Total War: SHOGUN 2

Total War: SHOGUN 2

Otomo Modern Units
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Update: Jan 23, 2016 @ 12:26pm

  • Increased conventional bullet speed. 200->600 (Much faster than arrows now, as in real world.)
  • Increased 30mm bullet speed (200->500)
  • Increased naval musket range (300->400)
  • Gatling (AP) range 500->600
  • Naval Gatling (AP) range 500->800
  • Naval Gatling (30mm) range 500->700
  • Added Tosa Rifleman (Requires Gunsmith)
    Compared to sharpshooters: slightly better melee, slightly worse base loading skill but better loading time thanks to the modern repeating rifle they're using.
    • Increased Repeating Rifle range 350->600, to the same value as sharpshooter's rifle.
    • Added "Range" and "Active Hiding" to Tosa Rifleman.
    • Increased Tosa Rifleman's ammo ->250.
  • Added "Fire by Rank" to sharpshooters (regular and tosa)

Update: Jan 8, 2016 @ 2:44pm

  • Fixed square formation ability.
  • Armored Frigate Kaiyo Maru can be recruited.
  • Uncapped "increased accuracy" and "barrage" usage.
  • Added Ironclad Kotetsu Ironclad with normal gatling cannon.
  • Added Ironclad Kotetsu/30mmCM gatling cannon varient. (+50% cost, upkeep as original -- most advanced ship in the game.)
    Same gun: hand-cranked GAU8 for ships.
    https://en.wikipedia.org/wiki/Goalkeeper_CIWS
  • Modern naval cannons now deals 2x damage.
  • Increased direct damage by 30mm cannon.

Update: Jan 5, 2016 @ 3:31pm

  • Fixed 30mm varient gatling soldier model.
  • Mount Armor 6->2 for all modern units.
  • Removed the impossible tech requirement for torpedo boat.
  • Removed clan-wide accuracy bonuses (since I added seperate accuracy bonuses several patches ago and veterancy should matter somewhat).

Update: Jan 4, 2016 @ 10:09pm

Fix on military port restriction. Forgot to test it.

Update: Jan 4, 2016 @ 10:03pm

  • Gunboats, Torpedo boats are now buildable at military port.
  • Gatling Guns is now split into two units.
    30mmCM varient, and 12.7mmAP varient.
    Default gatling guns is no longer available to build.
    30mmCM varient have 2 guns instead of 4, with increased cost and upkeep to model increased ammo weight, increased ammo cost, increased need for barrel replacements, larger and more rigid barrels.
    Added new unit card for 30mmCM varient.
  • Added "Increased Accuracy" and "Barrage" abilities to Armstrong and Gatling Guns.
  • For those who still have default guns grandfathered from last patch:
    These units will have the same upkeep cost as 12.7mmAP but with 30mmCM ammo.
    These units will still have 4 guns instead of 2.
    These units do not have the new abilities.
    Consider these as "collector's items" =)
  • Reverted armor back to vanilla stats (8->2) for all modern units.
    (With the boost to melee attack/defense and AP melee ability and others in the last few patches, having it made modern units too OP against melee troops. Also historically infantry units wear less armor as their training became more range-focused.)
  • Otomo Research Bonus 1000%->5000%
  • Removed more unintended Otomo traits.

Update: Jan 3, 2016 @ 8:36am

  • Allows construction of USS Ranoke ironclad, which is fully plated, cheaper, and protects the crew completely, but do not have as much firepower.
  • Removed build cap for USS Ranoke.
  • Autoresolve naval hull missile score multiplier 2->6
  • Increased detonation force and radius on all modern explosive weapons. (Including gatling cannon)

Update: Jan 1, 2016 @ 11:13pm

Removed unintended clan trait bonus for Otomo. Those documented in the description are still there.

Update: Jan 1, 2016 @ 10:22pm

Update: Jan 1, 2016 @ 10:08pm

  • Rebalance autoresolve for land units.
    FoS units max score: 400->1500
    FoS rifles effectiveness multiplier 1.2->1.8
    FoS defending rifles effectivness multiplier 1.25->2
    FoS artillery missile effectivness multiplier 0.5->1

Update: Jan 1, 2016 @ 3:21pm

  • Loading skills increased
    Imperial Cal: 80->90
    Line Inf: 30->50
    Sharpshooters: 25->70
    Royal Marines: 65->85
  • Decreased sharpshooter rifle, breach rifle's base loading time.
  • Melee skill adjustment
    Line Inf: Melee Attack 4->5, Melee Defense 4->5
  • Armor piercing melee attack ability
    Royal Marines
    Line Infantry
    Imperial Cal
  • Campaign Autoresolve Balance
    Autoresolve AI modifiers set to 0 on all difficulty levels.
    Autoresolve FoS missile troop advantage: 2.5->1.2
    Autoresolve FoS missile troop at settlement 2->1.25
    Autoresolve FoS naval max ranged turns: 5->10
    Autoresolve FoS max potential for each modern unit: 3000->600
    Autoresolve wipeout threshold: 0.6->0.8
    Autoresolve max ranged turns 10->2
    Autoresolve hull missile multiplier 1->2.5
  • Artillery Support Realism (since generals cannot have similiar traits as in FoS)
    Artillery support base: 2->10
    Artillery support max: 5->20
    Artillery support shell base: 4->6
    Artillery support shell max: 48->64
    Bombardment base chance: 0.1->0.25
    Bombardment base damage: ?->0.08
  • Fixed royal marine having lower range than line infantry. Now it has range 375, between the sharpshooter and line inf.
  • Ammo count is now more sensible:
    Armstrong Guns: 200
    Gatling Guns: 1500
    Parrot Guns: 200
    Elite Royal Marines: 250
    Sharpshooters: 500
    Line Infantry: 250
    Imperial Guard Calvary: 250
  • Changed unit building keys so it's less likely to conflict with other mods. Note it's impossible for me to resolve mod conflicts totally.
  • Reduced gatling's spread 1->0.1
  • Gatling gun ammo causes new "gatling explosion", simulates GAU8 ammo.
    https://en.wikipedia.org/wiki/GAU-8_Avenger