Total War: SHOGUN 2

Total War: SHOGUN 2

Pike & Shot: Unit and technology balance
26 Comments
Lappland Ark-kitten 25 Jun, 2024 @ 3:08am 
p&s:steamthumbsup:
enlightclh 12 Sep, 2023 @ 3:00am 
meant ashrigaru matchlocks, also good work on the mod!!
enlightclh 12 Sep, 2023 @ 2:59am 
why remove matchlock fire by rank? someone said that matchlocks are just tercos in training, and i see no reason why they shouldnt have the ability.
reza 29 Aug, 2023 @ 7:58pm 
heloo mod creator can you creat mod all clans have heavy gunners?
diessa 21 Jun, 2023 @ 2:12pm 
I'm curious what your thoughts are of the Chi tree modifications for Ysb's mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2750360128
Detols_Lee 28 Apr, 2023 @ 5:37am 
'Siege Tower Bune' not appear. may be its bug?
Jupsto  [author] 12 Apr, 2023 @ 7:40am 
Other opinions playtesting this in 2023: Throwing bombs/kisho are alot more scary/viable in battles which is fun. Bow warriors monks still the best missile units, possibly even stronger but cannot cheese the AI as much which I like. Matchlocks still are mainly only good in defensive sieges, but can make it work much better in land battles than vanilla.

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.
Jupsto  [author] 12 Apr, 2023 @ 7:39am 
Small update to fix tokugawa mounted gunner recruitment (boy this is a mad good unit in campaign). Also removed bulletproof samurai limit from this mod, as it is already part of global upgrades mod so basically made it more compatible with that mod which is intended to be used with this one anyway.

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.
Jupsto  [author] 2 Apr, 2023 @ 2:52pm 
Honestly 20 is probably too much bonus anyway - cav bonuses could use reduction on most units having 25 or 30 is just terrible balance, nearly all the other total war games have bonuses around 10-15. Go make your own "historically accurate" mod, the whole concept of spears doing more damage vs horses is not remotely historically accurate in the first place its just a game :D

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.
Half-Moon 2 Apr, 2023 @ 1:25pm 
"small logical change", "yari is a yari". This is what happens when an ignorant person tries to make a historically accurate mod. There's nothing "logical" about a longer spear not being more effective in fending off cavalry, and a yari is not just a yari, it's a god damn long yari. Why do you think they made spears in the first place if a knife could do the same job just as well? The length is the whole point and it matters.
Jupsto  [author] 18 Jul, 2022 @ 3:14pm 
its 20 which is alot, same as other yari - a yari is a yari more than 20 was too much and cav die too fast.
Special Agent Dale Cooper 18 Jul, 2022 @ 7:04am 
Why on earth would you take away long yari cav bonus.
laksa-songjun 29 Oct, 2021 @ 4:48pm 
hey, I using this mod but It just kept crashing. Wonder what problem is?
Milf Life Crisis 14 Mar, 2021 @ 7:37am 
Is this compatible with achievements?
Jupsto  [author] 21 Aug, 2020 @ 11:20am 
I do appreciate such great input. However making this mod was overly complicated, required alot of work arounds for compatibility and such, that going back and understanding how I did it in order to change or make additions would take too much time I fear. Anyone is welcome to take the file and release your own versions, all I would ask is some credit.

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.
MoonaHD 10 Aug, 2020 @ 6:46pm 
I like the mod because it gives yari wall to yari samurai. But one problem I had was that none of my matchlock units have kneel fire even though I have the correct research. I have been playing my Otomo campaign and once I had it researched it never showed up on any of my matchlock units. It only shows up in custom battles and I don't why. The mods I am using are naval related mods like alternate naval shot, the expanded Japan mod and I thought the problem was the Weierstrass unit pack but I didn't have it enabled at the start of the campaign. I would like to find a solution for this since I have to use my matchlocks the same way I do in the base game without kneel fire. But other than that problem everything else is perfectly fine and working thank you.
Captain Nyet 29 Jul, 2020 @ 2:42pm 
This is a good mod, but you haven't changed the Yari Samurai animations to be compatible with Yari Wall and Yari Square; nothing that can't be fixed but might be worth putting in a modified animation file so people don't have to get one separately.

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.
Flubber 9 Jan, 2020 @ 4:52pm 
Thanks for the mod, its been working great for the first clan I played with it. I started an Ikko campaign and while I have the gunsmith and temple built as appropriately, I am unable to recruit the Ikko Ikki Monk Matchlock units, for some reason it does not register that the gunsmith is built
NATO 15 Jul, 2019 @ 6:31am 
matchlock infantry's range is still 100
Whats wrong with this?
Jupsto  [author] 3 Jul, 2019 @ 8:15pm 
update:
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
Lich V. 23 Jun, 2019 @ 9:41am 
Thank you ^^ the mod you recommended really helped out.

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.
Eden 23 Jun, 2019 @ 5:34am 
Thank you!
Jupsto  [author] 22 Jun, 2019 @ 5:30pm 
as for the gameplay feedback, I think both abilities are very low tech requirement in this mod, yari wall is only max 6 extra turns essentially.

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
Jupsto  [author] 22 Jun, 2019 @ 5:30pm 
Thanks alot for reports and feedback, sorry I just got to testing and fixing couple things.

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
Eden 19 Jun, 2019 @ 8:32am 
I love this mod but please fix the bugs mentioned in the previous comment!
Lich V. 17 Jun, 2019 @ 5:56am 
A few things I have noticed while testing this mod in custom battles:
-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.