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Shogun 2 battle realism mode
Shogun 2 battle realism mode










Victories unlock specific unit types, while skills Achievements in single-player translate into buffs like new armour. So substantial it's almost a game in itself, this has you creating a persistent daimyo character complete with banner, skills and starting location, then cultivating them by fighting your way across a bespoke strat map. Those seeking human guile are going to love the new Avatar Conquest multiplayer mode. Napoleon's innovative 'drop-in' battle system reappears in Shogun 2 meaning any campaign confrontation can be played against a random flesh-and-blood opponent. Of course, the way to guarantee sly battlefield behaviours is to cut the AI out of the picture entirely. Heavily-armoured leaders are often to be seen dismounting then scrambling up battlements when all hope of victory has long faded. Currently the same castle map crops up in a surprising number of locales. If I was responsible for tweaking the siege skirmishes, I'd also be looking at map variety and the habits of generals. It's fun, and a life-saver in some situations, but the realism-hungry may wrinkle their noses.

shogun 2 battle realism mode

With a small knot of horsemen you can distract vast numbers of foes, leading them on a merry dance through the fire zones of all your angriest arrow/lead/firebomb slingers.

shogun 2 battle realism mode

What it hasn't managed to do is teach assaulters to ignore the nuisance feints of insignificant cavalry forces. CA has vastly improved castle assaults by a) encouraging attackers to attack from multiple directions, b) leaving castle interiors empty and c) giving all troops the structure scaling abilities of sticky squirrels. When fortresses are involved, artificial adversaries are less intimidating.












Shogun 2 battle realism mode