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These FCS mods are basically abandoned.
I play with small/medium unit size but 41/31 units per army, it adds lots of strategic complexity (doable to have siege/several cav/etc in a single army) but it's exacerbating the unit cap, hence my question.
Best way to update the mod is to unsub and resub to it. This thing is all over the place when it comes to pushing updates out to people.
I will copy the numbers over now. Keep in mind: the movement is Walk and Double-time. Charging is a full sprint. It works better in Dynasties where I could add a speed boost to fleeing troops so they are also sprinting.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461206466&tscn=1746223532
That is what you open in RPFM, but only using the File > Content > [# mod bin file number] method. Then once you have it open, save the mod to your data folder under the correct name and edit that.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3461206466
Specialized Archers (Daikyu Archers) are going to be coming back in some form in Ultimate Expanded Field Command. Hopefully this weekend but I am hardcore playtesting this thing to get it right the first time!
It works because it edits the vanilla unit identifiers, but it wont *all* be balanced correctly.
PS If you havent tried Lennys More Fun Boats, I HIGHLY recommend that. Makes boats so much more fun. (load on top of Tweaks and FCS)
i loaded this mod above fcs and it works. idk why but this mod works standalone just fine, haha
and the bow samurai only has 8 ammunition, weird
I am releasing an Ultimate Expanded Field Command soon. One file to rule them all. Will post on all my mods when I do.
Those values were the start of a new concept which I have continued and released as FCS Lenny's Tweaks. Unfortunately Chewie is nowhere to be found so the live FCS version is what it is. If playing stock FCS, my advice would be: ignore those units, except it does harm the AI because it doesnt know any better.
If you use this patch on top of FCS it "fixes" the stats of both those units, but I just gave them a buff without playtesting so they may be too powerful now. At least the AI still doesnt know that. ^_^
How do you like the ship battles? Have you had any with the giant ships and no cannon yet?
How do you find the auto-resolve? Do the kills more or less mirror what would happen in a battle?
Of course they still take losses pretty quickly against other units when staying in combat and arrows still hurt. I think I do need to keep testing them against other units since it does take time for them to reset and they are A LOT better with the buff to melee defense.
Raised them to 120 men, raised melee def to samurai levels, and increased armor. Lemme know if they are too powerful now. You're my tester on this one. :)
I realized that the AI doesnt know what they are supposed to be used as, so its just a waste in their army.
Cheers, and Merry Christmas!
A second look at Kenshi samurai is warranted. There are a few things to try. But if they cant take out a weakened Yari Kumi unit, that is a bit of a problem. Same for the Dojo Samurai, the other Sword only unit.
I have gotten lost in Pharaoh Dynasties. The lethality mechanic makes for a really nuanced system separate from the unit tables, so a battle mechanic mod works across all mods relatively. The neat part is that by balancing the whole thing off the lethality mechanic, you know each death was a "killing blow." It is possible for a guy to go Full Boromir, but it is very uncommon. And the arrows bounce off if there is an armor save. It's awesome.
I do like limiting the number of special units severely, but it is still fun and somewhat realistic to have small units of samurai doing important tasks, like charging the enemy first to make a hole or having them rush in the support breaking units. Still, I do think they should have a better melee defense skill. I get that they are shock troops, but their numbers are so small that often times they die nearly instantly to arrows, weakened ashigaru even when they're supported, and anything else that decides to shoot or charge them. They already have a small size, but they are still elitish warriors who should be able to block at least one attack before dying. I do still love this mod but there are times where I want to watch my samurai win when they attack spear peasants in the back after they already got weakened from my own peasants.
Kenshi Samurai (Sword only) are not currently supposed to have bows (those are Kachi). Are you saying that you feel the Kenshi are not strong enough in their role as shock-infantry?
One of Chewie's goals with FCS is to simplify the combat into the core elements of Sengoku warfare. There just werent a lot of Samurai running around with swords only, but idk I guess players want them in there. Personally I would make all the special weapons (sword only, naginata only, etc) garrison units, but that wasnt the route Chewie wanted to go.
The idea is that the Yari is the king of the battlefield. The Kenshi samurai have a very high charge and good attack stat, but much lower defense, so they cannot stand up to a spear unit 1-1 in a protracted battle. That is part of Chewie's brilliance by balancing the spear units with a 35+ defense.
I have a few agent mods loaded in but aside from that I have the FCS-EJP mod list excluding the Boat movement and the battle tech
Also I encountered some Chu Kiba Tei in a rebel army and decided to leave them in for the rebels...cause rebels act weird sometimes. :)
Short Spear only for Cavalry or Taisho Bodyguards
Compatch
Field Command Lenny Tweaks
Field Command Sengoku
Fuwuvis Other Mods FCS comp. patch
Expanded Japan Portugal 12 turns
Unofficial 1.7 patch
-----
You only need to load Expanded Japan Portugal 12 TPY, not both EJs.
I was wrong when I wrote this, you do need Field Command Sengoku running under Tweaks for the full experience.
Compatch
Field Command Lennys Tweaks
Fuwuvis Other Mods FCS comp. patch
Expandet Japan Portugal 12 turns
expandet Japan Main
...
Unofficial 1.7 Patch
right? With your tweaks mod, I don't need FCS?
This mode here, the tweaks, is designed to work with regular FCS so I have left Chewie's realm divide numbers in there.