Total War: SHOGUN 2

Total War: SHOGUN 2

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Skirmish Line: Gameplay Overhaul (FotS)
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タグ: mod, overhaul
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43.469 MB
2024年12月18日 13時35分
4月3日 18時37分
12 項目の変更履歴 ( 表示 )
このアイテムを使用するには、 DLC が必要です。

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Skirmish Line: Gameplay Overhaul (FotS)

解説
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).
129 件のコメント
C4nn0nF0dd3r_  [作成者] 1 時間前 
@Sir Markson Increase distance between ranks, remove all ranks can fire (or whatever that firing drill is in that game that allows all ranks to shoot). Once you figure out how much space a single soldier can take for a single rank to consist of half the unit, you then go in and change the distance between the files accordingly. Unfortunately, the Great War mod has trenches that are too tall for men to kneel and shoot in, and I believe the unit sizes are too large for a very loose line.
Sir Markson 3 時間前 
Also, how were you able add the skirmish line to the units? I would like to make this for the Napoleon Total War Great War mod.
Sir Markson 5 時間前 
I've been dreaming for this kind of mod for years, thank you
Radmeister 8月8日 12時00分 
would love a 2x unit size version, game would go crazy
SFgev 8月5日 18時41分 
great, thanks for the reply. Fun mod that changes the same old gameplay we're all used to by now, appreciate modders like you keeping the scene active.
C4nn0nF0dd3r_  [作成者] 7月28日 7時05分 
@Fruitshops Thank you! Unfortunately, both of those things are known issues in vanilla. I personally have not seen the AI do nothing but march face to face even with artillery though; they usually will engage in a firefight from my experience (even if they will take so many casualties slowly marching to their range).
Fruitshops 7月27日 6時56分 
I adore the changes to infantry in this. FOTS always felt wrong in how it played. One thing i've noticed on the campaign after 3 or so campaigns. AI tends to march in slow order to your lines when you have artillery in your army. Even after entering in range with their guns they'll keep walking to point blank and often die easily this way. AI artillery tends to pick one target in a battle, fire at it until its destroyed or leaves its range, and then joins the rest of the army in slow walking to your lines, never setting up or firing again.

This was on hard difficulty. No idea if this is how the AI behaves in vanilla FOTS since I haven't played it in a while. I know this is likely out of the scope of this mod, but I figure i'd put in some comments since I love everything else about the way this turns FOTS into real late Victorian era warfare.
C4nn0nF0dd3r_  [作成者] 7月21日 20時21分 
@SFgev Yes. Loose formation is kind of silly from a gameplay perspective. In the description I say only the breechloader infantry have loose formation, repurposed to close the distance between the two lines.

@Americaissupior Both unit packs clash with my philosophy (I do not like roster bloat). I would also need to basically edit every single unit, and I would need to balance them, which takes a lot of time and effort for something I think actively harms the gameplay.
SFgev 7月20日 4時01分 
intentional that spear levy can no longer use the loose formation?
Americaissupior 7月19日 17時29分 
It’ll be nice to see some new units but if you ever wanna go the easier path you could just make this compatible with the radious units or death unit packs just a suggestion