Yoda Power
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- Joined
- Sep 24, 2002
- Messages
- 13,870
Go for it, I won't tell anyoneIf you need help let me know.
Well it crashes when I try to start a new game. I can't figure out why.

Go for it, I won't tell anyoneIf you need help let me know.
Screenshot with error attached.
Got a nameless warlord afterwards.
It is true that taking cities in the mod is difficult, but suiciding units is not the only method at all. In fact, there are two more unique methods for combat, not found elsewhere. This has been discussed in the old testing thread, where this issue was raised and apparently resolved with alternate strategies. Also, I've recently won with Date without using catapults at all (OK, I used one, for bombing only). They're handy in the beginning though, until you get good generals & spies.
1. Generals, or rather "Unit + Leader + Quest promotion stacking". Combine Yari Samurai with Way of the Spear, City Raider III, Siege Expert II and you have a killer unit; as it gets more XP add Cover, Combat I+, Infantry Command I-II, Stealth I-II, Cloud Dragon etc. See this post for example. Such units have 85-95% odds when attacking cities. There are similar combinations for killer Archers, Cavalry and to some extent Teppo units. Hire Ronin for extra Generals (more become available in later stages of the game).
2. Spies. Espionage is easier to use now that you don't have to micromanage EPs, and spies are much better in being faster, stealthier and having less downtime. Key mission: Sabotage Unit. It's not found in any other mod I believe, and it's easily overlooked. It can be better than catapults. Move 1-3 spies into the city to damage best defenders, and make it easy for your troops to finish the job.
I don't want combat to frustrate players either way, but try these suggestions first, see if it's a matter of unfamiliarity, or is it frustrating regardless. The mod may need in-game combat tutorial/hints, or a combat overhaul, or a bit of both.
Unit types re-balance is possible, though mounted units do not seem to have a problem with archers at all, except for sieges, obviously. I'd like to hear what others think too and I'm open to suggestions of course. There was some discussion in the testing thread, and I'd like to rework some of the poorer areas, civics and late techs for example.
Re: taking cities, I've been thinking about another experimental feature, risky of course, but it's an experimental mod, so why not. I'd possibly remove catapults altogether and add sieges. That would be historical and another new way to take a city.
For sieges to work, they need to be simple & usable by the AI:
- Siege is called automatically if the number of enemy units adjacent to the city is equal or greater to the number of defenders (combat units only); if the number of attackers becomes smaller than the number of defenders, the siege is called off
- Siege is represented graphically by stakes around the city (using the wall system)
- While siege is active, units cannot move out of the city; not sure if they should be able to move in (reinforcements) as that would easily break the siege
- While siege is active, defenders cannot heal and suffer up to 5% damage per turn (5% of current HP, so they won't die this way)
- Siege Expert promotion could increase the damage by further 1-2%
- Siege damage could possibly kick in only after foritifications are down to 0%, making castles more important
That would mean 8 months of siege (4 turns) would soften the units by about 19% HP. This doesn't stop the player from using super-armies to capture the city faster, or from using spies (sabotaged units won't heal). I'm not sure if catapults should remain or not, possibly they could stay but come at a greater cost.
The AI would be at a slight disadvantage, unless I manage to add some extra routines to calculate whether it's beneficial to try to break the siege.
How does that sound?
Multiplayer option is greyed out![]()
Espectacular and brilliant mod. Thanks for all.
In my game, at turn 258, doesn't work. I'm already waiting the others daymos...
I'm trying know what's the matter.
-Checking food calculation is impossible, for Dam
-When attacking you can immeatidely see the result from the unit
-Mangonels don't lose their movement after attacking (and winning)
-I suggest changing tile defences +25% forest & hill and +50% forested hill
-Does field attack work? At least you don't see the bonuses?
-Teppo cavalry is really sucky
-How to build Nanbue Quarter?
-Sundered Realm: the Alliance members are willing to sign peace treaties too quickly. Make the Sundered Realm penalty higher. Otherwise winning is really easy.
-Trade yields are quite low
-Morale 2-4 don't affect army, shouldn't they?
-Are seafood near Funai and Kitshuki supposed to be just out of both cities reach?
-When other competitors are close to you the legitimacy limit should rise.
Well, it's possible to count manually... it does work.
Can you elaborate? I don't understand. Is the second one a suggestion?
It is. It's meant to be a fast defensive unit... but more of a flavor unit really. I'm not sure what to do with it because this was an extremely rare unit historically only used by Date and Tokugawa, rather experimentally, with very little impact. Having it as an upgrade to heavy cavalry or musketmen would be just very very wrong.
It's rather difficult to do but I'll see.
Yes, so that they don't grow too big while having resources to trade. Same with crabs near Hagi, Nagato.
Not sure if I understand that one. What was the actual problem? I know one is that currently it's possible to avoid Sundered Realm event by keeping Fame as low as possible, though that should be fixed on the SVN.
I did exactly that. About 19 times. My troops will NOT cross the border.