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报告翻译问题






I tried to balance the mod so that most of the units were useful + the different types were different in effect (although perhaps not strictly in use), but melee and cav were hard to fit into the gameplay without breaking everything (hence why they were so slow).
Close order infantry is also pretty hard to fit in the balance, although forming a column of them can sometimes be useful for the maneuverability and staying power (requires too many units to be practical in MP I think, and you might be better off with melee infantry). In a Nagaoka campaign, I was able to shoehorn in a reinforcing army of 8 veteran levy infantry that way, and they were very decisive after I rolled up a flank. If you can figure out how to use them in MP, I'll tip my hat off to you.
If you'd humour me for another question, what did make you want to make this mod?
You've changed FotS cannons to no longer be a low effort, high kills unit. With the mod, if you get the right angle (say firing on a reverse slope, what'd miss would hit right behind them, nullying the inherent inaccuracy to a certain degree), thus turning highground against the enemy (this happend in multiplayer and I was the victim
I like Shogun 2 matchlocks because it's a unit that can do well if you put in effort, and disappointed by FotS vanilla cannons requiring such little effort and micro and still getting 400 kills easy.
Just very confused by my units and enemy units breaking for little reason.
Managed to convince some friends to do mp and I wish I had the replay of one particular battle that shows what this mod is capable of
You've managed to make a distinction between line infantry and breechloader infantry mean more than just 'unit better because bigger number'. I'm still miffed how they went from the different use cases of Yari, Samurai, Monk, No-dachi, Bow, Fire rockets/guns dynamic to FotS having no difference use case for Line Infantry and Shogunate Guard. (we don't talk about Mangonels, Euro/Wooden Cannons)
@ImperialForce9 I have reduced fear effect. It never had an effect on causing units to shatter instead of rout, however.
Line Infantry would lose against Yari Kachi but if you had them on 'Hold Fire', they'd be able to route them.
But this 'frightening nearby units' thing ends up causing most units to shatter instead of route (like in my earlier message) without that much fighting even taking place. Before the update, I had a cool fight I wish I could have sent the replau to you, 3 levies of mine routed but I managed to use 'Rally' on all of them and they all came back 1 at a time within a minute.
During a siege battle where I had a spear levy route in a siege battle ( as attacker) even though they werent even fighting nor being shot at, too many enemy units spread around the castle causing that most likely. Enemy units werent even close to attack that unit in particular.
In a battle against AI they had 2000 levies (over half were guns), my army was half levies with some katana kachi and Line Infantry. I set up on a hill and with a few volleys they all shattered within less than 2 minutes, enemy general didn't die, units that could have almost got into melee broke due to frightening enemy even though they took less than 1/4 casualties, they weren't even in 'Hold Fire' range.
At the end of the battle, they barely took any casualties and it was a sally out, so a battle that didn't really decide much.
Siege battles have become much more harder while land battles have become trivial.
In short, Im fine with them being bad to use for frontal charges, but since they have slower base speed, tire more quicker and become slower as a result, flanking with them is more of a pain since further engagements tire them further thus making them even slower.
Maybe just a simple increase in their stamina would fix that.
Rice Fields map
WITH MOD:
From just testing with Hatamoto/Saber Cavalry/Yari Cavalry, they all end up in the
'Winded' state before even traversing half themap.
'Tired' from traversing 3/4 of the map.
'Very Tired' from traversing 1 + 1/2 lengths of said map.
Hatamoto end up 'Exhausted' from shortly after starting their 3rd lap
Sabers 'Exhausted' midway through their 3rd lap
Yari's get 'Exhausted' right before ending their 3rd lap.
WITHOUT MOD:
Yari Ki can finish 1 lap before becoming 'Winded', the other 2 at 3/4 of 1 lap.
Sabers/Hatamoto 'Tired' from 1 + 1/2 laps
Yari's 'Tired' from 2 + 1/4 laps
The +5 bonus against cavalry only offsets the bonus cav naturally has against infantry. Cav is useful for swinging behind the enemy and taking out their guns. It is also useful for dealing with enemy cav and skirmishers. It is not really useful for charging head on at a line, nor do I really want it to be.
Because the guns are inaccurate, and it's pretty much impossible to model morale well, my only choice would be to increase their mounted hitbox, so that I can make them run faster, so that if they can charge at a close distance they will be devastating, while also being killed if they decide to charge on open ground all through the range of the riflemen. I think I will attempt that.
I have not changed how fast cav fatigues. Having just tested this, they are not in a "tired" state when the charge reaches the enemy lines. They are not even "active". In fact, only when I run them across the map are they "active", and they don't even end the fight in a tired state. Not sure what you are seeing.
I want to dissuade the player from using cavalry in frontal charges against infantry. Gun units are intended to be able to fend off cavalry 1v1. However, this is also even a vanilla behavior. SIR Infantry in Vanilla can defeat cav in the melee, without shooting at all, for example. In fact, Sabre cav only barely beats line infantry in Vanilla even when the line infantry does not shoot. That is not possible in my mod. I think you are overestimating vanilla FotS cavalry.
With how quickly cavalry die, there is little reason to use Yari Cavalry or even Saber Cavalry
For gun cavalry, would it be possible to remove the thing that makes the horses run away if they're not mounted? Due to the sheer spread of bullets of this mod, they spread so far and so wide that it's near impossible to use them as dragoons (dismount to shoot, then remount as the enemy get closer) since the horses run away due to a singular stray shot across the map hit them (Even though bullets don't do damage beyond their range)
It seems that you have made them slower and exhaust much quicker. even when running is only turned on when in Line Infantry range. They'll be in the 'Tired' state as they hit the charge thus being much more slower/ less effective charge. Thus due to the losses they take during the charge, they can't even put up a decent fight against Line Infantry. Even if they do win the initial fight and still have adequate numbers, they'll be too slow from being 'Tired'/'Exhausted' that trying to use them in any further engagements becomes a slow and painful task to even maneuver them.
Would it be possible to up Cavalry numbers up to 120 or so? Upping their stamina and speed would make cavalry better to use. Generals unit size is fine as is mainly being used in desperation/convenience than as dedicated cavalry.
P.S Thanks again for all the help!
you could just save it as another copy, and dont try to deal with overriding stuff. that is what i think you should do.
Lastly, you will edit unit_to_unit_abilities_junctions. Remove the "suppression fire disable" and "kneel fire disable" from only the units you are changing (make sure not to change the skirmishers, like the Tosa Riflemen). You could also just edit them and remove "_disable" from the line. You might also want to give them "square_formation" (not pike square formation).
Do not touch the animation files, cuz they can easily cause crashes and the sharpshooter infantry relies on the same dependencies essentially. If you haven't done it before, this might look like a lot but it's honestly not.
I think that is everything, but I might have missed some things. Editing minor things in the packfile mid campaign playthrough if you realized you missed something should not mess anything up from my experience.
Go to packfile in the top left, open packfile, fine where "Skirmish_Line.pack" is and open it.
Go into unit_stats_land_tables, go into skirm_2_unit_stats_land (these are all the open order line infantry, but not including the actual skirmishers), and edit:
-unit count (there is a non skirmisher version of the same; you should be able to just delete "skirmisher" or "skirm" from the line)
-standard bearer (there is a non skirmisher version of the same)
-man entity (there is a non skirmisher version of the same)
-man animation (there is a non skirmisher version of the same: ("boshin_man_rifle_trained_bayonet")
-rank depth (change it to 3)
-close formation spacing horizontal and vertical
-melee bonus vs cav
-toggle off Loose Formation
-close formation spacing variation
This was on hard difficulty. No idea if this is how the AI behaves in vanilla FOTS since I haven't played it in a while. I know this is likely out of the scope of this mod, but I figure i'd put in some comments since I love everything else about the way this turns FOTS into real late Victorian era warfare.
@Americaissupior Both unit packs clash with my philosophy (I do not like roster bloat). I would also need to basically edit every single unit, and I would need to balance them, which takes a lot of time and effort for something I think actively harms the gameplay.