Still one of the best TW and RTS games ever made. Also, it runs really well. Unlike most TW games. Shimazu are my go to faction. They're the elite samurai/swordsman . Infantry combat they're unmatched. Plus the green color looks sick!!
The reason for difficulty micro-managing cavalry in Shogun 2 is because of a foul up in the game coding. As cavalry units gain fatigue, they move more slowly. Infantry units do not incur a movement penalty as fatigue increases. So, as the battle progresses, and units become fatigued, it gets increasingly difficult to manoeuvre the cavalry around the infantry units. There are some mods available that correct this - and make for a much better experience. [Edit]: Forgot to mention, increased fatigue also affects the melee capability and accuracy/rate of fire for ranged units - for cavalry. But not for infantry units. The only effect of fatigue that is common to both cavalry and infantry is reduced morale - which kicks in at very tired status. If playing without a mod to correct the error, it is imperative to manage fatigue levels in your cavalry, or you will always be fighting at a disadvantage.
@@DJ-1Q84 Sorry, I somehow missed your message ! I don't own Fall of the Samurai so am unable to test to confirm but, looking at the data tables, the infantry units in Fall of the Samurai are categorised using the same categories as in the base game. So, it seems highly likely that the infantry in Fall of the Samurai will be immune to the effects of fatigue (except morale loss) whereas the cavalry will not. It is easy enough to test for yourself. Set up a custom battle and in the attacking army have two identical units cavalry, or infantry units. You don't need to fight the battle. Have one of the two units run back and forth across the map until it is in red fatigue while the other remains stationary. Then have the two units run side by side. If fatigue affects the unit, the red fatigue unit will move more slowly than the fresh unit. Hope that helps If not, hit me (markeason) up on steam if you want to discuss further.
@@DJ-1Q84 Sorry, I don't own Fall of the Samurai so am unable to check this. However, looking at the data tables, the infantry units in FotS have the same categorisation as in the base Shogun 2 game - and this is where the error lies that causes them to be immune to the effects of fatigue. I would therefore think it highly likely that the infantry in FotS, like those in the base game, would be immune to the effects of fatigue (other than morale penalty); whereas the cavalry and artillery would not. [Gatling and Armstrong guns are categorised as artillery in this regard and would therefore be subject to the fatigue penalties. It is easy to test to see whether the units are affected or not. Set up a custom battle with the attacking side having 2 identical cavalry units and two identical infantry units. It doesn't matter who the enemy are as you are not going to fight them. For speed, choose a map with some hills. Have one of the cavalry and one of the infantry units run up and down the hills until they hit red fatigue. Then line them up with their fresh counter part and have them run side by side. If the unit is affected, the red fatigued unit will move much more slowly than its fresh counter-part. If it is not affected, they will move at the same pace. Hope this helps. If you need more information hit me up (markeason) on Steam and I'll see what I can do.
i played as shimazu last time i played this campaign. by the end, Oda was the 2nd strongest. pushing first against me. it took me forever to get through those central mountain passes. I eventually just launched a massive naval invasion behind their lines.
When negotiating with the AI their sentiment has to be "This deal is satisfactory." for certain approval. Also you can insert the amount you demand/offer. For example you took 1000 at 40:10 when you could have probably asked for 1500 or even 1700-1800. A few hundreds each negotiation can go a long way. Good luck!
I also like to train my troops in the provinces that have buildings which give bonus for certain units. For example, in Kai I train cavalry, in Sagami (real close to you) I train Katana Samurai (or even spears), in Hitachi (a little bit East) I train skirmishers. You can do this for agents too, for example Suruga can allow you to recruit Metsuke that are already level 2. The same goes for ninjas & monks in the right provinces.
Still one of the best TW and RTS games ever made. Also, it runs really well. Unlike most TW games.
Shimazu are my go to faction. They're the elite samurai/swordsman . Infantry combat they're unmatched. Plus the green color looks sick!!
The reason for difficulty micro-managing cavalry in Shogun 2 is because of a foul up in the game coding. As cavalry units gain fatigue, they move more slowly. Infantry units do not incur a movement penalty as fatigue increases. So, as the battle progresses, and units become fatigued, it gets increasingly difficult to manoeuvre the cavalry around the infantry units.
There are some mods available that correct this - and make for a much better experience.
[Edit]: Forgot to mention, increased fatigue also affects the melee capability and accuracy/rate of fire for ranged units - for cavalry. But not for infantry units. The only effect of fatigue that is common to both cavalry and infantry is reduced morale - which kicks in at very tired status.
If playing without a mod to correct the error, it is imperative to manage fatigue levels in your cavalry, or you will always be fighting at a disadvantage.
Do you know if this is also true for calvary in Fall of the Samurai?
@@DJ-1Q84 Sorry, I somehow missed your message !
I don't own Fall of the Samurai so am unable to test to confirm but, looking at the data tables, the infantry units in Fall of the Samurai are categorised using the same categories as in the base game. So, it seems highly likely that the infantry in Fall of the Samurai will be immune to the effects of fatigue (except morale loss) whereas the cavalry will not.
It is easy enough to test for yourself. Set up a custom battle and in the attacking army have two identical units cavalry, or infantry units. You don't need to fight the battle. Have one of the two units run back and forth across the map until it is in red fatigue while the other remains stationary. Then have the two units run side by side. If fatigue affects the unit, the red fatigue unit will move more slowly than the fresh unit.
Hope that helps
If not, hit me (markeason) up on steam if you want to discuss further.
@@DJ-1Q84 Sorry, I don't own Fall of the Samurai so am unable to check this.
However, looking at the data tables, the infantry units in FotS have the same categorisation as in the base Shogun 2 game - and this is where the error lies that causes them to be immune to the effects of fatigue. I would therefore think it highly likely that the infantry in FotS, like those in the base game, would be immune to the effects of fatigue (other than morale penalty); whereas the cavalry and artillery would not. [Gatling and Armstrong guns are categorised as artillery in this regard and would therefore be subject to the fatigue penalties.
It is easy to test to see whether the units are affected or not.
Set up a custom battle with the attacking side having 2 identical cavalry units and two identical infantry units. It doesn't matter who the enemy are as you are not going to fight them. For speed, choose a map with some hills. Have one of the cavalry and one of the infantry units run up and down the hills until they hit red fatigue. Then line them up with their fresh counter part and have them run side by side. If the unit is affected, the red fatigued unit will move much more slowly than its fresh counter-part. If it is not affected, they will move at the same pace.
Hope this helps.
If you need more information hit me up (markeason) on Steam and I'll see what I can do.
P
i played as shimazu last time i played this campaign. by the end, Oda was the 2nd strongest. pushing first against me. it took me forever to get through those central mountain passes. I eventually just launched a massive naval invasion behind their lines.
When negotiating with the AI their sentiment has to be "This deal is satisfactory." for certain approval. Also you can insert the amount you demand/offer. For example you took 1000 at 40:10 when you could have probably asked for 1500 or even 1700-1800. A few hundreds each negotiation can go a long way. Good luck!
I also like to train my troops in the provinces that have buildings which give bonus for certain units. For example, in Kai I train cavalry, in Sagami (real close to you) I train Katana Samurai (or even spears), in Hitachi (a little bit East) I train skirmishers. You can do this for agents too, for example Suruga can allow you to recruit Metsuke that are already level 2. The same goes for ninjas & monks in the right provinces.
O melhor Total War !!!
this has to be some of the most hardcore gameplay of shogun 2 ive seen haha
really like your playthroughs but i can only recommend you to play the fall of the samurai dlc its even more funny for me
Simpzy new sub here ....your gameplay videos are the best....
ty
Nice but could you think about a DEI Imperator Augustus let's play
Beggars can’t be choosers😂😂
Takeda Clan!
Nice
Oda would be good for next campaign
I hope you do a Mod campaign like "Land of the Rising Sun" mod. Which adds Korea/china depending on which version u download.
The Rohan of Japan
Oh shit, I guess I found new shit tonwatch