Total War: SHOGUN 2

Total War: SHOGUN 2

Reworked Archers
14 Comments
Egalregent  [author] 9 Jul @ 10:19am 
In battle? Yes. 6 Yari Ashigaru + 1 General with Stand and Fight can wipe the floor with most armies the AI can throw at you.
For me personally, fighting the AI in battle is not hard, just frustrating (in Vanilla). Mainly because of AI Archers and how they more or less enforce cheesy tactics. It just gets old after the 10th battle.

In the campaign however, the game is of course hard. In particular on legendary.

Sorry for not making that distinction properly when i said it was "easy". I mistakingly assumed you were referring only to battle difficulty.

Talking about campaign difficulty, you are right, the game gets easier. However Archers not being able to shoot inside castles won´t help against the samurai stacks the AI will field on legendary.
Delicia Suprema 9 Jul @ 7:44am 
So you're saying that even on legendary the game is easy ? Is that what you're implying ?
Egalregent  [author] 9 Jul @ 5:39am 
@Delicia Suprema i would not say that it makes the game "easier", because that implies that there was a point in time were beating up the AI was not easy. It just makes doing so less frustrating.
Delicia Suprema 9 Jul @ 4:43am 
This makes the game even easier. Since archers can't shoot from a super high angle anymore they can't hit you when you're inside the castle. They can shoot the edges , but not the centre.
Egalregent  [author] 14 Jun @ 12:41am 
You should try loading it after UEFC. In theory, this will make it overwrite changes from previous mods.
El Coach 13 Jun @ 10:55am 
I am not sure it works with UEFC, the arrow can fly very slowly at high angle when the target is close to the unit still.
Should I load it after or before UEFC to maximise the chance of it working?
Egalregent  [author] 7 Jun @ 12:46am 
I updated the mod description with some infos regarding compatibility. As for Darthmod specifically, this is likely not compatible. Reason being that i know that Darthmod changes things like archer range, which is defined in the projectiles_tables.
This is most likely the same for any other big mod.
✨✨Rookietoppi✨✨ 6 Jun @ 11:01am 
Thank for you the mod, is this compatible with Darthmod or any other big mods?
El Coach 3 Jun @ 4:12am 
Perfect, thank you!
Egalregent  [author] 3 Jun @ 3:54am 
No. The torches (if they are the projectiles you are referring to) have not been altered. Fire arrows also can still reach gates, towers, etc..
El Coach 3 Jun @ 12:16am 
Hello, thanks for the mod!
In a similar mod someone complained that this prevented from burning gates during sieges, as the projectiles would never reach it. Do you know if that also happens with your mod?
Delicia Suprema 2 Jun @ 10:40am 
Alright. I'll check it out when i get rid of my rhinitis. :SlyNinja:
Egalregent  [author] 2 Jun @ 10:01am 
It should be save game compatible, at least from my testing.
Delicia Suprema 2 Jun @ 5:37am 
Does it work on a previous campaign ?