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Thanks for your work))
loan sword ashigaru, yari ashigaru, and mathclock ashigau. P.S. this is not an aslutment
this is a know to you. Thanks for the mod.
I think I had it before but the no attrition made me delete it so is it possible for you to make another mod that adds all factions
The mod also is compatible with Frodo's better maps series. There is a funny sound glitch where your FoTS units will start shouting random Yumi Ashigaru dialogue depending on the map. It works though, and those maps are great with this mod.
I used a lot of TheYogi's stuff before trying this and I really liked how he incorporated the defenses of Empire and Napoleon into the FoTS units. Defense cand deploy bamboo fencing or light infantry stakes vs. cavalry. Perhaps you two could collaberate because you seem to follow the same path when it comes to game balance, history, and realism.
Thanks for including bayonets, saya, and all the other uniform thingys I had individual mods for. I like it all, even if my Tosa general no longer looks like Ronald MacDonald.
My last suggestion/observation is on naval battle. There's a great mod on steam <FOTS Naval Battles> that 'fixes' naval battles so units don't panic and run away after the first bow shot. It regulates factors like fires and taking on water so well, that naval battles take a lot longer but are much more fun. I'd love to see you integrate whatever TheMaster has inplemented so that exploding ships are a treat you have to work for. I'm going to see if the mods are compatible right now. Thanks again!
Recruitment rate seems a turn too high for elite infantry. I understand they're elite and in an RP respect it would take some time to get a group of Marines to the island from their home country; but at the same time, they are limited in numbers, so waiting five or six turns killed the fast pace the game has taken on with the economy and research adjustments. I'm literally clicking through turn cycles because my buildings are built and I'm waiting for my army to assemble.
I noticed after capturing a British trade port <chose American myself> that I was unable to recruit the Warrior frigate or Lobsters, but the added units of rangers and cavalry were recruitable even though I didn't choose the British. Idk if you wanted them all on or off but it's mixed right now.
Big units, little generals. I almost feel like the modern general should have about thirty in his guard. Are there any historical accounts suggesting that he'd loose more than half of his Hatamoto?
It is the ability to fan out when skirmishing
Ironclads are more tough (armoured) and with realistic armament compared to vanilla
Extended bombardment radious of naval gunfire
Yes, all other changes will conflict with most other mods. You might want to try version 1.2 that is also available in the Steam workshop?
Extended campaign end dates- just how long are we talking, twenty extra years? I'm slow.
Light Infantry behavior- As in skirmish, but do they deploy stakes and such like in NTW?
Ironclads are realistic now- as in more wimpy or tough?
Naval bombardment edited- extended range or defense? Based on location?
I take it that uniform mods, AI adjustments, building cost, unit changes ect. will all be in conflict and perhaps unneeded given the recomprehension of your mod?
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11. General black swords will be fixed
12. @greej, the vanilla uniform textures do not include scarfs as a single item
13. Units are less accurate close up also and simulates the confusion of battle where soldiers do not fire aimed shots while being charged. Elite units aims better though. The stats may need to be tweaked during the next update.
14. Prussia didn't have a military mission in Japan during the Boshin war and it is probably why CA didn't include one. The Cannons are added because they are manned by Japanese crews.
15. @Shadowboss99, I cannot add the submods since they are not mod manager enabled ;-)
1. I will try to fix the sound bug in version 1.2. Thank you for your post DrDeve!! :-)
2. It is not compatible with Radious or Darths mods, this mod is a major modification including Battle AI and Campaign AI
3. @Icasaurus/@Kutsal, because Samurais didn't use the Katana as primary weapon in battle (at least according to the information presented to me). This topic was discussed in the mods TWC thread
4. Good point regarding Shinsengumi
5. Floating General will be looked at and fixed
6. @minerunknown, could you detail your question reagarding TO??
7. @NavieJA007, I don't it is possible to add constructable buildings to the campaign map. M2TW was many times more moddable than Shogun2 ;-)
8. @djlee02, I didn't reduce campaign map speed with this mod, I increased it.
9. @DANN, try to delete the submod and see if there is any difference. this mod does not alter particle effects etc. as stored in the preference script.
Thank you all for the valuable feedback and comments, which I will use for the update to version 1.2 that should be ready no later than September.
I will not comment every post but answer your questions or address your problems as good as I can.
Thanks
iutland