Total War: SHOGUN 2

Total War: SHOGUN 2

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Skirmish Line: Gameplay Overhaul (FotS)
   
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43.535 MB
18 dez. 2024 às 13:35
28 dez. 2024 às 6:00
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Skirmish Line: Gameplay Overhaul (FotS)

Descrição
This is a (battle) overhaul for FotS. It does not add any new units, but does fundamentally change how the firefight works.

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Changes:
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- Breechloader infantries and skirmishers will now form a loose skirmish line by default.
- Gunfire is less accurate, but longer ranged.
- Muzzleloader line infantries will stay in close order; they gain a "Hold Fire" ability, but lose suppression fire.
- For infantry, walking is a little faster, and running is a little slower, but charge speed is much higher.
- Matchlock kachi and levy infantry are now usable and useful.
- Veterancy for units matters.
- And more!

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In depth:
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- Gunfire (and arrows) are much less accurate and take longer to load. Ammunition for gun units has typically been increased to 40 (Gatling guns now have an ammo stat of 1,000). Guns (smoothbores and rifles) instead now have much longer ranges (200 for smoothbores, 250 for rifles, 225 for carbines, and 300 for sharpshooters). Close range volleys are still very devastating.

- Breechloader infantry (SIR guards and infantries, foreign marines, and Kihetai) will now form into a skirmish line with a support line further behind (something that would historically continue to be done into WWI, with even platoons nominally practicing this), and are now 100 men per unit (on Ultra unit size). The rear line (the 2nd rank) cannot fire. Yet despite having 1/4 of the firepower of a close order formation, they will usually come out on top due to being lower and in a more open formation (ie, they are harder to hit). Kneel fire is removed from them to prevent exploitation. Due to having much less firepower (a maximum of 50% of the unit shooting when at full "health"), they must rely on Suppression Fire to face charges.

- Skirmish infantry (Sharpshooters, bow and matchlock kachi, Tosa riflemen, and Yugekitai) and dismounted missile cavalry will likewise form a loose formation, but only a single line. Sharpshooters and Yugekitai are now 40 men per unit, but generally more effective. Matchlock and bow kachi and Tosa Riflemen are 80 men per unit. All skirmish infantry except Tosa Riflemen have "kisho training" (the ability to deploy almost anywhere on the map).

- Carbine and Imperial Guard cavalry no longer have "all ranks fire" to limit their ability when on horseback (they are still extremely potent as horsemen). However, dismount them to immediately gain a 100% increase in firepower.

- Muzzleloader line infantry are still in close order (more close than in the base game). They lose suppression fire, but gain a new ability, "Hold Fire". This ability limits the range to 50, but is very powerful (and reduces the microing pressure). Use it against cavalry or when you are charging, but do not try to exploit it as it takes longer to load (ie, only activate it prior to an engagement). They also gain the ability for all ranks to fire (but in practice, usually only 2 can shoot).

- The "bear" infantry still use muzzleloaders, but instead gain the banzai ability to aid in charges.

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Balance:
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I have given the breechloader infantry the "loose formation" ability; however, this will instead close the ranks (not the files), and thus will not increase the number of shooters nor will it decrease it. It may theoretically decrease the time it takes for the rear rank to shuffle into place, however, since they are much closer together, where it was once almost completely safe, the rear rank is now very vulnerable, and this formation tends to lose in a firefight (from my testing). It may be useful when there is a lack of space, however, such as in sieges, or when you wish to charge with bayonets (as more men will get the initial charge). No other units have "loose formation", so I have removed the melee malus given unto them (so feel free to use this formation in melee).

Tosa Riflemen and the carbine cavalries theoretically have more firepower than line infantry (80 men shooting vs 50), but they likewise tend to lose the firefight (but not the drastic degree). On the other hand, they will easily defeat any charges from cavalry or infantry alike due to their effective magazine fire. The said carbine cavalries (not the Tosa Riflemen) have a lower range than rifles, but since accuracy is so much lower, for the offense, this does not matter as much. Don't use either as replacements for line infantry (although carbine cavalry can move much quicker around the campaign and battle map, and also still have great stats as horsemen).

Because most of the other skirmish units have "kisho training", this may make Yugekitai not as strong unfortunately.

Bow units are comparatively weaker (less range, very inaccurate, but higher damage); however, they do shoot very, very quick, and bow kachi can shoot whilst hidden. Combined with kisho training, you may be able to assassinate the enemy general, just do not expect them to remain alive if spotted.

Vetrancy matters! Veterancy buffs only add 1 or 2 to each stat until level 5. After that, the bonus doubles (either to 2 or to 4). Veterancy is now a deciding factor of battles, especially since the initial volley does not matter as much. A max rank levy infantry will defeat a newly-recruited line infantry, and a max veterancy line infantry will sometimes defeat newly recruited breechloader infantry (although with some disproportionate losses).

Levy infantry is buffed (10 accuracy and 10 reload now, and other stats are higher). While matchlock kachi (of any rank) will often beat newly recruited levy infantry, at max veterancy (for both), levy infantry will start to pull away and defeat them. Levy infantry likewise is superior for facing cavalry.

It goes without saying that the very high ranges of guns makes melee infantry much weaker. I suggest a mod that makes the normally "traditionalist" factions (ie, the Shogunate ones) modernize instead. I also suggest the larger battle map mod due to the extended ranges.

Read the change notes for anything not mentioned here.

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Bugs:
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Sometimes units in the skirmish line with both a main line and support line will "wander" (ie, they run around the map randomly and unordered). Nothing can be done to fix this AFAIK, but it also affects the AI, so think of it as a feature. Simply give them another move order (or attack order sometimes) to fix it. Fixed, I think!

The bow infantry animations sometimes have a frame where they are broken, among other animation kinks. I will attempt to fix these issues at some point, but often it doesn't happen at all, and it is rarely noticeable, so don't worry.

Broken sounds. Fix = Sinfonia Semplice [www.twcenter.net]

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Compatibility:
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Should be compatible with most mods that only change the campaign. I "replaced" the "range_effect" ability for my "Hold Fire" ability as well, so be aware of that as well.

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Credits:
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The_Yogi (thank you) for his uniform mod . I integrated it as it conflicts with the balance of this mod. Do not have it on, as it unfortunately conflicts with it.

ValerBOSS for his bayonet mod . Do not have it on for the above reason.

and fourstrider indirectly (I peeked into one of his mod's to know how to actually rename an ability).
19 comentários
C4nn0nF0dd3r_  [autor] 28 dez. 2024 às 6:02 
Buffed melee capability of bear infantries.
C4nn0nF0dd3r_  [autor] 27 dez. 2024 às 22:34 
@Dance I don't think so
Dance 27 dez. 2024 às 21:57 
Is there a way to mod the max unit stretch width to be greater so that we can have the breech loader skirmish lines have more than 100 units? I’ve always wanted a mod that does this so k can have x2 unit mods and still keep two ranks for line infantry.
C4nn0nF0dd3r_  [autor] 27 dez. 2024 às 9:27 
@Gabe With banzai, I think those two things will make them too powerful (banzai is really strong), as well as requiring another button to press. I think I will buff their melee ability though, seeing as their melee attack is only 6
Gabe 27 dez. 2024 às 8:57 
@C4nn0nF0dd3r_ Don't know if this is a good, bad idea or completely redundant. But my suggestion is to turn the Bear Inf more similar to Grenadier infantry. Give them fear aura(If that is even possible) and then add the war cry ability.
C4nn0nF0dd3r_  [autor] 27 dez. 2024 às 8:28 
@Tümuluš™ that is quite a lot of units, and i have never played with it, so i will have to decline.I would have to figure out the balance for many of those units, and i would have to update each thing whenever i update this mod. personally, i fundamentally disagree with the idea of having so many units, so I'm not sure I want it on my workshop, and obviously play-testing will be limited.

I did sort the units based on type in my mod into individual parts in the .pack file, so you can easily figure out what I did though. i might consider it if more people want it though, but it will not be very refined and i'm unsure if i will want to maintain it.
Tümuluš™ 26 dez. 2024 às 20:21 
Could you also make a version of this mod that also affects the breechloading units added in the "FOTS Unit Pack" mod?
Gabe 25 dez. 2024 às 2:00 
@C4nn0nF0dd3r_ yeah thats the one.
C4nn0nF0dd3r_  [autor] 24 dez. 2024 às 14:13 
@Gabe I don't think that was fixing a delay (the delay is just natural to Shogun 2), but rather fire by rank not working for some faction handgunners (I think Oda, Ikko, and Hattori matchlocks?) because the officer was set to officer_katana rather than officer_matchlock or whatever
Gabe 24 dez. 2024 às 7:31 
@C4nn0nF0dd3r_ somebody fixed the delay of units firing by replacing the officers weapon with a gun, they found this out in vanilla shogun 2 fire by rank, when the ability is used, there is always a delay in firing, but this was resolved by replacing the officers weapon with a matchlock.