Total War: SHOGUN 2

Total War: SHOGUN 2

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Lenny's Field Command Sengoku + Expanded Japan 12TPY+ Portugal Compatch
   
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Tunnisteet: mod, compilation
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16.522 MB
26.7.2024 klo 9.46
1.4. klo 20.20
85 muutosilmoitusta ( näytä )

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Lenny's Field Command Sengoku + Expanded Japan 12TPY+ Portugal Compatch

1 kokoelmassa, tekijä Lenny_Froggins
Lenny's FCS+EJP Experience
8 luomusta
Kuvaus
Does what it says on the tin!

****UPDATE 3/19/2025: Added new large teppo ships for Japanese, added more units to the "Fuwuvi's AIO mods" addon.

****UPDATE 2/28/2025: Added new artillery pieces.

***REQUIRES Fall of the Samurai

***See also, Lenny's FCS Tweaks (major Samurai battle changes): https://steamcommunity.com/sharedfiles/filedetails/?id=3301645748

***Red Seal Ship Cannon mod recommended: https://steamcommunity.com/sharedfiles/filedetails/?id=3277094523&searchtext=red+seal+ship

This Mod is to balance the extra units added in Expanded Japan + Portugal to Chewie's wonderful Field Command Sengoku. In addition I have made some tweaks of my own:

-Diplomacy is rebalanced to work with 12 years per turn, thinking of it in terms of YEARS and not TURNS. This, along with higher cap bonuses for trade and alliances, should slow the game down. REMOVED Realm Divide malus (event still may pop idk) because it is nice having friends. :)

-ALL Factions (including Portugal, to represent local Christians trained by the Portuguese) get up to 6 Long Yari Kumi (FCS Ashigaru).

-FIXED slow Yumi reload problems in current build of FCS (it was too slow reload glitching the aiming mechanics)

-ALL Naval Bowmen normal arrows now have a reload speed of 1 and a wider spread (less accuracy). Why were they trying to aim so hard on the pitching deck? You've got thousands of arrows in the hold! This should make naval combat more dynamic, exciting, and add way more value to the big ships which can now do serious work with those 70+ bowmen.

-Lowered all Japanese ship costs/upkeep from the FCS values. Ocean felt a bit dead as Portugal...

-Portuguese Merchant Crew have been balanced to be cheap "militia" type units. They have been given pistols with range = 30 and 2 ammo because, boat crew! Unit does not have All Ranks Fire as intended.

-Portuguese Musketeers have less spread than the Japanese Teppo soldiers, but they do not have All Ranks Fire. They are devastating, but less manueverable and clunkier to bring to bear with Rank Fire activated.

-Pistoleer Cavalry now has the same 30-range pistols that the Merchant Crew have, but better melee stats so they are more shock cavalry than "stand back at 120 yd and lob 16th century pistol shots" which was insane.

-Portuguese ship costs have been balanced. Galleons take 6 turns to arrive from Batavia when requested. The Merchant Caravels are only ~170koku after playing a couple Port starts, otherwise the game is extremely slow, but they are cannonless, slow and weak. A Medium Bune can easily capture one.

-Portuguese Pikemen, unlike all Japanese Long Yari, have Pike Wall. The Long Yari done have it because Pike Wall is a devastating ability in this game that the AI doesnt know how to deal with. The Pikemen have been balanced so that if they are not in Pikewall, they are much looser than Yari units and will drop their Pikes for their Swords when directly attacked. I've balanced it so that Yari Samurai should be in a 1-to-1 (losses) even fight against a Pikewall, but if that Pikewall breaks, the Pikemen are at an at least 2-to-1 disadvantage.

-Added a 40-Man Portuguese Grenadier unit to Powder Maker and above.

-Added a 120-man Portuguese Carabineiros unit. Shorter 150range carbines, quicker reload, bit less ammo, better melee stats, can infiltrate. Musketeers = Skilled long-gun men. Arquebusiers = Front-line matchlocks. Carabineiros = Elite recon infantry.

-Fixed Portuguese Culverin so it now does not fire explosive shells (ahistorical) and has a Grapeshot mode (in game button says Suppressive Fire)

-Fixed Portuguese Galleon marines not firing until point-blank range. Added Spread to all Naval cannons so they arent super accurate like before.

-ALL CASTLE TOWERS now shoot Arquebus regardless of name. This is because in the Sengoku period, there would be loopholes all along the castle walls and men firing and reloading Tanegashimas as fast as they could, so this represents that. It also prevents the player from cheesing the AI at range without cannons, and it gives both the AI and player a better shot at defense with their garrisons vs small attack forces. BEWARE: THEY ARE DEADLY. TOWERS WILL KILL HUNDREDS. I play with Strongholds of the Samurai and I have burnt down my own towers with this mod because I knew otherwise the enemy would capture them and they would kill a lot of my guys on the inner-keep walls.
NOTE: Does not affect auto-resolve. You will take heavy casualties in battle without siege weapons taking them out, sometimes it will be smarter to auto-resolve.

***KNOWN ISSUES READ***:

-The mod is representational where it needs to be. No, Culverin and Bombards didnt really like like that, and matchlock pistols didnt look like revolvers. :)

-The trade node for Raw Silk at the Goto Islands does not light up the picture for Exports on the diplomacy menu. It is just visual.

-Missionary agents cant demoralize or convert Buddhists until they have leveled up once. Not sure if this was intended by the original EJP maker!

BONUS: Do you want the original EJP diplomacy? Use this instead! https://steamcommunity.com/sharedfiles/filedetails/?id=3325217016&tscn=1725970595


If you like the mod, please remember to give it a rating. That way other people will be able to see it suggested in the workshop, too! Maybe one day there will be a Multiplayer community...one can dream...one can dreamm.....

---------

Load order:

-Optional Extras like Lenny's Battletech or 12TPY Boats (see collection)

-THIS PATCH

-(Optional)Field Command Sengoku Lenny's Tweaks: https://steamcommunity.com/sharedfiles/filedetails/?id=3301645748

-(Mandatory) Field Command Sengoku : https://steamcommunity.com/sharedfiles/filedetails/?id=3247935234&searchtext=field+command

-(Mandatory) Expanded Japan 12yr + Portugal: https://steamcommunity.com/sharedfiles/filedetails/?id=3242910520&searchtext=expanded

MUCH THANKS TO

Chewie - For his excellent work on unit and game balance. He really makes the battles shine and brings me back to the TW games of my youth like Rome and Medieval 2.

Fuwuvi - For making the Portugal + Expanded Japan mod and giving me tons of help figuring out this modding thing!

Ahlys - For making Realistic Red Seal Ships

FAQ:

-Should I comment and give feedback? Yes! I am a rusty old man and I may have forgotten details here and there. Mod has been playtested for Portugal only.

-Will you make a version for 4tpy? 24tpy? No. Use a mod on top.

-Portugal starts off losing money! This is hard! Is this how it's meant to be? Yes. You have the choice of disbanding your starting units and getting trade nodes going as fast as you can, or immediately going to war. The Merchant Crew can barely hold their own against similar-rank Ashigaru, and are deadly on wall defense with proper use of their pistols, but they will not stand to Samurai!

-Some things are different from the balance in Field Command Sengoku. Yes! As part of balancing the Portuguese into the game and making it all fun, I have made some slight changes to FCS balancing for ranged units and cannons.

-Does this mod work with the EJP with NO Portugal? IDK, it should! That mod just wont call on the Portuguese faction data...I think.

Credit to The_Yogi for his Sengoku Jidai artillery mod,
-----------


If you have Total War: Pharaoh, I've started modding that too!

I have a battle overhaul system called Old School Battle System you can find here: https://steamcommunity.com/sharedfiles/filedetails/?id=3334071873

You can check out my collection here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3311428368


If you like what I do and want to say thanks and incentivize me to do more, kindly consider tossing a few Portuguese real my way when your Black Ship comes in. :)

https://buymeacoffee.com/lennyfroggins
70 kommenttia
Lenny_Froggins  [tekijä] 15.5. klo 8.20 
I recommend you play Ultimate Expanded Field Command instead. It's basically the same mod, but less files and more cohesive.
ppyrobytee 15.5. klo 6.25 
any tips for playing portugal? i seem to be doing fine in economy but not enough to field an army big enough to compete with other factions that took most of kyushu
Lenny_Froggins  [tekijä] 11.5. klo 9.00 
Yeah I have focused on my stand alone mod file Ultimate Expanded Field Command. It is basically the same mod just a single file.
Three Dog 47 11.5. klo 8.52 
I think you overlooked chosokabe's exclusive yumi samurai when balancing. Now they co-exist with the balanced ordinary yumi Samurai, and the data has hardly changed. The recruitment time is only 2 rounds instead of 4 rounds.
Lenny_Froggins  [tekijä] 10.4. klo 17.45 
Lenny_Froggins  [tekijä] 1.4. klo 20.23 
@BlazerKers should be fixed. I was ramming my head into the obvious fix and was saving the wrong file >_<

This weekend I am going to release a savegame compatible ULTIMATE version, all in one pack.
Edward 1.4. klo 2.29 
please come to our lord and savior jesus christ, repent and ask forgiveness to him for your sins and tresspasses, only he saves, watch father spyridon ''the religion of antichrist'' pls
BlazerKers 31.3. klo 22.24 
@Lenny_Froggins When I used this mod the animation of swordman of portugal is bugged.
https://steamcommunity.com/sharedfiles/filedetails/?id=3456007632
Also instead of deleting starting army of portugal can you instead change the starting army of portugal?
Lenny_Froggins  [tekijä] 23.3. klo 20.57 
@SuripuWakeru Okay last change for awhile. I made Besteiros cost 350 to recruit and 110 upkeep. The best way I found to play Portugal so far is to delete your starting army, or at least most of it, and go full economy, rush to get boats on trade routes. Watch out though, the Japanese can beat you to the trade routes! Then take islands like Tanegashima and Tsushima with your first army, especially the island Amako is on, as that trade node is Warhorses. I am on turn 110+ though.

I play with the 1.5x mod on, so that initial starting army will be gimped, might as well save the money.

I am close to releasing a version (save compatible) that is one file combining these mods and files into one. I just have to get the presentation screenshots and graphics squared away. Need to milk that time on the Recent tab. ;)
Lenny_Froggins  [tekijä] 23.3. klo 20.41 
Teppo Sengoku Bune turns out to be not much better than the regular one against Caravels. The Teppo Ataka and Teppo Nihon ships work well because of the elevated position for the shooters. The main tactic against Portugal, besides cannons, is fire arrows.



Fuwuvi's AIO mod adds a bunch of mercenary ashigaru. I could either add those, with slightly higher upkeep, or I could just lower the Besteiros to militia level upkeep. The word means Hunters, and they kinda suck anyway.


I am playtesting morale changes for land battles. Basically, making units fight longer and cascade break less. This is supposed to be challenging! The battle AI is not that bad in S2. Dynasties man, worst battle AI eeevvveerrr. Great game but the battle AI just blobs.