Total War: SHOGUN 2

Total War: SHOGUN 2

Field Command Sengoku: Lenny's Tweaks
51 Comments
Lenny_Froggins  [author] 22 May @ 2:15pm 
@El Coach instead of the Expanded Japan version of this, you should try out my compilation/continuation called Ultimate Expanded Field Command.

These FCS mods are basically abandoned.
El Coach 22 May @ 5:45am 
Thanks, that makes sense. Love the mod btw, haven't dared download the Expanded Japan version yet but it looks tempting!
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.
Lenny_Froggins  [author] 20 May @ 10:37am 
@El Coach The cap does not combine, there are still Kenshi (katana) Samurai but they are not intended to be front line troops, but flankers.
El Coach 20 May @ 1:14am 
Hello, I am a bit confused how the changes above work in conjunction with the unit caps introduced in FCS. Are the original Katana and Bow samurai cap combined together to limit the "merged" version now called Kachi Samurai? Or can we still recruit Katana samurai separately from the usual building?
marvelousoluwarinu 3 May @ 3:36pm 
Im just getting into TW im kinda mad that blood does not come with the game
marvelousoluwarinu 3 May @ 3:36pm 
Can someone gift me the blood dlc PLEASE
Huskii 3 May @ 10:22am 
Thanks! Now the speed looks more realistic. Appreciate the fast response!
Lenny_Froggins  [author] 2 May @ 7:22pm 
-Adjusted battle_entities table mainly for charge speed. Also makes naval missile troops RUN to their stations!

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.
Lenny_Froggins  [author] 2 May @ 7:16pm 
Oh right, I totally forgot that this was just a version of Field Command Sengoku without expanded. My mind has been expanded for some time now!

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.
Huskii 2 May @ 6:16pm 
Any chance you can make the change for non-expanded japan mod?
Lenny_Froggins  [author] 2 May @ 4:07pm 
Huskii 2 May @ 10:30am 
Love the mod so far. But can you edit the speed for charging units to be slower? They're so much faster than normal marching that it can break the immersion (cav units looks like they're floating air), and also it makes it impossible to retreat a unit who's being charged
至尊哥 23 Apr @ 10:05am 
alright, thank you anyways :)
Lenny_Froggins  [author] 23 Apr @ 9:34am 
No sorry. I dont know how to help you.
至尊哥 23 Apr @ 9:31am 
I tried that, but it still doesn't work... Would you be able to upload it for me?
Lenny_Froggins  [author] 23 Apr @ 9:07am 
I think mods require a 512x512 .png image with the same exact name as the packfile to be uploaded.
至尊哥 23 Apr @ 8:23am 
I'll try that, thank you. By the way, do you know how to upload a mod? Every time I try to upload mine, it gives me "k_eResultFail" :/.
Lenny_Froggins  [author] 23 Apr @ 8:11am 
Oh. Unsubscribe to mod, resubscribe to mod. Go into the workshop content folder for S2 (34330) then sort the files by time and date. If you've unsubbed/resubbed then the mod will show at the top of the stack. Then you go into that folder and you will see a long string of numbers on a bin file.

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.
至尊哥 23 Apr @ 8:05am 
@Lenny_Froggings I meant in the sense that most mods have a .packfile, but FCS doesn't seem to have one. I was thinking of improving the unit names as I like the mod. But I can't find the .packfile. Matter of fact the mod exists in my modloader but there seem to be no files at all...
Lenny_Froggins  [author] 23 Apr @ 7:27am 
@Niro in the FCS mod? I dont know what you mean.
至尊哥 23 Apr @ 7:22am 
Could you tell me where the FCS files are located? I cant find them in the data folder.
pimpingbunny 10 Apr @ 7:51pm 
nice
Lenny_Froggins  [author] 10 Apr @ 5:45pm 
Lenny_Froggins  [author] 9 Apr @ 6:05am 
That is a bug, I will fix.
pimpingbunny 8 Apr @ 9:52pm 
can't wait for the UEFC mod and not sure if its a bug or a feature that i can recruit oda long yari kumi AND long yari kumi at the same time
Lenny_Froggins  [author] 8 Apr @ 7:38pm 
Yes, the Kachi samurai are meant to be a "second wave" of competent melee troops, and they are better at standing up to cavalry. In my experience this has made the game more difficult, since enemy ranged isnt hard to counter with cavalry in vanilla.


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)
pimpingbunny 8 Apr @ 5:31pm 
i see, i guess the bow samurai are supposed to be like "realistic samurai" unit that use bow as a main weapon before they charge into melee.

i loaded this mod above fcs and it works. idk why but this mod works standalone just fine, haha
pimpingbunny 8 Apr @ 5:04pm 
weird. it will crash to desktop if i have both of them installed, but it works when i only run your mod.

and the bow samurai only has 8 ammunition, weird
Lenny_Froggins  [author] 8 Apr @ 3:03pm 
@pimpingbunny You run it loaded above the original FCS.

I am releasing an Ultimate Expanded Field Command soon. One file to rule them all. Will post on all my mods when I do.
pimpingbunny 8 Apr @ 2:20pm 
is this a stand alone mod or do i have to run it with the original FCS?
Lenny_Froggins  [author] 23 Dec, 2024 @ 5:38pm 
@Elainemaxxing Yes that are the current live FCS values. I havent seen Chewie online in months, I dont think he has even commented on FCS in months. Hope he's alright.

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. ^_^
Elainemaxxing 23 Dec, 2024 @ 3:57am 
Hi, kinda a dumb question but does anyone know what the stats for Kenshi Samurai are for the original FCS? Because even when I have this mod disabled, most Kenshi units have a Melee Defence of 4 and Charge Bonus of 30. Nodachi Samurai have 1 MD and 38 CB
Lenny_Froggins  [author] 21 Dec, 2024 @ 8:43am 
Cool! The melee defence was really low, like a 4-5. I raised it to 10-14 (Shimazu and Hattori and one other I cant remember get better swordsmen from their faction katana focus). I also gave Kenshi and Nodachi increased armor to make up for their smaller numbers and protect them vs archers. In Dynasties, the arrows get a penalty-curve to lethality at longer ranges you can set.


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?
MaybeStirk 21 Dec, 2024 @ 12:10am 
so...Shimazu Kenshi are much better now. So far what I've noticed in my one battle with them is that they can be very very good in sieges. They oftentimes get a very good charge like before, and if the charge doesn't break the enemy then they can normally hold off long enough to survive now until reinforcements arrive. This makes them amazing in sieges since they are great at smashing into the spears and then holding for a few minutes now.

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.
MaybeStirk 20 Dec, 2024 @ 11:16pm 
lol I'll play it for a bit right now. Yeah the lethality is so juicy and just makes sense, wish they added so many of those mechanics to this game.
Lenny_Froggins  [author] 20 Dec, 2024 @ 10:55pm 
@MaybeStirk I lied, I took a look just now.

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!
Lenny_Froggins  [author] 20 Dec, 2024 @ 10:21pm 
Perhaps this weekend I will take a look at Shogun2 again. It's been awhile. I have some better artillery to integrate into the mod (more correct cannon models for portugal, a japanese trebuchet-ish thing).

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.
MaybeStirk 20 Dec, 2024 @ 9:57pm 
Ok thanks, your fast response times make you the sexiest modder truly.

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.
Lenny_Froggins  [author] 20 Dec, 2024 @ 7:35pm 
I dont think Matchlocks are accessible at the start of the game, except for the imported ones from any existing nanban ports.

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.
MaybeStirk 19 Dec, 2024 @ 9:38pm 
Hey, I keep trying to get the kenshi shimazu to have the bows, but every time they are still just a half strength unit without the bows. Also weren't matchlock ashigaru accessible at the start of the game before or am I thinking of a different mod?

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
Lenny_Froggins  [author] 8 Aug, 2024 @ 8:00am 
@kocheng_oren Shimazu gets Shimazu Kenshi Samurai currently and if I were to remove Kenshi Samurai entirely (I probably wont, the non-Shimazu AI doesnt seem to use them much and they arent OP for the player), then I would leave in the Shimazu Kenshi Samurai like I have left in the Yumi Samurai for all EJP factions with those special units. The logic I discussed with @Chewie is that clans with specialties can be the representation of armies using Samurai as *pure* bowmen.

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. :)
Miyashita Touka 8 Aug, 2024 @ 12:18am 
While i do agree for complete removal of katana samurai except for the defending garrison spawned from dojo, i do wonder what would happen Shimazu since they specialize in katana samurai. Maybe buff yari samurai or their melee samurai in general?
Otho 5 Aug, 2024 @ 7:28pm 
@Lenny_Froggins Alright, tysm!
Lenny_Froggins  [author] 5 Aug, 2024 @ 4:38pm 
Just FCS and this one are fine, load this one on top.
Otho 5 Aug, 2024 @ 2:53pm 
Are your other mods required for this patch to work properly or can we use it alongside just FCS?
Lenny_Froggins  [author] 5 Aug, 2024 @ 10:28am 
Not going to for game/battle balance reasons.
*HRA* 5 Aug, 2024 @ 6:58am 
Yari Samurai Date Bulletproof Samurai and Yari Hero should have long Yari/Nagae Spears
Short Spear only for Cavalry or Taisho Bodyguards
Lenny_Froggins  [author] 3 Aug, 2024 @ 6:13pm 
@Dude

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.
Dude. 3 Aug, 2024 @ 1:36pm 
Hey Lenny, thanks for the fast reply. So the load order would be:
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?
Lenny_Froggins  [author] 3 Aug, 2024 @ 7:10am 
Hey @Dude. 18 turns is way too early! I dont know how to affect what pops the realm divide, but good news: you have discovered an oversight! I meant to have the FCS+EJP Compatch remove realm divide. I think if you dont start a new campaign, you will still have the realm divide malus but it wont grow anymore. A new campaign with the compatch should have no maluses for the realm divide event.

This mode here, the tweaks, is designed to work with regular FCS so I have left Chewie's realm divide numbers in there.