Total War: SHOGUN 2

Total War: SHOGUN 2

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Field Command Sengoku: Lenny's Tweaks
   
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2 aug, 2024 @ 11:36
2 maj @ 19:21
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Field Command Sengoku: Lenny's Tweaks

I 1 samling av Lenny_Froggins
Lenny's FCS+EJP Experience
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Hello! Developed in conjunction with my Field Command Sengoku and Expanded Japan + Portugal compatibility patch, this adds a MAJOR change to FCS, and a few tweaks.

Developed with @Chewie of FCS, my idea was to remove Katana Cavalry and change Katana Swordsman to be more specialized and rare. Because in history, there werent really units of Samurai running around open battlefields with only Katanas. That is part of the concession of the Total War game system, but it can be better...

The goal here is to balance History, Realism, Logic, Fun, and very importantly for this mod: Flavor.

THIS MOD:

-Removes Chu Kiba Tei entirely.

-Changes Yumi Samurai Cavalry to "Musha" (warrior) Cavalry. These Samurai ride mounted into battle with bow and sword, and the unit works a lot like the Hero Bow Cav in that they are adept at both Bow and Sword. AI uses them as horse archers that you dont wanna F with unless with the Shogeki lancers who get a +12 vs cavalry. They will also use them to flank and charge, especially when out of ammo.

-Changes Yumi Samurai to Kachi Samurai (no idea what that means, Chewie picked it lol). These foot Samurai are also highly skilled with both Bow and Sword as they were in history. They have significantly less ammo than the specialist Bow Samurai units such as the Dojo Yumi Samurai and special Yumi Samurai units that factions in Expanded Japan get, but they are deadly accurate. The way the AI uses these guys is as bowmen first, but as they run out of ammo relatively quickly, they charge in as a secondary highly capable anti-infantry force. And they are not nearly as easy to take out with horsemen than Yumi Samurai were.

These two changes make the AI actually scary if you do not have a well-rounded army. Think you've won the melee battle? Not until the Kachi enter the fray, fresh against your tired front line!

-Kenshi Samurai are now 100 man units that, more like the No-Dachi, have a very strong initial attack, especially against Kumi/Ashigaru, but they will not stand a prolonged fight against spearmen and get rekt by Yari Samurai and even Kachi Samurai. I am still investigating whether or not I will keep them at all,the unit that makes more sense to keep is a few numbers of Dojo Kenshi Samurai. We'll see.

Others:

-Kisho Ninja units no longer take attrition in the winter, you can use them as sentry-scouts as they hide amongst the countryside and steal what they need.

-Maybe some other little tweaks to the projectiles table for balance, I forget but trust me it works

***Mod works on top of FCS standalone OR as part of:

Lenny's FCS-EJP Compatch
Field Command Lenny Tweaks
Field Command Sengoku
Expanded Japan + Portugal 12TPY

I've seen some weird problem early on where all the EJP factions wouldnt show up. Load the game without any of the FCS stuff, make sure you see the large number of factions on the new campaign screen, close game. Reload with all the mods active. Should fix it.

Much thanks again to @Chewie for his EXCELLENT unit balance in FCS. The change was mostly my idea, but he made it shine.

-----------


If you have Total War: Pharaoh, I've started modding that too! You can check out my collection here:

https://sp.zhabite.com/sharedfiles/filedetails/?id=3311428368


If you like what I do and want to say thanks and incentivize me to do more: toss a coin to your Lenny!

https://buymeacoffee.com/lennyfroggins
51 kommentarer
Lenny_Froggins  [skapare] 22 maj @ 14:15 
@El Coach instead of the Expanded Japan version of this, you should try out my compilation/continuation called Ultimate Expanded Field Command.

These FCS mods are basically abandoned.
El Coach 22 maj @ 5:45 
Thanks, that makes sense. Love the mod btw, haven't dared download the Expanded Japan version yet but it looks tempting!
I play with small/medium unit size but 41/31 units per army, it adds lots of strategic complexity (doable to have siege/several cav/etc in a single army) but it's exacerbating the unit cap, hence my question.
Lenny_Froggins  [skapare] 20 maj @ 10:37 
@El Coach The cap does not combine, there are still Kenshi (katana) Samurai but they are not intended to be front line troops, but flankers.
El Coach 20 maj @ 1:14 
Hello, I am a bit confused how the changes above work in conjunction with the unit caps introduced in FCS. Are the original Katana and Bow samurai cap combined together to limit the "merged" version now called Kachi Samurai? Or can we still recruit Katana samurai separately from the usual building?
marvelousoluwarinu 3 maj @ 15:36 
Im just getting into TW im kinda mad that blood does not come with the game
marvelousoluwarinu 3 maj @ 15:36 
Can someone gift me the blood dlc PLEASE
Huskii 3 maj @ 10:22 
Thanks! Now the speed looks more realistic. Appreciate the fast response!
Lenny_Froggins  [skapare] 2 maj @ 19:22 
-Adjusted battle_entities table mainly for charge speed. Also makes naval missile troops RUN to their stations!

Best way to update the mod is to unsub and resub to it. This thing is all over the place when it comes to pushing updates out to people.
Lenny_Froggins  [skapare] 2 maj @ 19:16 
Oh right, I totally forgot that this was just a version of Field Command Sengoku without expanded. My mind has been expanded for some time now!

I will copy the numbers over now. Keep in mind: the movement is Walk and Double-time. Charging is a full sprint. It works better in Dynasties where I could add a speed boost to fleeing troops so they are also sprinting.
Huskii 2 maj @ 18:16 
Any chance you can make the change for non-expanded japan mod?