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I understand the musquetiers but the arquebusiers...
They also have 200 men and the arquebusiers reloud faster.
I don´t know if is like that the mod or is a bug, but I think that the arquebusiers should have a 150 meters range and the musquetiers 160 men as much.
For the rest, the mod is very good, nice job to the debelopers
@absie, I've increased the Realm Divide and Shogun Threat it should be doable now.
yeah i'm using your patch along with FCS. Yumi Kumi was more useful at least.
1) Models in this mod are representational. The culverin would have had little baby wheels, and wasnt breechloaded, but I am not a modeler nor animator, just a humble modder making a game more fun. :)
2) I am also still working with Archer balance :)
It's a work in progress. I highly recommend Lenny's Compatibility Patch + FCS + this mod. I have added a bunch of stuff to Portugal, the base portuguese mod that fuwuvi took from is barebones. A lot was broken. I had to fix ships bigtime for instance.
Regarding the merchant caravels, I understand your decision, so I will leave that choice to you.
Lastly, the revolts in all the minor clans that were made playable are intended, as the Original Expanded Japan did not revolt them. Whether or not I decide to add the revolt is uncertain, as it would consume considerable time due to the numerous clans to be included.
Your understanding is accurate. To implement these mechanics with the units in this mod, I utilized the "effect_bonus_value_unit_record_junctions_tables" and adjusted the "Total Cap" entries in the units_tables, ranging the total cap from 2 to 17 based on FCS caps. The "effect_bonus_value_unit_record_junctions_tables" is where the dynamic unit cap for the selected units operates, and for the building value, it was within the "building_factionwide_effects_junctions_tables."
Your understanding is the same as my understanding, and it might be prudent to seek Chewie's input.
If you wish to explore the dynamic unit cap mechanic, here's a pack file showcasing how I integrated it to function in a submod like yours: https://drive.google.com/drive/folders/1P5Cc-p9qy-wwsx7M6uEgFpck3DWYXP-r?usp=sharing
-My understanding of the dynamic cap is that each building adds something like +1 ashigaru. Then any unit classified as ashigaru should be affected, no? I havent really looked at it the mechanic. I can ask @Chewie too. If you know the answer to where in the files this can be done, please LMK.
I havent played any of those factions yet: do the special units replace the standard units? Because if not, I would actually tend to leaving a hard cap into represent special trained units vs peasant levies.
-Right now in my file the merchant caravels are 150/90 before the campaign affects it. Right now if I load my port game (with tech and stuff) I get between 175-235 income per ship depending on the node's quantity. The upkeep is 105. Median being double profits seems very Portuguese but I dont want to make it too easy for the player. One reason to keep a cap is that the other port ships can trade too
Regarding the merchant caravels, I primarily use them for trading in trade nodes. Therefore, I believe their cost(make it 169) and upkeep(maybe a little bit more 110) should be reasonable. As for the unit cap, maybe capping it at 10 and incorporating the dynamic unit cap feature from FCS could be beneficial.
Do you have any plans to include the dynamic unit cap feature(the thing that have +1 units +2 units in the buildings etc) from FCS for the unique units of this mod in your compatibility patch?
I am not strictly following History with Portugal. Is there any more flavor you think they could have for their armies?
The last thing I am thinking is to make a Carabineiro foot unit. Basically:
Musketeers: 200 men, no all ranks fire (which is an FCS choice for the Teppo to make them more dynamic for battle feel), weak melee, best gunners, uses long matchlock
Arquebusiers: 160 men, has all ranks fire, ok melee, uses standard tanegashima matchlock like everybody else
Carabineiros: 120 men, has all ranks fire, good melee and armor, uses same 150 range carbine as the cavalry, with less ammo.
Only thing I think needs real balancing is how expensive to make the no-cannon merchant caravels? Is 177 cost, 105 upkeep reasonable? Set the cap at 25 so those can only fully inhabit 2.5 trade nodes.