod' along with radious mods to balance the game out.
Finally i am not forcing anyone to use this mod, never in my comment nor mod description i mentioned slightest element of forcing people to subscribe my mods
If people don't like it, they dont subscribe, making a situation or they like ALL changes or not.
If asking is not to much, can you please restore the units back to their values of default? Personally i don't like tweaking with their stats, the only one I did was for the mods of Ninjas wich I must say it's well balanced!
Make this mod for retainers only changes, restoring any other change for its values of origin, and later you can make a mod with the purpose for making the battles longer so strategic and tactical decisions have more impact.
My other mod increases 10 melee defence + 5 armour points to every unit in the game in order to prolong the battle so i have more time to perform more strategic battles.
In return i also increased the range of all range units and ammunition to balance them out.
Moreover in this mod i also included many custom units that is stronger than vanilla legendary units + hero units
Also i gave the AI many many bonuses such as much faster level up for their general + my custom skill tree mods making them much harder to fight off.
I also have lowered the cavalry bonuses to most unit but long yari ashigaru making cavalry much more useful and important but expensive
Considering these tweaks i made to my overhaul mod, for me this ancillary mod does not destroy the balance of the game personally, moreover did you tried this with my 'custom skill tree mods'? it balance the game even if you are not using my overhaul mod.
Anyway i understand that with this mod alone the balance of the game will be destroyed however since i will releases more mods that will change the game entirely this will not be the biggest trouble moreover if people really wants i can just make a modification mod that just lowers the effects of the bonuses given from this mods
Bonus like, 900 command points, 50 bonus charge to all units under this general command, +50% bonus tax income, +50/100% to skill art bonus should be nerfed HARD, because i want the retainer to have several effects, those effects and the values i mentioned aren't my imagination, and those themsefls are ground breacking and those retainers, beside these bombs, have more 3 or 4 attributes.
Please review this comment as a constrcutive critic, because I hate to see good potential being wasted by bad decisions
What I want to do is giving a constructive critic, saying that the ammount and variaty of retainers offered is well balanced, however the value of the bonus are ridicolous high, Tiger giving 900 diplomatic points, Favorite mount giving 50 bonus charge ARE! to high values!
I woult prefer playing with 90 regions, tech reduction and 12 turns per year and such mods, so i can take my time to focus on what is happening on my side of the borders as well, mobilize units for forts where i can sense some attack incomming.
First game I did i was worth with a retainer giving me 100% bonus on all arts. The second I gained legendary Naginata. Third I got Tiger. It's hard to play this mod AND still have fun after 10m (time needed to survive early game, assure a foothold and winning 2 battles!)