Total War: SHOGUN 2

Total War: SHOGUN 2

Mrooshoo's Shogun 2 Tweaks
86 Comments
seashell 16 Jun @ 6:18pm 
that's good enough, thanks!
Mrooshoo  [author] 16 Jun @ 6:17pm 
In the patch I did so, increased their stats slightly, not much but it is they are somewhat noticeable.
seashell 16 Jun @ 6:13pm 
and after the ammo fix, the superiority only manifests in lower cost and upkeep.
nothing else about them is stronger than the generic kisho ninja, so maybe you can add something to make them "superior".
Mrooshoo  [author] 16 Jun @ 6:10pm 
I'm gonna fix the ninjas right now, thanks. As for the matchlock samurai, I'll probably look at that later. Thanks for bringing it up.
seashell 16 Jun @ 6:06pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3354635861&searchtext=unofficial+patch

it's the things that they don't want to add in the unofficial patch lite version because the author thinks that it is "balance".

they are supposed to have superior ninjas, yet their kisho ninjas have 2 ammos instead of 11 of the generic one.

I also wanted to bring your attention to otomo matchlock samurai, worse than terco but with more prerequisites.

I don't like the solution of jaki's unique factions that just increased their range to 150, whereas tercos were still 100 or 125.
their matchlocks should not have longer range since they just bought the same gun from the portugese.
Mrooshoo  [author] 16 Jun @ 5:58pm 
i have not yet, may you remind me about it please?
seashell 16 Jun @ 4:34pm 
did you fix hattori & tokugawa kisho ninja ammo?
Mrooshoo  [author] 10 May @ 5:10am 
Also one last thing, I'll get back to editing this once I finish Ultimate Admiral: Age of Sail (So like about 60 hours more of gameplay probably). I feel like implementing WESTERN rocket artillery someway (not the wood rocket launchers, those are traditional weapons), should I make it so that instead of firing shells, naval bombardments fire rockets? It's not historically accurate for the war (none of my mod is), but it'd be cool as hell and some wars saw use of naval rocket bombardments.
pimpingbunny 4 May @ 12:06pm 
50% would be cool
pimpingbunny 4 May @ 12:06pm 
lets go
Mrooshoo  [author] 3 May @ 5:52am 
Ok so for my update that makes battles slower that's eventually gonna happen (not yet though because I'm playing Ultimate Admiral: Age of Sail, great game) At about how many casualties should the average unit be shattered at? 25% 50% 75%?
Mrooshoo  [author] 15 Apr @ 10:25am 
You too. I took a break from Total War but I'm back again, lol
Canhsatgiaothong 14 Apr @ 10:44am 
@Mrooshoo Glad to see you again :steamhappy:
pimpingbunny 13 Apr @ 10:32pm 
awesome. it will make the AI's line infantry much more dangerous
Mrooshoo  [author] 13 Apr @ 7:50pm 
maybe, i'm gonna check that out
pimpingbunny 13 Apr @ 3:29pm 
yes pls. btw, is it possible to make first 2 ranks of gun units all be able to shoot at the same time by default like skirmish line mod?
Mrooshoo  [author] 13 Apr @ 6:43am 
Plus some more unit variety.
Mrooshoo  [author] 13 Apr @ 6:42am 
Thanks. Also I might stop development of this mod for a new mod series which focuses on realism instead. (Not historical realism, FotS and Shogun 2 are far fetched from it, but stuff like slower battles and lower morale.)
pimpingbunny 12 Apr @ 10:36pm 
the game feel so much different now. the suppresive fire of line infantry is awesome, as if they are shooting canister shot out of a 6 pounder haha
Mrooshoo  [author] 15 Feb @ 11:55am 
ok so canister shot ability isn't working so im just gonna make the parrott have a higher firing arc and increase cost of both artillery because they're currently OP
Canhsatgiaothong 12 Oct, 2024 @ 7:01pm 
Okay, keep it up :steamhappy:
Mrooshoo  [author] 12 Oct, 2024 @ 7:23am 
Before I make the Armstrong a howitzer I'm probably going to first make a canister shot ability for the Parrott,
Mrooshoo  [author] 11 Oct, 2024 @ 7:09pm 
and buff it more compared to the Parrott
Mrooshoo  [author] 11 Oct, 2024 @ 7:09pm 
Just to make it even more unique
Mrooshoo  [author] 11 Oct, 2024 @ 6:57pm 
Also debating on turning the Armstrong into a howitzer
Mrooshoo  [author] 11 Oct, 2024 @ 6:26pm 
That was intentional as to nerf cannons a bit. I'll probably tweak it so it has a bit more of a curve again but less than in vanilla.
Canhsatgiaothong 11 Oct, 2024 @ 1:53pm 
I found cannon's projectiles are a bit straight which make them hard to shoot over terrain and soldiers head.
Mrooshoo  [author] 23 Sep, 2024 @ 1:58pm 
Also I'ma take a break on development until Thursday.
Canhsatgiaothong 23 Sep, 2024 @ 1:48pm 
Cool, I will check it later :)))
Mrooshoo  [author] 23 Sep, 2024 @ 1:34pm 
Cav is the same just with higher range like all other gun units. Gatling Guns got buffed, they pierce bodies and have the suppression fire morale effect.
Canhsatgiaothong 23 Sep, 2024 @ 1:29pm 
Pretty interesting! I personally think Shrapnel have some bugs, but they're quite useless in distant shooting so it's not gonna affect the in-game experience at all.

I haven't research both the Cavalry or the Gatling gun, do they have any news?
Mrooshoo  [author] 23 Sep, 2024 @ 1:03pm 
RN Parrott Guns have base reload skill of 25 and base marksmanship skill of 25, Armstrongs have a base reload skill of 75 and 50 for marksmanship.
Mrooshoo  [author] 23 Sep, 2024 @ 12:42pm 
Sure, I'll try to add Extended Camera. Also rn the Armstrongs have better reload and accuracy than the Parrotts. This week I'm going to differentiate the two a bit more, though. Also I think the shrapnel thing is a bug with Shogun 2 itself? I don't see how anything I edited would cause it to work half the time but not work the other half.
Canhsatgiaothong 22 Sep, 2024 @ 11:13am 
Can you add Extended Camera to your mod ? the mod itself hasn't been updated for 12years, lol
Canhsatgiaothong 22 Sep, 2024 @ 11:03am 
Sometime shrapnel doesn't work, I mean it work well in some siege and field battles, but in one of my siege castle battle the shrapnel doesn't work (enemy is levy infantry), turn may be around 40-60. I don't use kill zone because the gunners won't fire at all.

Parrot gun are extremely good at the moment, long move, cheap, 6 guns per unit, bigger explosive. I don't have any intention to research for Armstrong. So it would be nice if you make something for Armstrong and Parrot more different (explosive, ammunition, or some features..)
Mrooshoo  [author] 22 Sep, 2024 @ 7:27am 
also I'm thinking, to differentiate Parrott Guns and Armstrong guns more: should I make a canister shot ability for Parrott Guns? It'll be like shrapnel shot but instead of exploding into shrapnel in the air the shrapnel is launched from the gun itself. It'd be like shrapnel shot but better at close range.
Mrooshoo  [author] 22 Sep, 2024 @ 7:25am 
gotta be a bug with Shogun 2 itself
Mrooshoo  [author] 22 Sep, 2024 @ 7:24am 
wait nvm shrapnel shot is just incosistant
Mrooshoo  [author] 22 Sep, 2024 @ 7:21am 
yeah lol, also through testing it looks like traditional units are immune to shrapnel shot? i gotta try to fix it again
Canhsatgiaothong 20 Sep, 2024 @ 6:38pm 
Just finished 45 turns as Saga, I haven't met any clan that have Kotetsu so I can't tell it rn. btw, everything works well! The AI are less aggressive thankgod :')
Mrooshoo  [author] 20 Sep, 2024 @ 2:56pm 
Tell me if the Kotetsu is balanced better or if I should lower the torpedo count even more.
Canhsatgiaothong 20 Sep, 2024 @ 8:11am 
It's great. Thank you. Will feedback more as I have some more time to play.
Mrooshoo  [author] 20 Sep, 2024 @ 3:59am 
Got it. Gonna nerf the Kotetsu's torpedo count and look at the diplomacy values. Also want to be put in the credits? Your feedback has been great.
Canhsatgiaothong 20 Sep, 2024 @ 2:33am 
I played on very hard. Got some problems:

AI rush for metal ship. As the Kotetsu so OP that 3 of them can take out my Warrior class easily by Ramming&Torp. Kotetsu need to be nefted ( lower fire rate, 1 torp only whatever...)

The AI switched side to fight again me whenever they can. I think you should add some more diplomacy point so that the AI wont behave aggressive..

Big ship bombardment size let them destroy everything on the land. I hardly making money & defend my coastline. (Tried 2 games as Tosa and Saga)
Mrooshoo  [author] 19 Sep, 2024 @ 2:50pm 
Kotetsu seems fine. Fixed the shrapnel shot though. Thanks for pointing it out. Update should be out soon.
Mrooshoo  [author] 19 Sep, 2024 @ 2:44pm 
Thank you very much for the feedback
Mrooshoo  [author] 19 Sep, 2024 @ 2:44pm 
I think I fixed shrapnel, gonna do some more testing on it. After that I'll look at the Kotetsu. Once that's all done I'm gonna push out the fixes.
Mrooshoo  [author] 19 Sep, 2024 @ 2:37pm 
Shrapnel does appear to be broken, lemme try to fix that.
Mrooshoo  [author] 19 Sep, 2024 @ 2:33pm 
High fire rate is normal. I'ma check shrapnel out.
Canhsatgiaothong 19 Sep, 2024 @ 12:08pm 
also the Shrapnel shot doesn't work, they just cause no damage.