The Other Worlds Shrine

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  • Nobunaga 13: Tendo

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #153013  by Don
 Fri Jun 24, 2011 6:53 pm
I decided to download this, and it's like a step in the wrong direction for a strategy game compared to Nobu 12 and a step in the right direction if the goal is to make Final Fantasy Tactics in Sengoku era. Whereas Nobu 12 you needed about two strong units to win the game, in Nobu 13 you only need one because you can clone your best units through the magic of training. Another consistent ridiculous theme of the series is that people cost way too much money for salary. A gold mine generates enough income to hire about 7 medicore generals and when you consider you often start with 20-30 of them per city, you basically want as few people as possible. When you go attack the unit takes the stats of the highest guy out of the 5 in the formation, so Takeda Shingen with 4 scrubs that make the minimum salary (100) will still roll over 5 guys that make 1K each. While it's easy to say if you're going to have your best guy train more clones of himself then why not just use the editor and give yourself max stats, there's something RPGish about seeing your scrubs turn into living gods that just isn't the same as maxing out your stats with the game provided editor. The game, like its predecessor, is real time except the APM needed to play, if it was actually possible to play other players, would be something measured in the thousands, which is why you can pause the game at any time to revise your commands. Of course then you got to ask the question why make it real time if it's not even remotely possible to give out all the orders on time forcing you to pause the game roughly every 5 seconds to give out new orders. In light of this having Orlandu-like units does cut the tedium of the game considerable as you can just delegate and let computer do the work after you built up these super units.

The game is ridiculosly micro-intensive. If you want to make a farm, you first got to pave the roads to a place that can build a farm, and then build the farm, and someone can attack specifically that farm and you can send a unit to specifically defend the farm. Again with the ability of pause, if it was possible to play other players (game has no multiplayer capability) you'd probably just have a game where both side simultaneously lost half of their farms/markets/bases because there are literally hundreds of them out of there in a decent sized empire. At least the tech tree is more balanced compard to Nobu 12 as you can no longer learn to build sharks with lasers from foreigners that triple your attack power for a level 1 tech. Actually it's not clear why you'd research technology now other than just something to do, given how little effect they have and how much resources are required, though I guess you got to have some money left after hiring troops so might as well put them to something.

Nobu 13 also has a really great tutorial, certainly the funniest out of all the strategy game I've played. The section where your advisor wants you to give him the Masamune to 'test out the reward command' even though he has a war ability of 2 is hilarious. There's also a section where your advisor explains how under a formation you assume the stats of the highest person of the group, and the leader (supposed to be you) went from Forrest Gump to a military genius.
 #153015  by Eric
 Fri Jun 24, 2011 10:51 pm
13? Man I only played 1...on the NES
 #153018  by Don
 Sat Jun 25, 2011 1:53 am
I think I played the first one, and the next one I played was #12.

The story mode of the game is pretty interesting, it's almost like playing a Final Fantasy game for the CGs and you get to learn more about Japanese history. I edited my side to have 3 million troops and occasionally lost to beginner AI commanding 30K troops when I delegated my guys. It seems like due to extremely bad pathing, every encounter point is a choke point as the AI cannot path its unit around to surround another unit even on completely open terrain. You lose all your economy/supply/technology the moment ANYTHING touches it, so imagine say a single troop got to your Templar Archives and then you cannot make Templars anymore and any existing Templars lose all their abilities. I suppose you can make all your units archers or gunners, but archers are super weak and producing guns is a painful process akin to bashing your head against a rock even with infinite money.