Total War: SHOGUN 2

Total War: SHOGUN 2

Master of Strategy Sengoku - Gestalt's Unit Pack (Submod)
25 Comments
Gestalt  [author] 15 Apr, 2024 @ 12:32pm 
Çok teşekkür ettim. Doğrudur ama çok geride kaldı modlama sahnesi. Hala kafamda yapamadığım unitelerin hayali var.

Olur da bir gün tekrar dönmek istesem Power & Influence modu için yapardım. Bana göre aşırı zor olmasını bir kenara bırakaraktan, oyunu her yanı ile mükemmele taşıyan bir mod.
Dodocan 15 Apr, 2024 @ 12:05pm 
yeah sorry you are right :)
I meant this one: "10th anniversary: Remaster Units and Sashimonos"
Türksün galiba sen hacım? Ellerine sağlık bugüne yaptığın modlar için bu arada :)
Gestalt  [author] 15 Apr, 2024 @ 11:59am 
@Dodocan; :DD I mean what even constitutes a 10 year anniversary units mod? :)
Dodocan 15 Apr, 2024 @ 11:21am 
My man, can you please please please do the 10 year anniversary units mod for MOS?
Gestalt  [author] 23 May, 2020 @ 8:27am 
@Ancient, just look at the collection page but try to keep your mod collection as minimal as you can, if you are new to mod scene.
Ancient Warrior 23 May, 2020 @ 7:33am 
I have a question: How do I install this mod? Do I subscribe to some parts of Master of Strategy or all of them?
General Pants 24 Apr, 2020 @ 12:35pm 
@Gestalt, Ok. I'm not 100% comfortable with posting it yet. Is there some way I can send it via a PM or something? I am not Steam-savvy. If it gets to be impossible, I have a couple old mods I need to put up anyway, pending attempts to contact the original person (BullGod's horse pack is the best).

Directions : open the db.pack file. Open directory db, directory battle_entities_tables, then open the battle_entities table itself. If you use the modding kit, just go straight to this table (mine likes to crash, so I don't use it). Look for shogun _horse_bow, shogun_horse_katana, and shogun_horse_yari (rows 31-33). Column five (including the name/ key column) is run_speed. You can see that yari- mounts have a nominal 20% speed advantage. I would not put it past them to have hard-coded a work around this though. There are oodles of other specifics in that file, although few are really significant for modding.

Pants
Gestalt  [author] 24 Apr, 2020 @ 11:52am 
Hey,

I have not been modding for about a year now. But here some responses for your points:

1) I'd love to see that

2) I am a simple modder, I just know a little about how to fill S2 tables to do these things

3) As far as I know there is no movespeed table for mounts just for infantries, if you get to know anything about movespeed for mounts, I'd be glad to learn :)

Thanks for all the input. I'd love to finish my work here some time :) And btw, all the unique pics are made via paint.net .
General Pants 24 Apr, 2020 @ 11:08am 
Three things:

1) Did you know that someone solved the nodachi cav problem six years ago? I have the mod... they had to go into the animations and make a whole new sword.

2) Is that a monk warclub cav I see among the icons of the third picture? I would absolutely love to add Tetsubo cav into a mod, but I don't have the computer skills. If that isn't what I think it is, but you know someone who could do the animation work (there is a tutorial, but you need 3DMax, etc), you could add both to your mod.

3) Regarding the previous post: there is supposedly a speed difference between the yari- and katana- horse battle entities. regardless, the speed could be modded in that table there.

Anyway, thanks for the nice mod! I am taking it apart as a modding tutorial.

Gestalt  [author] 5 Aug, 2019 @ 5:48am 
Thanks for the detailed answer. I am working right now so I read as fast as I can. The thing is
1) Yari cav probably is altered by my mod. It's been a long time but I remember editing in my mod and my mod is taking a previous place in the activation order so it overwrites moss's one.
2) I hate to say but there is no cav speed value; we got only for infantry. All cavs are at same speed. We must solve this problem by other means
jornambre 5 Aug, 2019 @ 5:26am 
Sorry for not being so specific. The light cav's high charge bonus is problematic for two reasons. Firstly, the 60 charge bonus makes the light cav better than the heavy cav (I tested it in a one on one and the light cav won!). Whilst I can see see where you're go with the lighter cav having a higher charge but worse in an actual fight (making them more like a shock cav and less like a lighter version of the heavy cav) it just isn't realistic.
jornambre 5 Aug, 2019 @ 5:25am 
Light cav moving and charging faster than heavy cav is very realistic (unless its on a steep slope) however, historically the cav that made the hardest impact on the charge is the heaviest (imagine adding a good 25-50% to the weight of a cav charge whilst only losing some of the speed) and thus they should - realistically - have the higher charge bonus value. With the stats as they are there isn't really enough benefits to merit the extra costs and upkeep of heavy cav when you already have cav that is just as good if not better (especially when you consider that experience level you light cav will likely be when you recruit you heavy). The benefit of light cav over heavy cav lies in its tactical advantage (its movement speed).
jornambre 5 Aug, 2019 @ 5:25am 
I know this is hard to represent in shogun 2 as the movement speed of cav is rarely their most desirable stat when comparing one cav to another. My suggestion to solve this conundrum would be to slightly increase their movement speed (just so the difference is more noticeable) and decrease their upkeep to 20-30. This is because most samurai in the early Sengoku period were horse riding warriors already and thus would be able to supply their own horse weapon and equipment (and thus the upkeep would be quite low). You can see this in the tech tree as the first samurai that you are able to recruit is cav, which would be historically accurate. I don't think that this would be overpowered as one unit of Yari Ashigaru can (somewhat) easily take down light cav.
jornambre 5 Aug, 2019 @ 5:24am 
This would result in armies in the early campaign being composed of a general, his retainers, Ashigaru, and a smattering of light cav (which I think is closer to what it would have actually been like). However, to do this you would need to alter the stats of the existing light cav (the Yari light cav to be specific) to be more in line with this. Which brings me to my second point, the Yari cav that is already in the game still has a low charge value which doesn't match its counterparts from this submod. This makes light Yari cav completely redundant as light Naginata cav (and even light Katana cav) are better against other cav (really against any unit) due to how much damage they do on impact, something Yari cav are meant to specialise in over their two melee cousins (better against other cav and slightly higher charge bonus compared to a Naginata).
jornambre 5 Aug, 2019 @ 5:24am 
To fix this you will either have to (if you want to) change the stats of the other cav to more realistic values (even the light bow cav and the teppo light cav have 60 as their charge which shouldn’t happen in any case) or do a mix of this and messing with the values of the light Yari cav and bring it inline with my suggestion above with increased movement speed and decreased upkeep (except for the teppo cav as their upkeep should realistically be higher than the others).
jornambre 5 Aug, 2019 @ 5:23am 
However, to do this you would need to alter the stats of the MOS base files (or release a patch) that would change the values of the Yari cav as they are from the base files and not your submod. I don’t know if this is possible, but it would be cool if it were. Lastly, the ranged stats of the light teppo cav are too high as they are far better than the PROFESSIONAL teppo cav from the base mod. I get that historically ligter cav was the go to for skirmishers but that was because they were faster and thus the movement speed stat change to movement speed will make up for this when you (hopefully) balance the mod by reducing the accuracy and reload speed of the light teppo cav.
That’s it, sorry its VERY long. Love your work!
Gestalt  [author] 4 Aug, 2019 @ 10:40pm 
Hey all
@Lickher
Not playing fots and its artwork for unit card is much harder there no possibility
@jornambre
Can you please be more specific, say, you find the charge bonuses lower than it should be or higher??? I was thinking like light cavs should be glass cannons not much armor but high striking capacity and mobility
jornambre 4 Aug, 2019 @ 7:36pm 
Hey, me again. Just so you know some of the cavalry have incorrect charge bonus (the ones I know of are teppo light cav, Yumi light cav and Naginata light cav) so you might want to go through them all and check what their values are.
Lickher_ish 27 Jul, 2019 @ 10:54am 
hey there do you have any plans to create submods for the fots version of moss?
Gestalt  [author] 31 May, 2019 @ 12:55pm 
Over 20 new units with their own portraits will be coming next week. It will bloat the already existing crowded roster but hey since the beginning you are the ones that are complaining with variety of things, right? :)))
Gestalt  [author] 7 May, 2019 @ 1:32pm 
Update:
Light Cavalry variations took the vanilla MoSS model which has no massive armor.
All light cavalry including vanilla one got revamped. They are now glass cannon.
Lowered armor, melee defense, upped charge bonuses and melee attack.
Gestalt  [author] 29 Mar, 2019 @ 3:18pm 
Update:
4 new Light Cavalry variant were added to non-Ikko faction's roster.
MangyMinotaur 26 Mar, 2019 @ 6:55am 
Interesting, will try it out
Gestalt  [author] 24 Mar, 2019 @ 1:31pm 
@Husky,
they are in the mod actually named Veteran Blunderbuss Samurai. IF you have my main mod named "AU Unlocker", it reinstalls their attack type to that unit's vanilla attack type so the knockback ability for their shots is returned.
HuskyStrylight 23 Mar, 2019 @ 5:41pm 
if possible, can you add the shimazu heavy gunners back?