Total War: SHOGUN 2

Total War: SHOGUN 2

Master of Strategy Sengoku - Battle Overhaul Units (Submod)
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).
jornambre 31 Jul, 2019 @ 6:40pm 
Also, I didn't mention this before, but 500 to 600 gold for the Daimyo's elite guard seems a bit cheap. I'm fine with the upkeep costs how they currently are (could be a little higher) but maybe you/I could increase the recruitment costs/make them available later in the tech tree (maybe even have the three different types tied to different technology instead of getting the ability to recruit all three with only one tech). Again, I'd have NO Idea how to do the tech tree part of that and I'd maybe be able to adjust the costs if you point me toward the right tables. So yeah.
Thanks again, love your mods.
Gestalt  [author] 31 Jul, 2019 @ 9:42am 
So making them 80(now, 100) men army and capping them at 3 (now they are capped at 2)is logical?
Gestalt  [author] 31 Jul, 2019 @ 2:54am 
Once I get home, I will look for this. In the meantime, I am all ears for your balancing as I havent got the time to actually play the mods:(
jornambre 31 Jul, 2019 @ 12:39am 
Hi, love your mods mate. I happened to notice whist playing that the balance of the Fudai units are a bit wack as they aren't as good as the regular retainer versions of the same units (I tested this in custom battle). In addition to this they have more men in the unit than the regular retainers (regular ones 80 men, Fudai 100) which doesn't make sense as they are meant to be the 'inner circle'.
jornambre 31 Jul, 2019 @ 12:39am 
Lastly, in the campaign you can recruit as many Fudai units as you want as opposed to being capped at only one per type at one time (as is the case for the regular retainer units) which also doesn't make sense. So I was wondering, I have some very basic PFM experience and if making these changes is just editing a few tables (I already tried just editing the land_unit table but it didn't work and the mod didn't even load as NONE of the units from this pack showed up in either the custom battle or campaign recruitment lists) then maybe you could tell me which ones they are and I'll make the changes myself.
Once again thank you and I really like your mods.
Gestalt  [author] 1 May, 2019 @ 6:57am 
@The Bliv,
I changed a parameter in its setting. Can you look again if it is available for recruiting after the update?
Also can you please upload your save to somewhere and share?
The Bliv 1 May, 2019 @ 5:53am 
I can't seem to be able to recruit zenjubos snipers, i have all research done, with a legendary ranged dojo but they do not show up to be recruited?
Gestalt  [author] 8 Mar, 2019 @ 2:19am 
Changes:

Bound units with possible upgrades. Now they grow stronger as you research upgrades.

Added few new abilities.