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Sadly I've found that european cannons are still hot garbage and never have line of sight when attacking castles which is hilariously bad, feels too niche to spend time to try and fix to be honest.
If anyone has any issues which ARE NOT caused by other mods now is a good time for me to try to reproduce while the mod structure is bit fresher in my head. Only thing im aware of is the "shih" tech change might not be working.
Personally I actually really enjoy this mod for one unexpected reasion; NO YARI WALL makes the game WAY more challenging on legendary. Your 20 stacks of ashigaru will be wiped by enemy samurai forcing you to actually invest in higher tier units. So highly reccomend banning yourself the yari wall tech if you want a much more challenging early to mid game.
So bizzare people are enraged about the long spears, probably one of the most overpowered units in the vanilla game even if they had 0 bonus vs cav it wouldnt effect them much at all. I can make it 50 if people want not like the AI ever recruits them and oda is too easy to be fun to me.
It's much simplier to maintain and update other mods like my global bonuses one. I was working on a new s2 mod earlier this year that makes hatano playable as a vanilla feeling faction with working missions, unique naginata samurai. So if I do pick that back up maybe I will find energy to relook into this one, but don't count on it I work full time also.
Also, if you take suggestions: Make the Strategy of Attack tech unlock the Warhorse Stables building instead of the Powder Maker.
All gunpowder tech is unlocked in the Strategy of Defense tree, except for the Powder Maker, which is a bit strange; on top of that the Powder Maker is the only military building chain where the lvl 1 building must be unlocked through the tech tree, while the Warhorse Stables are the only military building chain where lvl 2 is NOT locked behind a technology.
Seems to me like a change that would fit nicely into this mod.
Whats wrong with this?
I've redone it the mod to be more compatible, mods which change same areas of the game will always likely have issues. The mod should now be completely compatible with my new mod "Global unit upgrades for smiths & artisians":
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1781270424
I must admit you are right about the matchlock ashigarus. I just never played Shogun 2 like Napoleon Total War where the motto is: the thinnest line wins. Therefore I must agree with you in this point.
But the Yari thing still bothers me because the tech itself takes 6 turns but you have to research two other techs first which take about 5 turns combined. As result you have to wait 11 turns to make your ashigarus usefull and you have to research those technologies first because there is no alternative. But this isnt what bothers me most, the thing that bothers me most is that I imagine the A.I. is not focusing on this technologie. And has therefore inferior troops in comparison to you for like sometimes 40 turns.
You see my fear is that this change may weaken the sometimes really dumb A.I. even more.
as for kneelfire I've been testing it on ashigaru and samuari matchlocks vs charging katana samuari and well I actually decided instead to remove from ashigaru completely. the larger unit size means they do more/equal damage than samurai on the volley. and kneelfire also feels like it locks reload rate. the ashigaru will beat the katanas if stetched wide anyway but with 2 ranked kneelfire it wont even get into melee. I prefer samurai/tercos/gunners to have at least some purpose compared to ashigaru.
If you want I can upload a separate version with both ability restrictions
When you say imported matchlocks still an option do you mean in custom battle? fixed that. As for kneelfire cannot reproduce as I see it on all matchlock ashigaru.
Sadly the sound issue is a shogun 2 bug some people get for unit mods - you can try this fix;
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=841895462
-only otomo matchlock ashigarus can use kneelfire
-non-otomo matchlock ashigarus have a weird trumpet sound in battles ( I imagine it is from FotS)
-imported matchlock ashigaru are still displayed as an option for every clan apart from the otomo but you can't recruit them
Things that bother me while playing:
-Yari Ashigaru should be able to use Yari Wall from the start on
-every matchlock unit should be able to use kneelfire at the time I unlock them. because matchlock ashigaru without fire by rank or kneelfire are garbage
With these things implemented, I think this mod would be really great.