Total War: SHOGUN 2

Total War: SHOGUN 2

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Master of Strategy Sengoku - Battle Overhaul Units (Submod)
   
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Tags: mod
File Size
Posted
Updated
5.850 MB
24 Feb, 2019 @ 5:26am
25 Aug, 2019 @ 7:07am
15 Change Notes ( view )

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Master of Strategy Sengoku - Battle Overhaul Units (Submod)

In 1 collection by Gestalt
Master of Strategy Unit Submods
15 items
Description
Bonjour fellow Daimyos!

Another mod in the series will get into play. All credits to uanimes' mod, Battle overhaul mod, and this is the link to it:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1563116488

What this mod does:

- Adding 8 new units, 4 of which is unique
- Overhaul is the name, it does not overhaul, enhance, rebalance the MoSS mod. It justs adds units from Battle Overhaul mod.

I know some say "more is less" why are you adding more and more, but hey I know, out there, there are others who want more and with the cap system in the MoSS, you can't spam some units like in vanilla so you have to recruit various types and I love this mechanic. I will continue to add some more unit packs.

Hope you enjoy.
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Added Units:
Veteran Yari Ashigaru Hero
Zenjubo's Snipers(Ikko)
Mori Nagayoshi's Berserkers(Oda)
Sutegamari Snipers(Shimazu)
Fūma Kotarō (Hojo)
Yari Fudai Samurai
Katana Fudai Samurai
Yumi Fudai Samurai
18 Comments
Philtatos 🌴 6 Sep, 2022 @ 2:54pm 
reis 10th anniversary sashimono ve unit modunu moss'a uyarlar misin cidden mükemmel yapmiş adam ?
Gestalt  [author] 20 Jan, 2021 @ 11:17pm 
İ replied on the other thread as well. You can try, just load them in a meaningful order. İ dont think it will crash. The worst thing that can happen the new units are playable only for original clans, some of which are locked out by new clans mod
Cúchulainn 20 Jan, 2021 @ 12:20pm 
Hi @Gestalt, are all these submods only for Original Clan (not New Clan) I see in the requirements this is the case, but I know one submod for sure works with the New Clans of MoSS
jornambre 7 Aug, 2019 @ 1:12am 
Ok, so maybe were both thinking different things. What role are the Fudai meant to serve? Are they meant to/should they beat retainers one on one? What direction are you going for with these units?
Gestalt  [author] 6 Aug, 2019 @ 7:31am 
Yep increased them a bit
jornambre 6 Aug, 2019 @ 4:57am 
Just taken a cursory look. Did you change the melee attack and defence stats? The only difference I can see is the decreased unit size (from 100 down to 60).
jornambre 5 Aug, 2019 @ 3:04am 
I'll check sometime soon and let you know. Thank you for your commitment!
Gestalt  [author] 4 Aug, 2019 @ 10:44pm 
forgot to inform you that I changed the values according to your report hope it is alright?
jornambre 31 Jul, 2019 @ 6:41pm 
Well the regular retainers are capped at 1 (not sure but I can only recruit one of each, if there is a way to recruit more than that I didn't know) so because they are the 'inner circle' I was thinking of capping them at 1, making them something like 60ish men and buffing their stats to be fairly higher then that of their regular counterparts. For example, I made the melee attack and defence of the Yumi Fudai the same as the Katana Retainer as well as having great ranged capabilities (I think I made accuracy 77 and core_loading 50 or 55). But the trade-off for having such great elite units (I consider them like an extended bodyguard unit for my Daimyo) is that you only get one of each and they've only got 60 or 65 men in the unit.
jornambre 31 Jul, 2019 @ 6:41pm 
I haven't play-tested to see if this leaves them over or under powered (as I said previously, they are currently quite under-powered) because I can't seem to get it to work after editing the values in the land_table (might be land_unit_table, I can't remember).