Total War: SHOGUN 2

Total War: SHOGUN 2

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Subtle longer combat
   
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File Size
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69.129 KB
31 May, 2021 @ 11:18am
13 Jun, 2021 @ 12:20pm
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Subtle longer combat

Description
This mod is aimed towards making the combat slower while keeping the vanilla feel and not conflicting with as many mods as possible by changing only global stats.

For me the charm of battles in vanilla is that you get to cover the map in bodies. But that usually comes at the cost of your own army especially when the army size is equal, and have to then recruit an entire new army after almost every battle. This mod still aims for that Vanilla battles feel but with slower combat casualties.


What this mod does:
Lower hit chance.
Archers got more range.
Arrows are less deadly from a distance.
Morale increased, but some morale penalties are greater like general deaths and later stages of fatigue.

Recommend to play with this mod for arrow trails: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2153088872&searchtext=bigger+trails

To make sure the mod works with other mods, launch the game with this mod turned on before any other mod that changes global stats.

Have fun!

Short version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2526965485
24 Comments
Ajax 30 May, 2024 @ 12:42am 
This mod will make cavalry's bow and arrow resistance very weak, resulting in significant casualties. How to solve this problem
BrokenBuck 14 Dec, 2023 @ 6:02am 
Any clue how to make armor more effective against arrows? There's a mod that claims to do this called armor effectiveness and it doesn't work. I can run it with 0 other mods active and it does nothing. When I look in PFM it's editing armor missile divisors but when I mess with it, it seems to do nothing. Like, I can set the armor_missile_divisors to literally anything, I think it's set to 2 and 1 by default, and it does nothing. I can put it to 12 and 6 and the casualties I take from arrows on troops with decent armor are the exact same as when I'd not altered the values making them higher. It seems for the life of me that no matter what I do I cannot make armor more effective against arrows. I have arrow damage lowered and set to between 0.15 - 0.25, I'd like to have it set to a normal number, but until I can get armor to do something against arrows it's not really an option.
Orendiz  [author] 16 Jul, 2022 @ 10:47am 
Usually, lower numbers tend to mean less effective and higher more effective, though some times it's the opposite like with spread increasing with higher number.

In kv rules it's mostly the former.
Steeamtruck 16 Jul, 2022 @ 9:57am 
thanks for the answer, I use the short version too now :-) I editet the bullets to have more spread, less damage (but armour-piercing) and increased reload-time as these firearms took quite som time to prepare historically (and IS great for balancing ).

question: when I edit the piercing- and penetrating divisor in the kv rules-table, does higher numbers mean armour is more effective? I have tried to balance unit stats but it is hard and tedious work. som many vectors.
Orendiz  [author] 3 Jul, 2022 @ 6:20pm 
I might have left matchlocks untouched either because i wanted emphasize their late game power or because i forgot. Either way i'm thinking of revisiting these mods since i'm using short version rn which i did update for myself.
Steeamtruck 3 Jul, 2022 @ 3:46pm 
thanks, very nice mod!. does this effect gun-units? because they are OP now, (running with darthmod)
Jack_Jack 24 Apr, 2022 @ 5:29pm 
Can you see why it gives an error at the time of naval battle in this mod?
Freezing bug when approaching a fight between 2 ships. https://uploaddeimagens.com.br/imagens/awkl0sA
Orendiz  [author] 6 Apr, 2022 @ 10:56am 
i don't own FOTS but my friend said it's not as good for FOTS compared to vanilla or rise of the samurai. I was going to remove fots changes but never got around to it.
DaCuracha 6 Apr, 2022 @ 10:29am 
Works well with FOTS as well?
rushour6 28 Dec, 2021 @ 2:52pm 
Is this mod saved game compatible?