Total War: SHOGUN 2

Total War: SHOGUN 2

Historical FotS
39 Comments
Bagel Nov 30, 2023 @ 10:04am 
How come Tosa riflemen have such low range? They have some of the most modern rifles available during the period.
SnakeArms Oct 26, 2022 @ 12:10pm 
Is there any way to not have the unit costs change? It feels weird having line infantry costing so much more than Imperial infantry
Seocheon Jun 13, 2022 @ 3:26am 
@LaniusEX Is there any reason to change tech line infantry with imperial(shogun) infantry?
No-ChinaServer Sep 27, 2021 @ 9:12am 
cool
Darth Revan Apr 9, 2020 @ 2:52am 
I am kinda stuck in a battle that I cannot win in Jozai legendary campaign I must win it.. But I despite AI abuse trickery and everything...... What I can do is at best come really close to winning the battle.
andy168 Apr 5, 2019 @ 10:05am 
may i ask if i can use a diplomacy mod with this? specifically the common sense one. thanks. @LaniusEX
DaTetsuTho Feb 1, 2019 @ 6:10pm 
The workaround, does not work. For me at least, not sure if it has worked for anyone else.
LaniusEX  [author] Feb 1, 2019 @ 2:54pm 
I confirmed the bug, but have no idea why it is happening.
Workaround: You can play as Jozai by starting the game without the mod, starting a new game and saving it. Then you can restart with the mod enabled.
DaTetsuTho Feb 1, 2019 @ 2:05pm 
I had the same issue as Techies, I wanted to do my usual No Mod playthrough, and as soon as I clicked Jozai, game crashed. Tried again, and the same result. Did this 5 more times, and you get the rest.
Techies Defences & CO. Feb 1, 2019 @ 1:24pm 
Start Game. Select Mod. Load Game. Play Jozai. Start Campaign. Load In. Klick on City. Crash.
Medraen Jan 26, 2019 @ 12:51pm 
Trying out your mod right now. First thing i like is the unit size since my pc is potato and i cant handle big armies in vanilla.
Boii Fan Jan 23, 2019 @ 5:19am 
Oh , one other small issue, can you add matchlock musket animations to the units who now have matchlock muskets instead of rifles? since now a lot fo units are holding floating muskets because they're shorter than rifles.
LaniusEX  [author] Jan 23, 2019 @ 4:42am 
@Boii Fan: Thank you for trying out different units! I adjust the mod alongside my campaigns and did not run into problematic Revolver Cav yet. After trying them in Custom Battles, I have to agree with you.
For my changes to Cavalry, check the Change Notes.
Boii Fan Jan 22, 2019 @ 9:55pm 
The carbine cavalry are a lot worse than the revolver cavalry but they in their own right can all rank fire while the infantry can only 2 rank at best. Also keep in mind the mod makes the cavalry from being 40% of an infantry regiment to being 50%-100% of an infantry regiment. It's attila total war but with guns atm ( attila is notorious for having tank cavalry while the poor infantry gets rekt)
Boii Fan Jan 22, 2019 @ 9:52pm 
revolver cavalry*
Boii Fan Jan 22, 2019 @ 9:52pm 
@LaniusEX : okay so during my first run with the custom battles, i briefly tried the cavalry. THe spear cavalry now can very easily get in a fight and stay there, which may or may not be as ideal since now they completely make the sword cavalry useless. the second problem is one that is wrong with the original game but now it was amplified by 1000% with this mod. It's doubtful if it can be fixed. By which i mean the machine gun cavalry, aka the revolver cavalry. They now have 4500 ammo to shoot and an exactly 0.5 seconds to reload their pistols and shoot again. no i am not joking, on timer it takes between 0.5 to 1 second for the revolver cavalry to shoot. pit 1 rev av unit against 2 or 3 french marines and see how many horses can die before the 3 get routed off the map
LaniusEX  [author] Jan 21, 2019 @ 8:09am 
@Boii Fan: To balance out the recruitment cost, I left the upkeep at 50 (like the normal Levy). This should keep it balanced in the campaign.
Boii Fan Jan 21, 2019 @ 6:57am 
@LaniusEX : thank you, having the reload doesn't bother me as much as having a rifle armed unit shoot just as accurate as a potato armed levy unit. just be careful with the cost increase since the next in line are 700 , and they already have 200 men and a lot of bonuses over the white tiger. maybe keep the cost as 50 gold more expensive than the levy and it should all be okay
LaniusEX  [author] Jan 21, 2019 @ 4:27am 
@Boii Fan: I guess the AI does like its charges... Well I will increase the unit size and the accuracy but decrease the morale and slightly increase their cost.

Just for information on the reload rate: It represents a percentage that is deducted from a base reload rate (in seconds). So twice the reload rate does not equal twice the amount of bullets/minute. This also means that a unit with a low reload rate and a fast base reload (like Tosa Riflemen) can shoot way faster than a unit with a high reload rate but slow base reload (like Line Infantry).
Miath Jan 21, 2019 @ 4:18am 
Thanks!
LaniusEX  [author] Jan 21, 2019 @ 4:18am 
@Todd Howard: Thanks! If you have anything in specific that you would like to see improved, feel free to say so.
LaniusEX  [author] Jan 21, 2019 @ 4:17am 
@A Most Sovereign Lady: I would think so. I cannot imagine what files would be modded by both mods. And if it's supposed to work with Darth Mod, it will work with this as well.
Todd Howard Jan 20, 2019 @ 8:51pm 
hey just wanted to say good concept. It just needs some tuning. Dont give up man.
Boii Fan Jan 20, 2019 @ 7:23pm 
@LaniusEX: I do like the aizu and their unique rooster, which is why i am here. did some fighting, and yes it turns out that custom now has the starts from the campaign, i also saw you changed the prices of units. The white tiger are supposed to be better than the levy in anything but melee stats ( attack and defence) since they're still samurai, in the standard game they have 15 accuracy and 15 reload, making them 50% more accurate and 300% faster to reload. in your mod, they have 50% less manpower, 2 more morale and double the range.i can't even get a proper test since the bot levy will just charge and destroy the white tigers with numbers. so yes you will have to scale up the white tigers, be they unit size or stats, at the moment the white tigers cost just as much as levy while being at least 70% worse. early game they wont make a difference since the aizu starts with 3 rank traditional infantry, meaning the spear levy can just charge entire lines of levy infantry and win 99.9/100
Miath Jan 20, 2019 @ 6:09pm 
Would this work with Strongholds of the Samurai? I don't give a damn about anything else for FOTS.
LaniusEX  [author] Jan 20, 2019 @ 2:54pm 
@Boii Fan: I haven't played the Aizu (in a campaign). I hoped that their range would make them kind of useful to use at the flanks of Spear Levies.
If you use them and consider them vastly underpowered, I could buff them in either way: A) Increase the unit size. This would give the Aizu an advantage in the early game. B) Give them more accuracy. This would make them more useful for my envisioned role.
What would you (or anybody else who plays as Aizu) suggest?
Boii Fan Jan 20, 2019 @ 12:59pm 
@LaniusEX: idk what you did in the january of 20th upadte, but the white tigers are still 100 units instead of 200, granted they have 100 range now, but their 20 reload 10 accuracy stats won't help them too much against other units when they're half a levy unit
Boii Fan Jan 20, 2019 @ 12:52pm 
what did the update do?
LaniusEX  [author] Jan 18, 2019 @ 2:07pm 
@Boii Fan: I don't know about custom battles, they might use the multiplayer stats. Those did not have the costs adjusted. Imperial Line and Black Bear stats sound right (switched the tiers a little bit around, makes more sense in campaign). I will look into Vermillion Infantry and White Tigers. Thank you!
LaniusEX  [author] Jan 18, 2019 @ 2:01pm 
@Paranoid Android: I fear reality and game mechanics simply do not align very well here. In reality, actual training would be very short and quality differences were due to experience. However, the game lets you recruit veteran units which are inherently better. IMO it is an interesting idea to make recruitment only determine the weaponry used and leave the rest to the experience system. I might try this in another campaign in the future (not within this mod).
And yes archery needs a lot of training, which is why they were less popular than crossbows/guns. However this means that only recruits with former training (hunters mostly) were qualified to be used in a archer unit.
I will settle for the status quo: All units take 2 turns/months for recruitment. Except for Levies, which are put together faster.
Boii Fan Jan 18, 2019 @ 1:56pm 
@LaniuxEX: has your mod affected custom battles as well? because i just played a game of that and the stats are all over the place: imperial line costing 960 but haveing lower stats than line infantry which is cheaper, vermilion infantry not having range ( range was set to 0 ) , white tiger infantry being 100 DESPITE having levy intantry stats, and they were supposed to have rifles not muskets, the black bear infantry being 100 man while having the same stats as the line which are 200 , at least the sharpshooters have all ranks fire.
LaniusEX  [author] Jan 18, 2019 @ 1:47pm 
@Boii Fan: My reasons for smaller units also include the size of the conflict (AFAIK there were only small scale battles), Total War's messy Melees and that larger amounts of soldiers would be hard to move around as a cohesive unit.
That being said, I might as well upload a variant of the mod ¯\_(ツ)_/¯
Boii Fan Jan 18, 2019 @ 1:26pm 
@LaniusEX So i haven't tried the mod yet, will do after this message, but to address what someone said earlier : the vast majority of total war fans hate scaling down unit sizes.
You, just like the darthmod guys, realised that the levies are useless, so the only way to make them relatively useful is to have more o' them. Can't you keep the number of units to 200 as it it but to instead increase the levies number to 400? I've checked with my (farily good ) pc and i've seen no performance drop until the average unit is more than 500 units, then having a 500*19 man army can still work without issues, the issues start when you have more than 500 models in a unit. so having the levies being 400 shouldn't be too much of a problem. Also tell those who complain about build times to play no mod since ALL the mods that change stats like yours (radious to an extent, darthmod definetly) increase the number of turns some units
LaniusEX  [author] Jan 18, 2019 @ 9:38am 
That was my idea for Levies. They just learn to stand in a row and reload. But I doubt that you need less time training the "Elite" British soldiers than some Yari Kachi. Of course these units are the "Elite" because they are veterans...
I will think and read about shorter recruiting times. That would mean either back to vanilla or recruitment times based on unit tier. I will also consider lowering the recruitment time for all Infantry units and increasing the importance of experience. Thanks for mentioning it!
Moofrog Jan 18, 2019 @ 5:20am 
Why are the modern units longer to build? In reality firearms only needed a training time of 3 (Three) months compared to bow which needed several years of training. The main reason for success of firearms was the mass production and the short training cycle.. Cheers
AbatedFawn Jan 16, 2019 @ 5:39pm 
You just yeeted my input. lol
LaniusEX  [author] Jan 16, 2019 @ 2:52pm 
@AbatedFawn: Thank you for your input! However IMO the smaller scaled conflicts feel more authentic - at least partly due to the "blobbiness" of melees. Also unit size is a serious consideration when balancing units: Small elite units can shoot better but have less sustainability.
AbatedFawn Jan 16, 2019 @ 8:21am 
One thing that pushes many people away is adjusting the unit sizes. They are fine they way they are.
龙丽集团大股东 Jan 14, 2019 @ 3:22am 
frist to try:steamhappy: