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Author Topic: Shogun 2 - Fall of the Samurai coming!  (Read 6844 times)
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Razgon
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« Reply #120 on: March 28, 2011, 06:42:38 PM »

Is the pc forum slowing down? I can't believe people aren't more interested in this. Anyways..

While I am having a ton of fun with the game, I suck at it - or at least, the overview strategy. I simply can't take enough cities fast enough. I can't be the only one who thinks its too fast, can I?

There's still some...well, unsettling bugs with the AI in tactical battles. I have had the enemy run around outside my fortress with cavalary or just standing in bow range, doing nothing.

In other news, I made a big error, that turned out pretty fun. Had 1400 men, and took a city from the clan that owned pretty much everything on the big island to the west. He then started coming at me for 4 turns, attacking and sieging me every turn, first with 2000 men, then another 1500 man army and a few smaller ones.

Being the siege god I am, I whittled down his forces , so the final battle at the fourth turn, was between my 34 men, against his 70 - EPIC Battle :-D
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« Reply #121 on: March 28, 2011, 08:03:17 PM »

Pretty nice thread on OO, but I have a few issues with this game.. well only one Realm Divide.  If you haven't hit this yet then you will understand my frustration
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Razgon
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« Reply #122 on: March 28, 2011, 08:35:42 PM »

Oh I have, and I kinda like the mechanic for what it does. It tries to keep the end game interesting, AND to avoid you being able to steamroll over the rest of the world, due to you having many more cities than them.

It's bad to be on the recieving end off though, true.
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« Reply #123 on: March 30, 2011, 06:01:06 PM »

Quote from: Razgon on March 28, 2011, 06:42:38 PM

Is the pc forum slowing down? I can't believe people aren't more interested in this. Anyways..

I want to play it, but my son won't let me get near his PC for some playtime - it's about all he plays the minute his homeworks done until bedtime. slywink I'd get it for my own gaming rig, but because it just barely runs M2TW adequately I doubt it'll run Shogun 2 at all.
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« Reply #124 on: March 30, 2011, 06:23:23 PM »

Quote from: kronovan on March 30, 2011, 06:01:06 PM

Quote from: Razgon on March 28, 2011, 06:42:38 PM

Is the pc forum slowing down? I can't believe people aren't more interested in this. Anyways..

I want to play it, but my son won't let me get near his PC for some playtime - it's about all he plays the minute his homeworks done until bedtime. slywink I'd get it for my own gaming rig, but because it just barely runs M2TW adequately I doubt it'll run Shogun 2 at all.
I plan on getting it too...after I finish the SP campaign in Starcraft 2.  I bought SC2 the day of release, and I'm just now getting around to playing it.  Getting Shogun 2 is my motivation for playing and completing SC2.  It's sad I know.  I feel like I'm playing a bastardized version of Warhammer 40k.
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« Reply #125 on: March 30, 2011, 06:32:02 PM »

Good to hear that there is some interest in the game - I was afraid Empire had totally killed of the fanbase, which would be a shame, because Shogun2 is very much old-style TW!
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« Reply #126 on: March 30, 2011, 06:33:42 PM »

Quote from: kronovan on March 30, 2011, 06:01:06 PM


I want to play it, but my son won't let me get near his PC for some playtime - it's about all he plays the minute his homeworks done until bedtime. slywink

 icon_biggrin
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« Reply #127 on: March 30, 2011, 11:32:13 PM »

I'm really debating this.  thanks to some credit I can get it off of Amazon for 25 bucks (and get more credit), but I only kinda liked the demo.
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Razgon
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« Reply #128 on: March 31, 2011, 05:50:42 AM »

It may not be for you, since its actually pretty hard...
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« Reply #129 on: March 31, 2011, 08:09:28 AM »

Quote from: Razgon on March 31, 2011, 05:50:42 AM

It may not be for you, since its actually pretty hard...

difficulty didn't have anything to do with it, I can see the gameplay getting old well too quickly for me.
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Razgon
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« Reply #130 on: March 31, 2011, 08:22:58 AM »

I was only baiting you - which seemed to work ;-)

Yeah, if the Total War battles don't do anything for you, then it will get old quickly.
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« Reply #131 on: March 31, 2011, 12:56:32 PM »

Quote from: Razgon on March 30, 2011, 06:32:02 PM

Good to hear that there is some interest in the game - I was afraid Empire had totally killed of the fanbase, which would be a shame, because Shogun2 is very much old-style TW!

It didn't kill it, but it certainly damaged it.  I'm waiting until it's on a very good sale (if ever) to buy it because of my experience with E:TW.  It would have been a day 1 purchase before Empire.
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« Reply #132 on: March 31, 2011, 01:27:50 PM »

Yeah - that was what I thought as well...the game is just a really cool throwback to old-style TW
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« Reply #133 on: April 02, 2011, 02:22:10 PM »

I must say that the Total War style of gameplay is getting a bit stale for me, though. Shogun 2 isn't getting me as excited as the pre-Empire games. I feel like I've done it all before, which I guess is the down side of going back to the series' roots. The game is still fun, though.
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« Reply #134 on: April 02, 2011, 05:42:39 PM »

Quote from: Razgon on March 30, 2011, 06:32:02 PM

Good to hear that there is some interest in the game - I was afraid Empire had totally killed of the fanbase, which would be a shame, because Shogun2 is very much old-style TW!

I skipped Empire all together and don't regret it.  I still have MW 2 + expansion installed and fire it up once a month.  I think this will be next game purchase.  I would have gotten it by now but life has thrown me about 5 financial curveballs in the past month so my disposable income is about $.32 at the moment.  Glad to hear you are enjoying it as our gaming taste are very similar.  Tried any multiplayer yet?
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« Reply #135 on: April 02, 2011, 08:57:50 PM »

I suck at these games, even though Ive been playing them Since Rome, and love them! I can beat rome, but Shogun 2 is damn hard. So, in short, I've been too scared to play MP ;-)

I'd love to play with friends though.. As for MP, they have some pretty cool features now. There's a campaign for you now to play in Multiplayer actually against opponents. Its a bit hard to understand, and I'm not sure I understand it completely, but basically you have the Shogun 2 overland map in the old risk-boardgame style, and you move your army to provinces which gives you bonuses in next fight. Your general gains experience and some...outfits? That gives you other traits. Seems very nice.

The most interesting part though, is to enable "Drop-in" battles in your normal Singleplayer game. This means, when you fight a battle, a human opponent will control the enemy! Pretty crazy, but its definitely something I'll have to try.
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« Reply #136 on: April 03, 2011, 11:58:46 PM »

Quote from: Lord Percy on April 02, 2011, 02:22:10 PM

I must say that the Total War style of gameplay is getting a bit stale for me, though. Shogun 2 isn't getting me as excited as the pre-Empire games. I feel like I've done it all before, which I guess is the down side of going back to the series' roots. The game is still fun, though.

This, along with the poor E:TW experience, has put me off from buying it.  With the $15 credit from Amazon, I could get the game for a net $28 right now.  But I fired up Medieval II and didn't make it through 3 turns before realizing that I've done all this before, too many times.  Shogun.  Medieval.  Rome.  Empire.  Medieval II.  It's been essentially the same game over and over again.  With the various Civ games, each one has reinvented the series.  But I just don't get that same feeling from the TW series and unless something in Shogun 2 is very different than the previous games, I'll can wait a good long while before picking this up.
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« Reply #137 on: April 04, 2011, 12:55:46 PM »

Quote from: Razgon on April 02, 2011, 08:57:50 PM

I suck at these games, even though Ive been playing them Since Rome, and love them! I can beat rome, but Shogun 2 is damn hard. So, in short, I've been too scared to play MP ;-)

I'd love to play with friends though.. As for MP, they have some pretty cool features now. There's a campaign for you now to play in Multiplayer actually against opponents. Its a bit hard to understand, and I'm not sure I understand it completely, but basically you have the Shogun 2 overland map in the old risk-boardgame style, and you move your army to provinces which gives you bonuses in next fight. Your general gains experience and some...outfits? That gives you other traits. Seems very nice.

The most interesting part though, is to enable "Drop-in" battles in your normal Singleplayer game. This means, when you fight a battle, a human opponent will control the enemy! Pretty crazy, but its definitely something I'll have to try.

I have zero desire to show off my poor RTS skills skirmishing.  I was interested in some reports on how the coop multiplyer was working.

I played the Demo for a couple hours last night and I want this game bad now.  In particular I really like the customization and RPG elements they have introduced in regards to your generals.  It appears that will ad some nice depth.
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« Reply #138 on: April 15, 2011, 12:42:41 PM »

DirectX 11 patch (with AA) delayed until "the first week of May":

http://forums.totalwar.com/showthread.php/15481-Official-DX11-statement
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« Reply #139 on: May 08, 2011, 12:39:49 AM »

Close enough, the patch is coming our way on the 9th of May. Patch notes (incomplete; additions such as a fix for the Alt+F4 problem in multiplayer will apparently be added to the notes on the 9th):

Additions

DirectX 11 support, including:

• Advanced Shadows

The DirectX11 pipeline supports very high quality shadow maps, giving softer shadows with significantly less aliasing compared to DirectX 9.

• Support for MSAA 2x,4x,8x.

Requires Shader Model 4.1 or Shader Model 5 support, not available on Shader Model 4.0.
The DirectX11 pipeline supports Full screen multi-sampled anti-aliasing at 2x,4x & 8x resolutions. Shader Model 4.1 cards will support 2x, 4x MSAA. Shader Model 5 cards will support 2x, 4x, and 8x MSAA

• Enhanced Depth of Field

With Shader Model 4.0 & Shader Model 4.1 you will see enhanced depth-of-field with a dedicated pixel/vertex shader pipeline. With Shader Model 5.0 depth-of-field is accelerated with a Compute Shader, offering very high quality depth-of-field.

• Tessellation Support

Tessellated and normal-mapped rocks and rocky-terrain surfaces (requires Shader Model 5 support). Up close to the camera rocky terrain surfaces are visibly more detailed and realistic.

• Anti-aliasing support

Bug fixes

General fixes (includes single player and multiplayer fixes)

• Fixed firing-arc overlay for blinding grenades to show minimum range
• Slight changes to the intercept for igniting buildings
• Fix for battlefield dominance being awarded to both players
• Fixed triggers for the Elusive Strikeforce and Inspiring Counterattack achievements
• Legendary force achievable in single player
• Fix for stacking effects
• Ninja hiding tweaks
• Change to how victory types are assigned so that Heroic victories are a bit rarer (they're the most common now) and decisive / close are more common. Pyrrhic can be more common than before
• Fixed entities floating outside castle wall when they get knocked down or knocked flying while climbing off the top of walls
• Fixed bug with looping transition animation due to move orders with invalid path locations being spammed by the squad repeatedly
• Capture buildings cache if the building was captured from held before telling the Aide de camp
• Improved torch caching
• Fix for crash in battlefield zone cursor intersection
• Adjustment to AI to make it more difficult for the AI to use cavalry against spearmen
• Fix for drop-in ambushes not starting if the player under ambush presses 'Start Battle' first
• Ship banners are now appearing correctly in replays
• Fix for men staying at the bottom of the walls when they are attacked whilst climbing
• In naval replays, some ships’ flags were appearing in the wrong colours, now fixed
• Order to burn down a building now finishes if the building is destroyed by other means
• Fix to rare crash when placing mines in naval battles
• Experience system revision: experience-level thresholds rebalanced to allow for faster overall level-progression. Per-unit-type threshold multiplier introduced that scales the thresholds to compensate for differences in the damage output of different unit types. AI experience levels now fully derived from combat (the AI experience boosting mechanism has been removed).
• Updated pre-battle speeches to take greater advantage of available situational information
• Grass and scrub no longer gets in the way of the camera during pre-battle speeches
• Armies sharing the same deployment zone are no longer deployed on top of each other by default
• Fixed bug in tracking-camera caused by restricted camera behaviour activated by Legendary difficulty mode
• Improved first-person camera and projectile camera: time dilation effect is now relative to projectile speed. Artillery engine crew now trigger the projectile camera when their engine fires. Projectile camera remains stationary at the projectile's terminus to allow the player to see the results
• Pre-battle speeches now distinguish between multiple causes of the gates being forced open at the start of the battle
• Adjustments to morale calculations, dependent on who is in control of an army and in what context. Allows for fine-tuning of morale calculations separately for single-player humans, multiplayer humans and AI armies
• Improved the calculation of unit combat status. This corrects errors in the reporting of a unit's tooltip win/loss state, and also fixes some issues in the unit morale calculations that use this status information
• New weather gameplay effects added: Fog now causes a range penalty to all missile units, and causes non-commanding units to be hidden at a distance of 600m or more, even if they are out of cover
• Fixed issue where the Total War camera sometimes snaps downwards when switching the camera type and/or starting a transition. (This was particularly evident at the end of the pre-battle cinematic)
• Fixed issue in reinforcements system that allows multiple armies to feed more units into one army than is allowed on the battlefield
• Fixed crash-bug caused by placing Yari Ashigaru into pike wall formation, then incrementing/decrementing their formation width and moving the unit before ending the deployment phase
• Fixed issue that allowed siege defenders in ‘fight to the death’ mode to continue fighting in the end phase of battle after their fort was successfully captured by the attacking force
• Pre-battle speeches are now disabled in custom battles if the player does not field a General
• Fixed crash bug where the Stand and Fight special ability was used in a custom battle on a general unit that had been removed and re-added to the battle setup
• Fixed crash bug resulting from construction of an RTS camera with specified position
• Fixed crash bug that could sometimes occur when the FPS camera's context-entity died
• Cinematic camera movement speed is no longer height-relative. This allows for greater control and adjustment of camera positions in the cinematic editor
• Fixed flaw in unit logic that could cause a crash in the multiplayer lobby when interacting with a veteran unit that has zero men.
• Pre-battle speeches now allow for minor clans to be playable.

Naval combat

• Fixed intercepting with surrendered ships
• Fixed ships getting stuck on the edge of the battlefield
• Fixed sail-configuration not fully working when using speed-up
• Fixed enemy naval mines being visible in deployment
• Hull-damage indicators now consistent across campaign and naval battles

Audio

• Audio rebalancing
• Added projectile injury sounds
• Added special ability UI sounds
• Added new unit melee sounds (male/female units, swords/spears, mixed)
• UI sound when unit ordered to climb wall
• Naval mines trigger launch sound
• Front-end seasonal sounds to match scene
• Fixed problem with music not playing on custom battle screen
• Music volume now defaults to 75%
• Fixed rare issue with sounds not triggering after extended gameplay
• Separate sounds for female units
• Added reverb for distance sounds
• Fix for host being able to hear UI sounds for units that have been gifted to another player
• Fixed move-UI sound being played instead of attack-UI sound when choosing artillery bombardment location
• Added new sound when buildings selected in campaign map
• Aide de camp now supported during pre-battle speech

User interface

• Fix for some effect-bundle tooltips being cut off
• Fixed finance summary profit totals
• Fixed radar map image not updating when new clan discovered, and fixed rebel-owned region tooltip
• Fixed front-end camera transition
• Fixed mpc win movies showing same faction for both allies
• Fixed radar flee- icon crash bug
• Changed public-order display on finance panel to show current factors (rather than predicted)
• Re-enabled slider for mission-event text
• Fix to block co-op tax exemption exploit
• Fixed assassination-movie location bug with garrisoned generals
• Fixed bribe/move options panel text
• Fixed mpc multi-turn move diplomacy panel exploit
• Added extra update for diplomacy 3D model view
• Fixed avatar snapshot uploading so that it only occurs when avatar changes
• Made regions with imminent rebellion flash red on public order maps
• Changed ‘become shogun’ event message into a movie popup
• Mousing-over factions in diplomatic relations now previews faction details
• Fixed avatars with bow-skill not loading customised model into battles
• Added display of convalescing characters into radar list
• Fixed agent options crash bug
• Customised avatar of opposing player in MP battles now loading correctly
• Fix for saving replays in results screen
• Battle-regroup flag now has tooltip and is shown on radar
• Fix for cards getting stuck to cursor
• Enabled right-click on multiplayer units to show encyclopedia
• Made selected cards more recognisable
• Minor chat fixes and polish
• Fixed toggling of group-behaviour
• Text input improvements
• Added timer to special-ability buttons to display cooldown in minutes/seconds when mousing over
• Morale and charge bonus icons now show correct images on unit-information panel, and now show in campaign
• Weather/Waiting panel in battle now gives details on effects current weather will have on battle
• Added extra guarding for accessing model to prevent potential crashes
• Modified drag-out behaviour so if user holds CTRL while dragging out units, they will walk to destination

Battle camera

• Fixed bug in historic battles where the camera would be left in cinematic mode after the end of the intro cutscene (particularly in Okehazama where it never returned to normal)
• Sekigahara and Okehazama historic battle in-game cutscenes are now skippable
• Heat haze in Nagashino historic battle reduced

Campaign map (some singleplayer, some multiplayer)

• Katana cavalry is no longer immune to attrition
• Wako trade ships upkeep cost reduced (to match other trade ships)
• Various fixes in general's retainers
• Increased chance of critical success for successful actions
• Slightly increased the value of resources not traded away
• Changed general skill ‘strategist’ to award the movement extension instantly (not just in the beginning of a new turn)
• Fixed issue where rebellion in regions could happen without prior warning of unrest
• Fixed issue where rebellion could happen in region on the turn after it was captured
• Finances map now shows regions that will rebel next turn as flashing. Tax-exempt regions with negative public-order value also flash
• Movement-distance display now updated when skills applied
• Random first-level art picked for research in first turn if researching nothing
• Accuracy mod bonus applied correctly
• Fix for issue where double-click on character skills could make skill points get lost
• Added preferences variable to control campaign-camera edge-scroll delay
• Re-added ‘trade route raided’ messages
• Fixed navies being deregistered from trade nodes when the commander dies
• Trade-route raiding now updates when war declared
• Fixed predicted number of turns for replenishment
• Fixed issue that wouldn't always allow navy-merging very close to trade nodes.
• Fixed rare lockup with agent acting against garrisoned settlement
• Fixed Namban trade port not updating number of available trade routes correctly
• Fixed path-finding state bug which could leave armies unable to move for a turn.
• Fixed inability to disembark army from navy in port which is under blockade.
• Fixed negative bonus-value modifiers for looting
• Fixed instance of trade route removal not cancelling existing raids
• Fixed rare disembark-at-port problem
• Reordered code on becoming Shogun to prevent inappropriate messages being issued
• In Diplomacy, probability of acceptance is now reported as high for gifts
• Fixed crash in family-system after adopting uncle back into family
• Workaround for bad path-finding data in starting position
• Fixed rare lockup where army disembarks from navy into zone-of-control in player settlement, the navy is too close to a third party neutral navy, and the player declines to attack the disembarking army
• Fixed rare load-crash when loading a pre-battle save game during an AI turn when that AI had previously issued a multi-turn order that involved an army disembarking from the navy in a future turn
• Agents will no longer play multi-turn action animations if the player cannot afford the action
• Autoresolve battle visual fix: army cannot drop to zero soldiers before the last round
• Night battle support for pending battle power-bar. Will update if night battle is selected (and if the UI queries the value again)
• Autoresolver will destroy or capture ships that are too weak to be used in battle
• Repairing a ship in a port no longer invalidates its hull panel information.
• Fixed a glow under the shroud when a castle is under siege
• Kyoto has an additional defence bonus in the autoresolver
• Improved defensive behaviour of single-region clans when building up forces to attack
• Improved force conglomeration when pulling in defensive forces from distant regions
• Fixed Bribe and Demoralise action-usage
• Fixed naval-repair behaviour
• Fixed minor clan alliance-breaking behaviour
• Fixed a number of issues that may lead to corrupted save games
• Fixed a number of AI-recoverable lockup issues
• Fixed number of AI/model positional inconsistencies
• Some efficiency improvements
• Fixed case where ninjas could end up standing on top of each other
• Fixed issue with not being able to back out of a sally-out attack
• Fixed issue with not being able to withdraw from an attack against an army that is standing very close to a castle (but not besieging) when the attacking army is inside that castle
• Fixed various issues with agents remaining in castles or armies they shouldn't be in after creating a vassal or bribing an army or castle
• Fixed AI lockup involving agents attempting to join a force that already contains three characters
• Fixed not being able to issue an order to blockade a port when the cursor was over a navy inside that port
• Fixed rare crash in recruitment system where armies could end up with the wrong unit leading the force
• Fixed issue with being unable to issue orders to agents inside a castle
• Improved recruit-to-general performance, especially when clan has a very large number of regions
• Sabotage Building action now applies a varying amount of damage linked to the ninja’s skill
• Fixed rare bug of a new Daimyo spawning a castle where a battle had just occurred, forcing the battle to be fought again
• Fixed spawned Ashikaga clan armies appearing on top of Ninjas
• Agents can no longer be recruited within besieged settlements
• Reinstated missing realm-divide event-log entry
• Fixed generals defecting to Wako or European Traders
• Fixed issue with AI not correctly issuing Demoralise and Bribe orders
• Fixed rare crash bug where merge-cursor would appear when the cursor was over a farm or special building, when the user had a navy with an agent onboard selected
• Fixed night battles being able to exclude a human player from participating in a battle
• Fixed lockup when carrying out a bribe action when another character is moving
• Building Sabotage events now show region name
• Fixed rare crash involving ambushers standing on top of each other
• Fixed Generals enlisted statistic so it takes into account generals acquired via dilemmas
• All newly recruited Geishas will be between 18 and 25 years of age
• Agent options dialogue no longer appears if the target army is in the same clan but already contains the maximum number of agents
• Removed gap in Agent Indicator flag on enemy army which signified Ninja presence
• Fixed bribed armies not ending their siege
• Fixed armies created via Incite Revolt appearing on top of the monk that incited the revolt
• Fixed rare crash in matched animations on campaign map

Units

• Removed passive ‘encourage friendly morale’ bonus from General’s units
• Increased flanking morale-penalties
• Changed casualty morale-penalties to be smaller at low casualty levels, and higher at large casualty levels
• Reduced siege-unit accuracy
• Increased detonation-radius on fire rockets
• Inspire ability bonus to morale reduced to 10 from 12
• Inspire ability bonus to accuracy reduced to 15 from 40
• Inspire ability bonus to reload reduced from 50 to 20
• Inspire ability bonus to melee attack reduced from 7 to 3
• Rapid Volley reload-rate bonus reduced from 70 to 30
• Whistling Arrow penalties to units reduced
• Fixed Hattori Daimyo's portrait in campaign
• Tweaked AI recruitment-priorities so more clan-specific units are recruited
• Added in missing bridge map from Iwami province
• Fixed errors with some Yari Ashigaru unit morale values, so clan specific versions now always have higher morale than generic versions
• Increased multiplayer costs of Cannon Bune and Nihon Maru to 4000 and 5000
• Morale for multiplayer Warrior Monks reduced by 2
• Multiplayer Naginata Warrior Monks melee attack reduced by 3
• Bow Cavalry multiplayer cost reduced to 650
• Katana Cavalry multiplayer cost reduced to 800
• Yari Cavalry multiplayer cost increased to 850
• Fire Projecting Mangonels multiplayer cost increased to 1500
• Fire Rockets multiplayer cost increased to 1800
• European Cannons cost increased to 1500


Bonus extras

4 new multiplayer maps:

• Aki
• Hida Mountain
• Flood Plains
• Sanriku Ria
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« Reply #140 on: May 08, 2011, 12:09:48 PM »

Sadly, I lost interest in this game pretty fast. Nothing wrong with it, it just didn't charm me like Rome or M2 did.
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« Reply #141 on: May 08, 2011, 12:42:52 PM »

I still play it on and off. It kind of lacks the diversity of other games in the series. All factions basically get the same units, there's no real diversity. In Medieval 2 at least each faction had an army with a distinct look and a specific focus, be it archery, spears, cavalry or infantry. I've been waiting for the DirectX 11 patch before I continue. I also haven't played any multiplayer yet, and going by what I've read on other forums this should actually be quite a lot of fun.
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« Reply #142 on: May 08, 2011, 11:14:38 PM »

make a mod for this game and change the setting and IM all in.  Historical japan just doesnt do it for me. ( especially because we've done this already once before)
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« Reply #143 on: May 09, 2011, 02:54:59 AM »

Quote from: tcweidner on May 08, 2011, 11:14:38 PM

make a mod for this game and change the setting and IM all in.  Historical japan just doesnt do it for me. ( especially because we've done this already once before)

How about something fresh like WWII? slywink
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« Reply #144 on: May 09, 2011, 02:05:28 PM »

It's time they did a fantasy setting for Total War. It'll be fun to have all kinds of mythical armies clash with each other. Throw in some fireballs and whatnot and it'll be the best strategy game ever.
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« Reply #145 on: May 09, 2011, 05:52:46 PM »

big ol' patch is out.
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« Reply #146 on: May 09, 2011, 07:55:04 PM »

Quote from: Lord Percy on May 09, 2011, 02:05:28 PM

It's time they did a fantasy setting for Total War. It'll be fun to have all kinds of mythical armies clash with each other. Throw in some fireballs and whatnot and it'll be the best strategy game ever.

I've often thought an alternate reality setting would work well for the TW series. Maybe something like Battlelore which uses an alternate 100 Years war complete with Dwarves, Goblins, Dragons and other nasty creatures. Being able to re-fight Agincourt with the addition of mounted Goblins and uber strong Iron dwarves just never seems to get old. slywink
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« Reply #147 on: May 09, 2011, 10:47:36 PM »

Well, the DirectX 11 engine just about quadruples the initial loading time for the game. It does look quite a bit better though, this game really needed AA. Funny thing is that with everything set to Ultra / highest, a closeup of fire arrows hitting the enemy makes the game stutter a bit on my brand new PC (Core i7-2600, 8 GB RAM, Geforce GTX580 with 1.5 GB RAM). The game looks good, but I get the feeling that the engine needs to be optimized a little bit more. smile Nevertheless I had fun conquering a bunch of provinces as Shimazu. I'm nearing the dreaded realm divide, so we'll see what's going to happen.
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« Reply #148 on: May 28, 2011, 03:15:27 AM »

new DLC came out today, the Icky Icky Ikko Ikki Clan.
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« Reply #149 on: July 28, 2011, 04:47:05 PM »

    DLC!

Sengoku Jidai DLC - $3.25

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The Total War: SHOGUN 2 Sengoku Jidai Unit Pack adds 10 new elite units for use across the different game modes of SHOGUN 2. Once you've purchased the content, you will unlock all 10 of these versatile units in single and multiplayer Campaign mode under the conditions stated below.
...
[list=1]
  • Bulletproof Samurai unit – Date clan
  • Marathon Monk – Uesugi or Ikko Ikki clan (Ikko Ikki clan requires the Ikko Ikki Clan Pack available on Steam) [currently $4.99 - Isg.]
  • Hand Mortar – Hojo clan
  • Heavy Gunner – Shimazu clan
  • Wako Raider – Mori clan
  • Mounted Gunner – Tokugawa clan
  • Bandit – Hattori clan (Hattori clan only available in the Total War: SHOGUN 2 Limited Edition)
  • Long-Yari Ashigaru – Oda clan
  • Fire Cavalry – Takeda clan
  • Daikyu Samurai – Chosokabe clan

So you can get 10 new units, but one is unusable unless you bought the limited edition pack?   icon_confused
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« Reply #150 on: July 28, 2011, 08:47:45 PM »

I really need to start up a new game of this.   icon_neutral
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« Reply #151 on: November 28, 2011, 11:37:50 PM »

Fall of the Samurai announced and it sounds pretty cool:

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Well, we said we’d have some news coming “soon”, and here it is!

We’re delighted to announce a brand new standalone expansion for Total War: Shogun 2. Fall of the Samurai is a huge piece of new content and it’s coming March 2012. The scale of this expansion is significantly larger than anything we’ve produced so far for Shogun 2.



Fall of the Samurai explores the conflict between the Imperial throne and the last Shogunate in 19th century Japan, 400 years after the events of the original game – a dramatic clash of traditional Samurai culture with the explosive power of modern weaponry.

New on the scene will be America, Britain and France, whose arrival incites a ferocious civil war to decide the fate of the nation. You’ll be able to play one of six new playable clans, supporting either the Imperial throne or the last Shogunate.

In Fall of the Samurai, we’ll be supporting features like railway networks, ironclad warships, improved siege battle mechanics (with upgradable tower defences, each with their own speciality).



There will be whole new land and sea unit interactions, including the ability to call in offshore artillery support barrages. Coastal gun emplacements can conversely target enemy ships, bringing a new synergy to land and sea elements of gameplay. Players can even call in campaign map bombardments – bombarding armies and cities in adjacent coastal areas of the campaign map itself. It’s time to rethink your strategy…

You’ll also be able to get your hands on four new agent types: the Foreign Veteran, the Ishin Shishi, Tom Cruise and the Shinsengumi.

Mulltiplayer’s also had a major overhaul, ushering in the era of “Multiplayer 2.0”. We’ll be introducing a new Conquest map, reflecting the 19th century setting, bringing with it a brand new Fall of the Samurai avatar, including:

Over 40 new retainers

Over 30 new armour pieces

A new 19th century avatar skill tree



We’re also introducing multiple avatars for the first time, allowing players to enjoy multiple careers and progression across Shogun 2 and Fall of the Samurai.

This huge clash of eastern culture versus western culture promises to bring with it a vast new experience for players. Expect a big campaign to get your hands on. We’ll bring more information on it over the coming weeks and months, so be sure to stay tuned to the Total War blog, forums, Facebook, Twitter and Tumblr for more information as it’s released.

I haven't gotten Shogun 2 yet, but I'm going to wait and see if they release a gold/GOTY/Collection/whatever edition with all this stuff added.
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« Reply #152 on: November 29, 2011, 04:57:20 AM »

Tom Cruise?!?  Really?
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« Reply #153 on: November 30, 2011, 03:27:48 AM »

I didn't even know this was coming out. I'll be hearing about this every day once my son finds out about it. Thankfully his birthday is right around the time of release. slywink
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« Reply #154 on: December 01, 2011, 02:58:21 AM »

Quote from: Isgrimnur on November 29, 2011, 04:57:20 AM

Tom Cruise?!?  Really?

I may have taken some liberties with the press release biggrin
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« Reply #155 on: December 01, 2011, 08:56:04 PM »

Tongue
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« Reply #156 on: December 02, 2011, 10:35:34 AM »

only $9.99 for the base game today on Amazon if anyone has been waiting for it to go below 10 bucks biggrin
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« Reply #157 on: May 13, 2013, 11:23:06 PM »

I received two 75% off coupons from Steam towards Shogun 2 cause I previously brought the full game. Free to the first two who wants them.  Please respond with your Steam name
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« Reply #158 on: May 14, 2013, 05:30:59 AM »

Hey, so did I! Well, only one not two. And it says (Valid until [date]1369328400[/date]) so you better hurry...
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