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Though you can always manually edit mod files to pick and choose which units they affect if you really want to use 2 balance mods at once.
Are they, though? The Ikko-Ikki considered themself a peasent movement. You can see this in their lack of samurai in favor of larger infanterie corps.
They never really trained for war, it was more or less a by-product.
While I agree that - flavorwise - they should have stronger monks than default I feel like having them somewhere between Oda and Uesugi in regards to military bonuses makes a lot of sense to me.
If anything, I would like this being doubled down on with an economy-bonus / recrutment bonus.
Something like: having a temple gives an extra recruting slot, or monks can "convert" armies as metsuke can bribe them. I don't think this is in scope for this mod, though.
I just had an idea regarding the fire cav: would it be possible to reduce to extra damage taken by speak units while also making the unit slightly slower?
This would allow for a charge against spear units, aka heavy shock cav, not with a great result but agreeable losses for creating a breach.
Wasn't a request, don't worry about it.
I just wanted to point up the unit is fundamentally flawed in that regard.
Having a support unit without tanks or damage dealers is pointless and the net damage is higher using two units yari cav than any buff ever could account for.
I don't believe this would solve the issue.
The main problem is that a cav unit is not with your main force.
So, any support value it might have is nullified to an extend.
Only if I run fire cav with yari cav for instance their moral might be higher but when has wavering yari cav ever been a real problem?
Unless you can either create an area of effect buff affecting only other cav units (like def, moral and charge) OR make them less vulnerable by spears (think heavy riders being able to break a yari ashigaru wall frontal) I don't think there is much of a place for that unit to begin with.
@Tschuangtse i could make the more defensive by increasing their armor (both mounted and unmounted), morale, and melee defense. But, i need to lower the other stats.
Interestingly enough the changes show up on the unit info card (not talking about the Encyclopedia here).
For Yari Cav they are changed but Fire Cav has default values.
To be honest in the base game Fire Cav was like Yari Cav - just more elite.
I always felt the unit had an identity crisis at hand.
I wonder (going beyond a moral boost area of effect) if the unit can be more unique as support. Problem is: Cav is not meant to be with your main force.
Encyclopedia doesn't show the modded values. I'm looking at the modded tables right now. here are the Modded / Default values respectively. NA means i couldn't fine the default values
Melee: 12 / 9
Charge: 25 / 25
Dismounted melee: 10 / NA
Dismounted Charge Bonus: 15 / NA
Melee Def: 7 / 6
Morale: 12 / 12
Armor: 6 / 6
Mount Armor: 6 / 6
The fire cavalry is meant to be a support unit. You could say that they're the extension of a general due to their influence circle. You know what I'm saying? Here's the Modded table [imgur.com]
I believe I found a bug in the mod:
The Takeda Fire Cav has lower stats than Yari Cav on the Unit card. Testing it in a custom battle verifies this.
Given you wrote "All Takeda Branded Cavalry have significant combat boost." and Fire Cav being superior to Light Cav and Yari Cav I expected them to still be stronger.
Is this intended?
@Reason not gonna lie the modding tool (MMS) fails to load the mod values of the current version of the mod whenever i try to edit it meaning i need to type all of the values all over again. I just tweak the values through Pack File Manager BUT i dont have a reference database/pack file to add a table to remove/edit the unit cap of the unique units. The unit combat stats (morale, attack, def, etc) and unit costs/upkeep/recruit cap don't share the same table. You know what I'm saying?
One question.. would you consider changing the Unit Limit on Date Bulletproof Samurai from 4 to perhaps 6 or 8? IMHO 4 Just seems to limited, the best you can really do with that is put 2 Units in 2 Armies. There should be a Cap but perhaps more so that 3 or 4 armies can at least field a few. No other Faction that I know of Caps a Unique unit to only 4, it's pretty severe. No stat change from where you have them now, I think that is right where they should be as the Slowest & Heaviest Unit in the game. Just maybe a Cap Increase from 4 to maybe 6 or 8.
One last point on this, the 2 best Musket Troops in the game don't have Caps, why should the Date only get 4 Bulletproof Samurai?! Thanks, just food for thought. If you reject the idea or can't implement no biggie, still going to Sub, Favorite & Award this Mod.
P.S. Ikko-Ikki is a powerhouse here, Bow Ronins are somewhat unroutable/unkillable. I just laugh when I played as the Tokugawa and see my Cav gets outlasted by Bow Ronins when the AI stacks them up.
(great mod btw, i can barely play the game without it)
And follow up question: Since yari samurai have yari wall and their stats aren't half bad, is naginata samurai even viable? I used to use naginata samurai as the main anti cav infantry but since yari samurai is so buffed, with super high defense make them a very good holding unit for hammer & anvil tactic and super good anti cav. I think yari wall on yari samurai can destroy no-dachi, naginata and can survive katana samurai as well.
Very good mod anyway, thanks.