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Second, can you balance the replenishment a little bit, so that both the AI and the AI can be refilled slowly, otherwise the replenishment will be full after two to three rounds of a battle, and hopefully it will be reduced to five or six rounds of replenishment
I've been playing this MOD for a long time, and it's a good mod, and I just hope these can be improved a little more
Appreciate the mod though, played vanilla enough to the point of being unable to stomach the katana units anymore, being outright better than the dominant battlefield polearms at the time; Let alone being outshined by naginatas on top of that
mod CylRB;
mod S2UIM_1;
mod S2UIM_2;
to
aamod CylRB;
aamod S2UIM_1;
aamod S2UIM_2;
They were ordered correctly but were separated by disabled mods. I didn't realize that could effect the functionality. Might be common knowledge, but I thought I'd share in case others have the same issue.
If it's all of them using swords, then that's a weird occurence. Be sure you load CylRB first before the Ultimate Immersive Mods.
I usually play it on Hard difficulty.
That's very interesting!
It's really enhanced my experience to see a diversity of ashigaru and samurai units because of the cost changes, and the bow changes have also made the battles so much more dynamic. Keep up the good work you've breathed new life into my shogun campaigns!!
Are the units blobbing together? If so they are quickly tired.
If you load it without the original, it might crash.
If I load this without the original will it still provide the correct changes or do I actually need the unit tables and such from the UIM?
Being attacked from the flank/rear will surely give a morale shock they could route easy because of that, Ashigarus can still take alot of beating at the front even if it's a Samurai Unit.
Use Spear Walls, because those are super useful for an organized attack/defense
Enjoy, I've just recently finished it like weeks ago, so it's pretty new.
Cavalry would definitely need some work in terms of options, however when I got the time again, I'll try editing it. I'd wish that I could easily remove unwanted abilities & unit cards that should be pointless but since I couldn't do it, Cavalry lacked the attention it needed.
I might buff the Yari Units against Cavalry that is more terrible damage, but flanking/rear cavalry should possibly be able to route them. I don't know just yet.
Considering all these arguments I guess it is safe to say that Yari surely did obliterate the battlefields of feudal japan (much like billhooks and halberds and spears did in europe) and this mod does seemingly try to follow historicity.
In europe, a knight (or a mercenary even) could easily win a duel against a peasant with a polearm of any sorts, mostly relying on cutting advantage of the sword to chop down the pole of a weapon and obliterating the poor pleb. But it doesn't work that way in a battle -