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Thread: Mettle Blades and Skill **BETA ver 005 12tpy RELEASED 30May**

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    Icon10 Mettle Blades and Skill **BETA ver 005 12tpy RELEASED 30May**

    Mettle Blades and Skill
    BETA VERSION 005

    Updating to patch25 (aka Otomo Patch)
    Using: Vanilla, Sengoku Jidai DLC, Saints & Heroes DLC, Ikko-Ikki DLC
    *NO HATTORI DLC, and NO ROTS or FOTS

    Forward
    Remember folks, we are just in BETA right now. There will be bugs and other oddities but that is what this trial is for, to find and fix anything we can. Download links are at the bottom of this post. Give us your bug reports!

    Mettle Blades and Skill (MBS) adds a new dynamic to Shogun2. It puts you in complete control of the people under your kokka (a mini-state which was defined simply as an area which could be defended). Each region you inhabit has its own strengths and weaknesses which shape the forces you are able to recruit and mobilize there. As your kokka expands you come into contact with new people and lands in which you must incorporate and organize into an effective combat and economic force. Using the weapons and resources at your disposal or absorbing new innovative technologies and ideas, you must take your clan from their humble beginnings to the Imperial Palace where you will impose your will over all the land.


    Features At a Glance
    BETA Version 001
    • Organizational Systems (OS): Pick an OS at the start of a campaign. Each with its own strengths and weaknesses.

    Provincial OS- Huge units and quick recruitment but poor stats
    Clan OS- Large balanced units with high morale but slow recruitment
    Vassal OS- Mediocre size units with defensive bonuses
    Military OS- Standard size units with high attack stats


    • Region Specialization (Rspec): Change a region's specialty at any time during the game! *Some Rspecs cannot change due to their nature.

    Common Resources (changeable)- Prime Forest, Craftwork, Philosophical Tradition, Smithing, and Stone
    Uncommon Resources (non-changeable)-
    Gold, Hallowed Ground, Horses, Iron, Naval Tradition, and Ninja


    • Region Specific Rosters: Each region has 7 castes (for each OS) with approx 12 weapon types for each caste! The most units of any mod!

    Peasant Caste- Before they were soldiers, they were just cannon fodder. Pulled from the fields and handed a weapon.
    Ashigaru Caste (Early/Late)- First step in changing the peasant to a soldier (early), their skills increase with higher level buidlings (late).
    Samurai Caste (Early/Late)- Early versions want to hurry and close with the enemy. Later versions don't mind hanging back to attack at range.
    Cavalry- Standard rules apply. They were few and far between.
    Hatamoto- Elite warriors pulled from the various castes with the sole duty to protect the daimyo and his kin.
    Kashindan- The mobile government of the clan. Keep your family members safe!
    Naval- Standard units.


    • Global Unit Rosters: There are 4 pools of units available in all regions. They have their limits so don't expect to abuse them!

    Mercenaries (Ronin/Nanban)- Peasants, Ashigaru, Samurai, and Cavalry all available to the highest bidder. Small units and VERY expensive upkeep but good for a quick strike.
    Religious Units (Buddhists)- Fanatics willing to die for their beliefs. Available to get you some extra manpower when needed. Small units but quick to recruit plus morale bonuses for your army!
    Religious Units (Ikko Ikki)- All factions can recruit Ikko troops with the proper buildings constructed (not Christians) but beware of the Ikko religion spreading!
    Religious Units (Christians)- Same as Ikko but beware of the religion effects!


    • Improved Vassal System: Defeat an enemy, use his troops in your army! This is of course as long as you have the buildings to recruit the units. *Peasants excluded.




    Scope
    Province Development

    MBS brings a whole new level of detail to TWS2 with unique building chains for each region. Gone are the global building chains (with certain exceptions) and standard pools of units that are magically carried along into your new lands when conquered. Each region will be designed with its own unique buildings which are found nowhere else in the game. This allows the player to mod the effects of each bldg to only affect that single region potentially making some powerful economic provinces or military powerhouses. It also allows units to be recruited from a unique bldg meaning a spearman unit in one province can be completely different in stats from a spearman unit of the same type in another province.


    Clan Development
    History The warring clans of Japan rose and fell due to their leaders and the decisions they chose to make. Some of them chose to adhere to the traditional ways and favored keeping the status quo as long as possible. Some completely distrusted others and in their expansion plans, tried a more autocracy approach controlling everything and everyone before adding more territories. Leaders also favored their own clan over all and wanted to expand and export their way of life watering down their clan with outsiders only out of necessity. Lastly, and ultimately the best decisions were made by those daimyo who chose to conquer and absorb the strengths and technologies of their enemies.


    Intro to the Organizational Systems (OS) One of the first things that you are faced with in MBS is selecting how your clan will be organized from a simple farming people into a military machine. MBS uses a new feature called "Organizational System" or (OS). This feature attempts to mimic the historical choices daimyo faced when leading their people. There are 4 OS to choose from and each one presents its own challenges. Each OS has its own roster of units from which the clan can recruit from.

    Expand to see more...
    Provincial OS
    Philosophy and Strategy:
    "All men, including those of the Samurai class in this country district, are ordered to come and be registered. They are to bring with them a gun, spear, or any kind of weapon, if they happen to possess one, without fear of getting into trouble. If it is known afterward that even one man in this district concealed himself and did not respond to the call, such man, no matter whether he is a commissioner or a peasant, is to be beheaded. All men from 15 to 70 years of age are ordered to come; not even a monkey tamer will be let off." ~A Call to Arms by Hojo Ujimasa 1560
    In-game Uses:
    • All inhabitants of a region are required to serve in the military. Use the unit size to your advantage.
    • Eventually in the late game the unit, bldg and tech upgrades will fix many of the weaknesses with this OS.
    • Expand slowly in the early game until the unit upgrades take effect.
    • Disband units that are not immediately needed for defense. Most units can be re-raised fast enough to respond to any threats.


    Strengths/ Weaknesses:
    • Unit Size: Largest
    • Recruitment Time: Fastest
    • Recruitment Cost: Average (Mostly bring what they need)
    • Upkeep: High (due to unit size)
    • Training: Low (most samurai are part-time farmers)
    • Abilities: Limited (lack of organized training)
    • Special: Large bldg garrisons



    Clan OS
    Philosophy and Strategy:
    • The daimyo does not believe in "watering down" his home clan with the absorbed weaknesses of conquered enemies. He believes that the mettle of his clansmen is enough to conquer all in opposition.
    • Maintain the status-quo as long as possible through an intricate web of alliances but use those allies to advance the goals of the clan when needed.
    • The use of guile and trickery provide schemes with which to win battles

    In-game Uses:
    • Expand slowly. Make sure you have the forces on hand to complete a campaign.
    • The long recruitment times mean you will feel loses more keenly. Let units replenish instead of killing off the whole unit in a desperate attempt to win a battle.
    • Your units training is key. Use that to grab lands from enemies that neglect their upgrades.
    • Use Vassal units strategically to hold regions while you are waiting for your clan units to be recruited or replenished.
    • Hold your clan units behind the main battle line both on the campaign map and on the battlefield. They are valuable!


    Strengths/ Weaknesses:
    • Unit Size: Large
    • Recruitment Time: Slow (due to attempts to maintain a majority of home clansmen in each unit)
    • Recruitment Cost: High (Trying to produce all armaments at home clan provinces)
    • Upkeep: Average
    • Training: "Well Trained" for all castes
    • Abilities: Peasantry/Ashigaru have full engineering abilities
    • Special: May use some Vassal units
    • Special: Some unit types may have recruitment limits
    • Special: Unit stats for all Clan OS units are identical in all regions


    Vassal OS
    Philosophy and Strategy:
    At its core fought the famous "Ichiryo Gusoku" or "One Suit of Armour", which was all the defensive armaments these part-time farmers and soldiers possessed. What they lacked in equipment, they made up for in enthusiasm, and it was said of these 'ever-ready' stalwarts that they tended the rice fields with their sandals tied to the shafts of their spears that they had thrust into the mud.
    • This OS is a mixture of the Provincial and Clan philosophies however, the "clan purity" mentality is replaced with something more like a monarchy or autocratic style of governance. Trust is the enemy when using this OS. So much did the daimyo not trust members of his own clan, he tries to run the whole show from battlefield generalship all the way to governmental administration.
    • Military positions on the battlefield as well as in garrison are only filled with direct family members from the daimyo's Kashindan.
    • The daimyo asserts complete control over his subjects. He refers to all people within his kokka (including his own clan) as "vassals" to him.


    In-game Uses:
    • Beware, fast recruitment at low cost might encourage you to build large stacks of units. The upkeep will ruin your economy quick though.
    • Disband units not needed for immediate defense/offense. You can replace them quickly when the time comes.
    • Get techs researched quickly to try plugging the gaps in your unit stats compared to your enemy.
    • Use Merc units strategically to hold regions once you have an economy to support them.
    • You may need to rely upon religious units in the early game to get your conquests rolling.


    Strengths/ Weaknesses:
    • Unit Size: Large (slightly smaller than Clan OS)
    • Recruitment Time: Fast (slightly less than Provincial)
    • Recruitment Cost: Low (Ichiryo Gusoku rule)
    • Upkeep: High
    • Training: "Trained" for all castes Ashigaru and up
    • Abilities: Peasantry/Ashigaru have full engineering abilities
    • Special: High morale for all castes
    • Special: Some unit types may have recruitment limits
    • Special: Low unit stats (attack/defense) for all castes (due to lack of organized training programs)


    Military OS
    Philosophy and Strategy:
    • This OS is considered the standard organization for a modern army during the Sengoku Jidai. It is characterized by the absorption and adaptation of new weapons, tactics, and technologies in order to achieve victory.
    • "Tradition" has no place with this OS. It is set aside for the sake of uniformity and the role of the Samurai is now looking more like the "Officer Corps" of a modern-day military.
    • How quickly your daimyo can adjust to changes and how he uses his advantages on the battlefield against those less willing to adapt will decide the fate and destiny of your clan.


    In-game Uses:
    • Tech and the levels of your buildings will ultimately overwhelm your enemies. Make that your priority!
    • Get a good economic base and with the low upkeep costs, you can field some large stacks.
    • Unit sizes are small compared to the other OS. Mean you need to pump out more to keep up.
    • Size isn't everything. The quality of your units and the creation of the right mix of troops can easily defeat the lesser quality large unit.


    Strengths/ Weaknesses:
    • Unit Size: Average
    • Recruitment Time: Average
    • Recruitment Cost: Average
    • Upkeep: Low
    • Training: Level depends upon caste
    • Abilities: Level depends upon caste
    • Special: Unit stats are the same in all regions except Mercs and Religious units
    • Special: May use some Vassal Units


    *NOTE: OS strengths and weaknesses trump those listed for the unit caste

    Click here for a PROOF OF CONCEPT!


    Intro to the Castes
    The unit roster for each OS is divided into 6 castes; Peasantry, Ashigaru, Samurai, Mercenary, Religious and Garrison.
    Expand to see more...
    Peasantry
    Recruited:
    • Pulled from the fields which they tend for much of their miserable lives
    • Some may be pulled from their duties within the castle and pressed into service in times of defense
    • Some OS may restrict recruitment of Peasantry at some point (simulating the Great Sword Hunt)

    Strengths:
    • Ready source of manpower available in every region
    • Have engineering abilities on the battlefield (IE: pavisse, bamboo wall, etc.)
    • Quickest to recruit

    Weaknesses:
    • Poor morale
    • Expensive Upkeep not comparative to their worth (simulated effect on economy using your labor force for military purposes)
    • Poorly trained


    Ashigaru
    Recruited:
    • Organized recruitment and training at the military encampment building chain
    • Some OS may restrict recruitment of Ashigaru at some point (simulating the Great Sword Hunt)

    Strengths:
    • "Trained" units
    • "Potential" to become as strong as Samurai with the proper building and tech upgrades
    • Fast recruitment
    • Low upkeep
    • May use firearms

    Weaknesses:
    • Average Morale
    • Limited engineering abilities


    Samurai
    Recruited:
    • Regular Samurai are recruited at the military building of their unit type
    • May become "Hatamoto". Recruited at military bldg with proper tech upgrade
    • May become "Kashindan". Recruited at the castle with proper bldg/tech upgrades

    Strengths:
    • Samurai are "Well Trained" units
    • Hatamoto and Kashindan are "Elite" units
    • Evolve over time to specialize in a particular weapon
    • High Morale
    • May be trained as cavalry
    • May use firearms

    Weaknesses:
    • Long recruitment time
    • Small unit sizes compared to other castes
    • No engineering abilities on the battlefield
    • Expensive to recruit
    • Samurai have "average" upkeep
    • Hatamoto/Kashindan have "high" upkeep (simulates payments the daimyo must make for their loyalty and service)


    Religious
    Recruited:
    • Religious clans have units made of each caste but are only recruited at a religious building in the region
    • Religious units (Monk or Christian) available depend on your chosen religion.
    • May become "Kashindan". Recruited at the castle with proper bldg/tech upgrades

    Strengths:
    • Only Monks/Christians are "Well Trained" units
    • Monks/Christians have "average" upkeep
    • Evolve over time to specialize in a particular weapon
    • High Morale (all castes)
    • Monk/Christians may be trained as cavalry
    • "Average" cost to recruit
    • May use firearms

    Weaknesses:
    • Longest recruitment time
    • Small unit sizes compared to other castes
    • Limited engineering abilities on the battlefield
    • Upkeep of the lower ranks in the religious Order depend on their caste
    • Training level of the lower ranks in the religious Order depend on their caste
    • Kashindan have "high" upkeep (simulates payments the daimyo must make for their loyalty and service)


    Mercenary
    Recruited:
    • All of those defeated enemies don't just disappear! They render their services to the highest bidder and may be scratched together into a unit at either a port or tavern

    Strengths:
    • Considered "Trained" units for all castes
    • Fast recruitment time- come with skills already learned
    • Already specialized in a particular weapon
    • Ronin only may be trained as cavalry
    • "Average" cost to recruit
    • Ronin may use firearms

    Weaknesses:
    • "High" upkeep- hey, money is all the loyalty they know
    • "Average" Morale (all castes)
    • Smallest unit sizes compared to other castes
    • Limited engineering abilities on the battlefield
    • May never become Hatamoto/Kashindan


    Garrison
    Recruited:
    • Garrison units are made up of all castes but only appear when a castle is attacked (non-recruitable)
    • May be "Kashindan" with proper building and tech levels

    Strengths:
    • Have all the inherent strengths of the caste from which they come from

    Weaknesses:
    • Have all the inherent weaknesses of the caste from which they come from





    Military Development

    MBS boasts the largest roster of custom units of any mod. As with the custom building chains for each region, MBS also has unique rosters of units for each region on the map. No more of this: “I am Oda therefore my men are stronger than yours” straight out of the recruitment queue. This mod tries to simulate the fact that the men and women are as strong (or weak) as they are due to the geographic, industrial and technological development of the region itself. There is no global template which can be applied to every region simply because of the resource potential of the land. You may win a hard-fought battle to secure a region only to find out that the units that are produced there are not as good as the ones you brought with you from somewhere else. The opposite may be true if you capture a region you may discover that the units you produce there may actually be superior to your own clan! This feature gives the player more options as to where they build military and economic centers or whether to use the region for other purposes. As your kokka expands, your unit roster will reflect the strengths and weaknesses of the manpower pool from which you recruited.

    Intro to the Weapons
    Weapon usage will be slightly different in this mod. Each one will have strengths and weaknesses which will adjust the stats of the unit it is given to and affect the abilities of the unit.
    Expand to see more...
    Short Spear Class
    Expand to see more...
    Short Spear (Te-Yari)
    Uses:
    • Standard weapon of choice especially in the early game
    • Useful in garrison

    Strengths:
    • Easy to wield and learn to use

    Weaknesses:
    • Does not have the anti-cavalry benefits of the longer spear classes
    • Cannot be used to form spear wall or spear square


    Naginata
    Uses:
    • Mainly to be used as a support grappling tool to bring riders to the ground or pull at the armor of an enemy
    • Has all the uses of the short spear
    • Useful in garrison

    Strengths:
    • Easy to wield and learn to use
    • Does have the anti-cavalry bonus
    • Can be used to form Spear Wall

    Weaknesses:
    • Cannot be used to form squares



    Long Spear Class
    Expand to see more...
    Long Spear (Jumonji Yari)
    Uses:
    • Mainly to be used as a support grappling tool to bring riders to the ground or pull at the armor of an enemy
    • May be used in a hammer fashion to pierce enemy armour or helmet

    Strengths:
    • Longer reach
    • Does have the anti-cavalry bonus
    • Can be used to form Spear Wall
    • Can be used to form squares
    • High attack bonus

    Weaknesses:
    • Requires training in groups
    • Unwieldy for some castes
    • Not very useful in garrison



    Lance Class
    Expand to see more...
    Lance (Nagae Yari)
    Uses:
    • Main use is to halt an enemy formation and push it back.
    • May be used to repel an enemy cavalry charge

    Strengths:
    • Longest reach
    • Does have the anti-cavalry bonus
    • Can be used to form Spear Wall
    • Can be used to form squares
    • High defensive bonus

    Weaknesses:
    • Requires training in groups
    • Movement is slowed
    • Cannot be used by some castes
    • Not used in garrison



    Sword Class
    Expand to see more...
    Loan Sword
    Katana
    No Dachi


    Bow Class
    Expand to see more...
    Short Bow (Hankyu Yumi)
    Long Bow (Daikyu Yumi)


    Gun Class
    Expand to see more...
    Matchlock Import
    Matchlock (Teppo)


    Siege Class
    Expand to see more...
    Fire Bomb Thrower
    Hand Mortar
    Mangonel
    European Cannon



    Intro to the Unit Rosters Each region has its own roster of units. As the unit packs are created, they will be listed below.
    THE KASHINDAN (11 Units)
    The “Kashin” were the vassals or samurai that were “retained” for use by the daimyo himself. They were required to supply troops when called with the number of troops offered according to the retainer’s own income. The Kashin and the troops provided by them were known as the daimyo’s “Kashindan” (or retainer band). In war, the Kashindan was known as the “Gundan” (or warband). ~Steven Turnbull
    MBS attempts to replicate the honjin and kashindan in TWS2 with the creation of the various units that a daimyo would retain for his personal service. Keep in mind that the Kashindan are your mobile government and not necessarily combat units thus they should not be committed to a fight unless the most desperate of need.

    The Kashindan are designed as small units. Some are modeled after "hero" units but their numbers will not allow a long engagement in a fight and their morale is not as high as hero units.

    The Family:
    Unit Name: Naginata Household Cavalry
    Localized Name: Ichimon-shu
    Use: This unit represents all of the immediate family of the daimyo. Most of the men would have been sent off to war along with the daimyo however, retainers were tasked with the protection of the wife, daughters, maids, consorts, etc. of the daimyo's household. If attacked, these family members would form a unit to fight to the death rather than submit. Mostly females, the unit is usually led by a male family member. Mounted and armed with naginata for its ease of use, this unit represents the clan itself. They are mobile and can escape if needed but if destroyed, the whole clan loses face!

    Unit Name: Sword Household Garrison
    Localized Name: Ichizoku-shu
    Use: This unit represents the relatives of the daimyo. Depending upon which OS your clan uses, sometimes the immediate family are lumped in to this one household unit. They are the aunts, uncles, in-laws, cousins, etc. with no emphasis or any particular importance put on one over the other. The relatives are given castles to reside in as rewards for loyalty and act as a base for administering the province. They are also charged with the defense of the province when the daimyo is away. For this reason, they rarely leave the castle and are only armed with katana for defense trusting in the retainers to protect their persons.

    The Senior Lords:
    Unit Name: Sword Inner Lords
    Localized Name: Fudai-shu
    Use: Every daimyo has to start somewhere. These men recognized greatness early on or made a promise to see the heir to the clan come of age and lead with honor. Either way, they were there from the beginning before there were any promises of riches or glory. They are the most loyal men the daimyo can have even more so than the family members. Once the daimyo gains power, these retainers are chosen as the "inner council" consulting the daimyo on all things related to the clan. They sit with the daimyo in the maku on the battlefield and are the prime nominees when it comes to issuing the honors of leading troops. They provide huge morale boosts on the battlefield but are vulnerable being only armed with katana thus the Hatamoto must guard them closely.

    Unit Name: Sword Senior Retainer Cavalry
    Localized Name: Karo-shu / Roshin (Mil OS only)
    Use: The karo is the applicant pool so to speak for unit commander positions. Any time a unit commander is lost for whatever reason, it is the Karo that the daimyo chooses the replacement. Karo are also used to fill Vassal General positions on the field. A daimyo will give Karo status to new Lords after they are defeated in battle to help gain the loyalty of vassal units. As with any General unit, they are not to be thrown into combat, more likely they are best used to support attacks and prop up wavering units. The Karo are always kept around the maku on the battlefield to quickly replace any Generals that fall on the field.

    Unit Name: Sword Senior Vassal Retainer
    Localized Name: Tozama / Shinzan (Mil OS only)
    Use: These men used to be your enemies however, you cannot just go around slaughtering clan elders, it is dishonorable not to mention will lead to rebellions within your newly captured lands. Many daimyo retained the Senior Vassals of their enemies and used them to sometimes lead other vassal units within the army (usually from the same clan as the retainer). This helped calm the newly imported samurai by putting them under the command of someone they know. Tozama are still "outsiders" and are treated as such. They are given the really tough fights where it is highly possible that the battle will go poorly and it will be easier to demand the death of an outsider than it would a family member. It is all a matter of face. If they happen to win the battle, it just improves their chances that the daimyo will use someone else the next time an impossible fight is expected.

    Unit Name: Sword Senior Vassal Retainer Cavalry
    Localized Name: Shukuro (Mil OS only)
    Use: To be Shukuro is an accomplishment. This man has survived all the punishment and overcame the shame of his initial capture from his home clan to be the most senior of all vassal retainers. He is rewarded with his own horse and bodyguard unit and almost treated as one of the family. For some clans with a military OS, the Shukuro rank is enough to lead large forces in combat though mostly only other vassal units and not men of the daimyo's home clan.

    Unit Name: Commander-in-Chief
    Localized Name: Sotaisho (Mil OS only)
    Use: Oda Nobunaga was the first to use the rank of Sotaisho in his army. Other clans using a similar military OS also incorporated the rank. Basically it is a rank that allows one man to act in the stead of the daimyo when he is not on the field. If the daimyo is on the field, the Sotaisho commands all clan units with the Shukuro as Second-in-Command leading the vassals. The Sotaisho is mounted and armed with a long spear but you should not try charging him into the frey needlessly. The Sotaisho knows that losing is not an option and so if that threat becomes a reality, it is best to charge him into the enemy and die with honor. If caught by the enemy, it is the same as the daimyo himself being captured.

    Unit Name: Army Commissioners
    Localized Name: Bugyo
    Use: The daimyo does not concern himself with the daily operations of the army or the government. He leaves that to the Bugyo. There is one Bugyo for each branch of the army and others for specific admin tasks. These men are only armed with katana and should not be expected to fight in open battle. Though Samurai, these men are valued for their admin and logistical skills and actually outrank normal General rank in the Army structure.

    The Others:
    Unit Name: Naginata Funerary Monk
    Localized Name: Nembutsu Sohei
    Use: These monk accompany the army to provide spiritual support to the daimyo and his men. The daimyo will keep several monks as personal chaplains in the maku. It has been seen on many occasions that these monks wander the battlefield at great risk to themselves to deliver prayers to the troops going into battle or those lying on the ground cleaved. They inspire troops by chanting "Nembutsu" instilling the protection of buddhist gods upon the men. Though warriors, these men are not meant to fight and are more concerned with their task than anything else. They provide a huge morale boost and scare enemies. If attacked, they will be able to defend themselves, somewhat.

    Unit Name: Bow Secretaries
    Localized Name: Yuhitsu
    Use: As with any army administration come paperwork. The Bugyo will bring groups of secretaries with them to record and write as directed. During battle, the daimyo or general's own accounts of battle are scribed by the Secretaries. They are also used to write down battle orders and their written scrolls are carried off by the Couriers to the Generals on the field. Though Samurai, the Yuhitsu are only armed with bows and should not be wasted in combat with the amount of education they have received.

    Unit Name: Colour Guards
    Localized Name: Nobori-ban
    Use: A hand picked squad of men armed only with the short spear and their tremendous bravery. They are tasked as Colour Guards to protect the symbol of the clan itself which they are expected to do with their very lives. Sometimes they carry personal standards of a daimyo vassal or other dignitary. Though tough fighters, you should never suffer the greatest humiliation there is by losing your flag!


    THE HATAMOTO (20 Units)
    The Taisho, Bugyo, Metsuke, Kosho, Karo, Kinju, and Family units etc. all came under the direct command of the daimyo himself. Members of his "Kashindan" when not specifically tasked with higher duties would offer their services or the services of their children or relatives as part of the daimyo's Hatamoto (literally 'those who stand beneath the flag'). The highest ranking combat unit were the guards. These guard units were known as 'ban' rather than 'kumi' or 'shu'. All of the various guard units both mounted and on foot contained many of the daimyo's own family members (or relatives). All Hatamoto (samurai and ashigaru) were charged with the defense of the daimyo's person. Guard units were also chosen to lead assaults when the situation called for it. Also, a large unit of Followers (Tomo) usually waited on the daimyo and other samurai providing all sorts of services and sometimes outnumbered combatants on the field. ~Steven Turnbull
    Let's just say that CA's attempt at creating a Hatamoto unit was well... disappointing and leave it at that. The "Hatamoto" literally meant "under the flag". They were the "fighting" section of the Kashindan. Wherever the field HQ was set up, the Hatamoto was charged with its defense. Hatamoto individuals were hand-picked by the daimyo and formed into units as personal bodyguards and defenders of the Kashindan in general whenever and where ever they went. Hatamoto were assigned to the daimyo, his family members, and other important persons within the Kashindan. They are the most elite warriors the clan can produce.

    MBS will include a fully recruitable Hatamoto roster of units. These are all standard in unit size for each of the four OS's but there are some unique units that only existed in certain OS's thus you won't see all of the Hatamoto units for each clan.

    The Guards:
    Unit Name: Spear Escort Foot Guards
    Localized Name: Yari Junin-ban (Shogun)
    Use: Part of the "Household Division" these handful of Escort Guards are selected from the Foot Guard unit to personally follow the Shogun wherever he went. Their small number enable them to stay very close by the Shogun without overcrowding the area and provide that extra level of protection a man of high status needs. These Escort Guards are best with short spears and usually stay just outside the door of the room the Shogun inhabits.They are small in number therefore they are limited to garrison duty.

    Unit Name: Long Spear Escort Foot Guards
    Localized Name: Jumonji Junin-ban
    Use: Part of the "Household Division" tasked with the defense of the daimyo himself, any family members, and important persons within the Kashindan. Guards with spear were created so that they could stay closer to their charge than any mounted men could. These guards were armed with the long jumonji spear for added defense against cavalry attacks.

    Unit Name: Sword Escort Foot Guards
    Localized Name: Katana Junin-ban (Shogun)
    Use: Part of the "Household Division" these samurai are similar to the Yari Escort Foot Guards, small in number but far elite in combat prowess. These Guards are only armed with Katana which makes it possible to keep them within the same room as the daimyo however, on a battlefield they may be at a disadvantage therefore they are limited to garrison duty.

    Unit Name: Horse Guards
    Localized Name: O-uma Mawari
    Use: Being a Horse Guard is the pinnicle status any samurai could hope to achieve within the Hatamoto besides actually leading the army. Horse Guards were made up of many family members, relatives, Fudai, and other retainers that have helped the daimyo rise in prosperity. These men look for glory for themselves and for the clan. Their main task is to protect the daimyo at all costs. These Guards are mounted on warhorses and armed with the formittable jumonji spear to grapple, pierce, or smash the skulls of their enemies.

    Unit Name: Mtd Spear Courier Guards
    Localized Name: Yari Tsukai-ban
    Use: Part of the "Household Division" these are mounted samurai acting in a Guard status. Couriers were commonly treated as the "mouth" of the daimyo. Anything they said on the battlefield was treated as if it came from the lips of the Lord himself. The Couriers relayed messages on the battlefield to generals which were too sensitive to be written down or too secret to be waved out with a signal flag. These men waited outside the maku for an order to be conveyed and would race off to meet the general on the field to deliver it. Armed only with a short spear, they have fast horses and trained themselves to never tire in the saddle.

    Unit Name: Mtd Sword Courier Guards
    Localized Name: Kerai Tsukai-ban
    Use: Part of the "Household Division" these are mounted samurai acting in a Guard status. Couriers were commonly treated as the "mouth" of the daimyo. Anything they said on the battlefield was treated as if it came from the lips of the Lord himself. The Couriers relayed messages on the battlefield to generals which were too sensitive to be written down or too secret to be waved out with a signal flag. These men waited outside the maku for an order to be conveyed and would race off to meet the general on the field to deliver it. Armed only with a katana, they have fast horses and trained themselves to never tire in the saddle.

    The Commanders:
    Unit Name: General
    Localized Name: Taisho/ Yorioya (Vassal OS only)
    Use: Part of the "Household Division" the general is chosen for his loyalty, abilities, and war skills. Usually a family member or a senior retainer, the General is not to be used as a combat unit but instead, a supporting force for proping up sagging morale, or inspiring the wavering sword. Generals that are "Yorioya" status have the added responsibility to keep the "children" (Yoriko) in line. This rank was similar to the brigadier general of today. There was one for each weapon type on the field (both samurai and ashigaru units) so you would have a Samurai Taisho of Cavalry, Samurai Taisho of Foot, and a Taisho for each of the Ashigaru weapon types; Yari, Teppo, and Yumi, etc.

    Unit Name: Naginata Vassal Lords
    Localized Name: Naginata Yoriki/ Yoriko (Vassal OS only)
    Use: Usually falling in as second-in-command to the General, these are vassal Lords retained by the daimyo primarily to lead other vassal troops and hopefully increase loyalty between the Daimyo and his new subjects. Being vassals, many were spared death due to their skills after their clans were conquered. These particular retainers were picked due to their skill with the naginata. Being chosen as Hatamoto means that they have shown some loyalty but are still being watched. "Yoriki or Yoriko" is a status which shows they are not entirely trusted.

    Unit Name: Bow Vassal Lords
    Localized Name: Yumi Yoriki/ Yoriko (Vassal OS only)
    Use: Usually falling in as second-in-command to the General, these are vassal Lords retained by the daimyo primarily to lead other vassal troops and hopefully increase loyalty between the Daimyo and his new subjects. Being vassals, many were spared death due to their skills after their clans were conquered. Being chosen as Hatamoto means that they have shown some loyalty but are still being watched. "Yoriki or Yoriko" is a status which shows they are not entirely trusted. Armed with bows makes these men a strong force able to keep up a good rate of fire at a distance from enemy swords and spear.

    The Retainers:
    Unit Name: Personal Pages/Squires
    Localized Name: Katana Kosho
    Use: These men are the personal pages (or squires) of the daimyo. They are young men who are raised in the Kashindan to serve the personal needs of the daimyo which they see as a great honor. Everything from holding the daimyo's helmet, spear, sword, and even his sandals are all the tasks of the Kosho so they are always right under foot when needed. Retainers who serve their Lord well but are killed on the battlefield are honored by the daimyo taking their sons into his Hatamoto as Kosho. Usually unarmed except for the weapons they are holding for the daimyo, the kosho are not much use on the battlefield so are left behind in garrison. There are a select few that are taken on campaign too those are normally vassals to avoid losing his favorites.

    Unit Name: Followers
    Localized Name: Tomo
    Use: Assigned to the Hatamoto but not technically a part of it, these peasants are the countless followers which surround any man or woman of status. They are tasked with everything from carrying sandals to grooming horses and throwing out the chamber pot. No task is too low for these people and they consider it an honor to do them. Some Tomo are low class Samurai as well who choose to hang on to the man that employs them rather than try their luck forging their own reputations.

    Unit Name: Heavy Naginata Retainers
    Localized Name: Naginata Kinju
    Use: These men are the personal retainers of the daimyo (Kinju) or the daimyo's family and make up the "bulk" fighting force of the Hatamoto. These men provide the candidate pool for all other higher positions in the Hatamoto and even the Kashindan, thus the desire to do something outstanding on the battlefield is paramount for them. Other senior samurai may have Kinju assigned to them or a vassal Lord may bring his own kinju from his previous station. The Kinju are tasked as bodyguards on the battlefield or act in the stead of their Lords to protect property (or persons) when left behind in garrison. This unit has heavy armor in addition to their naginata.

    Unit Name: Long Sword Retainers
    Localized Name: Nodachi Kinju
    Use: Similar to the other Kinju units, these men carry the long swords of the clan as personal retainers of the daimyo. These swords may have been gifts from family or tribute from conquered vassals. Either way, they are status symbols of the clan which are on display to any visitor coming to see the daimyo on business or pleasure. The No-Dachi men are not truely used in combat but if the daimyo is threatened, they will not hesitate to use the 4 and 5 ft long swords to cut down an enemy.

    Unit Name: Ninja Retainers
    Localized Name: Kisho Kinju
    Use: Similar to the other Kinju units, this small but elite unit of ninja are at the side of their daimyo on the battlefield ready to be deployed on missions which require a "delicate" touch. They are sent on night raids and intel missions which a scout on horseback cannot complete. Their small numbers mean they are not combat forces but there are just enough of them to take on any bodyguard unit to get at their target.

    Unit Name: Bow Retainers
    Localized Name: Yumi Kinju
    Use: Similar to the other Kinju units, these men are armed with bows and may be considered the elite sharpshooter forces of the Kashindan.

    Unit Name: Matchlock Retainers
    Localized Name: Teppo Kinju
    Use: Similar to the other Kinju units. Gun units were much better use at the front lines of the army. The daimyo however would have kept a small band of matchlocks in his Hatamoto unit for added personal protection. This small unit is capable of holding his own and picking off attackers that come too near the daimyo.

    Unit Name: Retainer Cavalry Lancers
    Localized Name: Yari Kinju Kihei
    Use: Similar to the other Kinju units, these are mounted samurai retained by the daimyo himself. These are the lancers of the Hatamoto capable of breaking enemy formations with ease. Armed with a long spear, they are trained to revert to katana when in close combat.

    Unit Name: Long Spear Retainer Cavalry
    Localized Name: Jumonji Kinju Kihei
    Use: Similar to the other Kinju units, these men are similar to the Horse Guards, armed the same and perform the task of protecting the maku on the battlefield. Except for their duty as Hatamoto, they are not held up and glorified as highly as the Guard units. Still just as capable though dropping their long spear and reverting to katana to continue fighting in close combat.

    Unit Name: Bow Retainer Cavalry
    Localized Name: Kinju Kyu-kihei
    Use: Similar to the other Kinju units, the samurai that has not only learned how to use a bow proficiently not to mention doing so on horseback is a valuable commodity. That is why these men are chosen as Hatamoto and not risked out in the front lines of a battle. The time it would take to replace losses such as these would be long and expensive. Bow cavalry are the mobile missile troops of the Kashindan giving the usually immobile maku greater reach.

    Unit Name: Matchlock Retainer Cavalry
    Localized Name: Kinju Ho-kihei
    Use: Similar to the other Kinju units, these samurai are like the bow cavalry units with the added catch that they are ALOT more expensive. These men are not to be thrown out into combat without protection. Mounted gunners are a new concept that is still being tested so accuracy takes a hit when galloping and shooting. Most of the time these men dismount to fight using their horses as simply a means to get from one corner of the battlefield to the other in quick time.






    In-Game Pics!

    Introducing: Selectable Region Specialties...
    In MBS, you will be allowed to choose the Region Specialty (Rspec) you want to use in a province with a few exceptions...

    I have divided Rspec's into 2 categories: Common and Uncommon


    Uncommon Rspecs are those that are not found except in highly specialized areas on the campaign map. In the end, I might change some regions from vanilla to have uncommon Rspecs to meet historical backgrounds of a region.

    The Uncommon Rspecs are:
    Holy Site
    Gold mining
    Iron mining
    Naval Tradition
    Ninja
    Horses


    Uncommon Rspecs follow the normal vanilla building chain and are not modded in MBS. You start with the level 0 building in that chain and cannot change them once the campaign has started.

    Common Rspecs are those that are more easily gathered in a region and are considered "normal in nature" in most regions. Common Rspecs follow a new building chain that I created especially for MBS. They will not follow the same chain as in vanilla so you need to keep that in mind when playing. Common Rspecs can jump from one specialty to another as you advance along the chain. (IE: jumping between the Intel chain and the Craftwork chain).

    The Common Rspecs are:
    Wood
    Stone
    Intel
    Smithing
    Crafts


    *Region Specialties in MBS will usually produce a commodity that will be required to recruit units in that province. Rspec bldgs will also produce more of a commodity than a farm or trade post. There are exceptions.

    Proof of Concept All regions with a Common Rspec will start out with the Level 0 Intel building (the School). It is the foundation for you to further specialize your region. In the Region Specialty chain, select the school in your province and you will have 5 different Region Specialties to choose from.
    Pic- Specialize your region...

    *If your province has one of the "uncommon" Rspecs, you will not have the option to change it (stays vanilla).

    Once the Rspec you choose has been built, you will see the icon over the structure in your province indicating which resource it is producing.
    Pic- Rspec icon showing resource being produced

    *Remember that all units in MBS will require a resource. Choose which one to produce wisely!

    You can check your finance screen to see that you are now producing a commodity for use or trade.
    Pic- Rspec commodity in Finance screen


    Once you have specialized your province, you have to make a choice to either build an industry or improve your war machine. Each Rspec at Level 2 or 3 will branch into buildings to increase resources and improve gdp (Industry) OR pick the war buildings (war machine) to improve units that you are building in the region. You can't have both.
    (IE: Timber Rspec branches into Wood Industry (more wood and more $$$) OR branch into War Machine (Wood Chain) to improve Archers in the region.
    Pic- Rspec branch into Industry or War Machine



    Introducing, Resource Farming...

    In MBS, you will be able to sacrifice some of your province's farm lands to build resource farms. These farms do not produce as much of the resource as a Region Specialty and they reduce the amount of food produced in the region. The trade-off is that they can be used to meet resource requirements for unit recruitment or just to add wealth to your clan. Now you can plan to use that dusty old province you just took with poor soil as a resource base for unit creation instead of trying to squeeze out food from it!
    Alpha versions
    The farms you are allowed to build are:
    Silk Farm Small (degrades food production)
    Silk Farm Large (degrades food production further)

    Cotton Farm Small (degrades food production)
    Cotton Farm Large (degrades food production further)

    Horse Farm Small (degrades food production)
    Horse Farm Large (degrades food production further)
    *Horse farms consume food, Horses as a Region Specialty do not
    Horse farm in-game via the farm slot


    Proof of Concept:
    All farms will show which resource it is producing once built...

    All resources being produced are now visible in your clan's finance section...


    Introducing, Trade Posts...

    In MBS, you will also be able to sacrifice some of your province's farm lands to build trade posts. These buildings do not produce as much of the resource as a Region Specialty and they reduce the amount of food produced in the region. The trade-off is the same as with the resource farms.
    Alpha Versions
    The types of Trading Posts that you are allowed to build are:
    Ore Small
    Ore Large
    Stone Small
    Stone Large
    Wood Small
    Wood Large
    Craft Small
    Craft Large

    Again, these are used to meet resource requirements but reduce the amount of food your province can produce. Food shortages will occur if you don't have a good food production base!

    Proof of Concept:
    Large Ore Trade Post via the farm slot
    *Notice the icon in the farm slot changes too!






    How To Install
    NOTE: remove all other mods and previous versions before installing MBS!

    1. Download the zip files (see Downloads section below)
    2. Unzip the zip files
    3. Place the unpacked MBS_main_v### pack files (yes, all of them) into your Shogun2 Data folder.
    4. Place the Sinfonia Simplice pack (from the addins zip) into your Data folder then run the Sinfonia exe file to ensure your sounds work right.
    5. Add any other MBS_addin packs you desire into the data folder. *you don't need all the addins to play this mod


    NOTE: you will need to download 2 zip files... "MBS_main_v###" and "MBS_addins_v###"
    Of the Addins, I would recommend the Sinfonia pack as crucial to use but the others are optional.

    Downloads

    BETA Versions
    ~MBS BETA VERSION 005 (Main pack only) from: TW CENTER DOWNLOADS~
    MBS main 12tpy_v005 - 12 turns per year!

    ~MBS Addins VERSION 004 from: FILEFACTORY~
    MBS addins v004 - Nothing changed in the addins pack so you can continue using v004 or v003 addins if you wish.

    *You need both zips! Remove all previous version packs and replace with the new packs!



    Old Releases
    ~MBS BETA VERSION 004 from: FILEFACTORY~
    MBS main 12tpy_v004 - 12 turns per year!
    MBS addins v004

    ~MBS BETA VERSION 004 (Main pack only) from: TW CENTER DOWNLOADS~

    MBS main 12tpy_v004 - 12 turns per year!

    OR

    ~MBS BETA VERSION 003 from: FILEFACTORY~
    MBS_main_v003
    -regular 4tpy
    MBS_addins_v003



    You know, getting +Reps goes a long way toward encouragement to mod!
    Attached Thumbnails Attached Thumbnails MBS v2 Logo small.jpg  
    Last edited by Hazbones; June 03, 2015 at 07:50 AM.

  2. #2
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    Mettle Blades and Skill
    Courage and Fortitude * Evolution and Adaptation * Organization and Combat

    Change Log

    BETA Version 005- (only use this one if you want 12 turns per year! Otherwise keep using v003)
    Army balances = done (still need work)
    Add Bullet Proof Samurai Nodachi to Rspec Armorer = done!
    Add Hatamoto Heavy Samurai Naginata Retainer to Rspec Master Armorer = done!
    Adjust campaign difficulty handicaps = done!
    Move Buddhist Temple lower on tech tree to fix ai issue overbuilding it = done!
    Remove Ikko religion requirement from some Ikko units = done (peasants and a few other units only require the Ikko buildings but not the Ikko religion. Full roster is available to factions with the Ikko faith as a national religion)
    Remove Ikko religion from low level Ikko buildings to tempt ai to build them over the Buddhist ones. = done!
    Lower upkeep of religious units to make them more viable. = done!
    Add capture resistance to ai factions = done!
    Move Hatamoto Kisho Ninja Retainer to the Ninja Rspec slot (over from the Intel Rspec) = done!
    Fix CTD when using mangonels = done!
    Fix CTD when fighting against Toyotomi Rebels = done!
    Some special units (meant to only be available in 1 region) are available in all regions = fixed!


    BETA Version 004- (only use this one if you want 12 turns per year! Otherwise keep using v003)
    Implement 12 turns per year = done!
    Adjust all income to match 12tpy = done!
    Adjust build times to match 12tpy = done!
    Adjust some bldg costs = done!
    Adjust some tech requirements = done!
    Remove resource requirement from imported matachlocks = done!
    Adjust available farm levels to match soil of region = done!
    Worked on reducing vanilla rebellion troops = (still not complete)
    Worked on LUA file = (still not complete)
    Add Catholic religion requirement to build Nanban Trade Port = done! (testing this, might change)
    Work on CAI tables = done! (still adjusting for perfection)


    BETA Version 003-
    Crashes when destroying Rspec buildings = fixed!

    Adjust CAI build synergies to improve AI build strat = done!
    Beef up various clans to help them survive longer = done!
    Some vanilla units appear when there is a rebellion = adjusted (may still appear but less likely)
    Move horse and silk farms from level 1 to level 2 = done!
    Raise Wako unit cap from 2 to 8 = done!
    Fix Loc file text errors = done!
    Add Wako raider and bow unit to Pirate bldgs = done!
    Bug when upgrade castle slot to Fortress, you can't recruit units = fixed!
    Make minor clans more aggressive = done!
    Add caps to number of ships to stop ship spam = done!
    Make changes to Lua file = worked on a little (but still not complete)
    Make minor clans spawn in a region instead of standard rebels = done!

    BETA Version 002-

    Some provincial buildings do not revert to their proper level when a higher level bldg is destroyed by the player. = FIXED!
    Some missing text names for a few units = fixed!
    Need to make (ashigaru) units recruitable from trade posts and farms for PROV, CLAN, VASS OS. = fixed!
    Brigadier Graham's music mod causing problems (remove for now). = Removed!
    Delete duplicate village/Harbour bldgs. = fixed!
    Adjust CAI Tech Synergies to make more balanced= fixed!
    Adjust techs to improve CAI builds. = fixed!
    Reduce costs of specific bldgs to aid CAI. = fixed!
    *************************************************

    May 7, 2013: Released BETA version 001

    Dec 2, 2012: Updated MBS for the Otomo patch.

    Nov 22, 2012: Began updating MBS for current patch (24). Opened new WIP thread.

    May 2011: This is a revamp of my previous mod by the same name located HERE


    These mods have been incorporated into MBS with permission from their owners. Later on I may break these out (ala Radious mod like) so you can remove any incorporated mods you might not like. Until then you'll just have to use them all.
    Incorporated Mods
    • Alternative Clan Colours Mod by Demokritos- original mod located HERE.
    • The Rights of Man (TROM) by Yarkis- (permission is pending) original mod located HERE.
    • The Sheath and the Blade (visible sword sheaths) by weirdoassensor- original mod located HERE.
    • Bullgod's Horse Retexture Mod by BullGod- original mod located HERE.
    • Daimyo & Generals Mod by BullGod-original mod located HERE.
    • And many more (see addins download)



    FAQS


    • How do I know which OS I am using? The easiest is just to look at the units. If your unit has a simple name like "Short Spear Ashigaru" then you are using the Military OS. If your unit has the name of the region in its name like "Sagami Short Spear Ashigaru" then you are using the Provincial OS. If your unit has the name of a specific clan like "Hojo Short Spear Ashigaru" then you are using the Clan OS. If your ALL of your units have the term "Vassal" in their names then you are using the Vassal OS. Don't confuse the Vassal OS with the vassal troops you get for conquering a clan which are named the same but Vassal OS you can ONLY recruit vassal troops and nothing else.
    • Where are the Hatamoto and Kashindan troops recruitable from? The Kashindan troops are recruitable from high level (3 or 4) castle and dojos. The Hatamoto are primarily located in the Magistrate/Law School chain in the Rspec slot. If a region doesn't have an Rpsec slot then you cannot recruit Hatamoto there.
    • Where are the recruitable generals? They are located on the Library/Academy chain in the Rspec slot. If your region doesn't have an Rspec slot, you cannot recruit the general there.
    • Where are the Otomo troops? I do not have the Otomo DLC so I gave the Otomo the Military OS and that is all you can recruit, no Tercos units, etc. that came with the DLC.



    Refinements Known Issues
    1. Encyclopedia pages not working
    2. Scripting.Lua file is incomplete so some building restrictions and other oddities exist.
    3. Preparatory bldgs (Buff bldgs) bonuses not carried forward to later bldgs in their chain.
    4. Vanilla units appear with rebellions.
    5. Need a merc ninja unit for regions without a Ninja Rspec.


    How to Play Guide

    Getting Started

    Selecting an OS for your faction
    Before you even start up the game, you have the option to either start with the default OS settings I have made for each faction or you can go into the tables and shuffle things around.

    • Open up the MBS_Primary_Mod_v### pack (from the MBS_main zip) using PFM
    • Go to the factions_table and locate the column "Group"
    • Enter one of these four groups into the group column based upon which OS you want that faction to play with: MBS_PROV, MBS_CLAN, MBS_VASS, or MBS_MIL
    • That's it! Now your factions will use the troops from the OS you have assigned them!


    Default Clan OS Settings
    *These are subject to change as new versions are released
    Amako- PROV
    Anegakoji- MIL
    Asai- MIL
    Asano MIL
    Ashikaga- CLAN
    Ashina- MIL
    Bessho- PROV
    Chosokabe- VASS
    Date- MIL
    Hatakeyama- PROV
    Hatano- PROV
    Hojo- PROV
    Honma- CLAN
    Hosokawa- CLAN
    Hattori- CLAN
    Ikko-Ikki- CLAN
    Imagawa- CLAN
    Ishida- PROV
    Ito- PROV
    Jinbo- VASS
    Kikkawa- CLAN
    Kiso- VASS
    Kitabatake- MIL
    Kobayakawa- CLAN
    Kono- CLAN
    Kuroda- MIL
    Matsuda- PROV
    Miyoshi- CLAN
    Mogami- CLAN
    Mori- CLAN
    Murakami- CLAN
    Nagao- MIL
    Oda- MIL
    Ogigayatsu- VASS
    Otomo- MIL
    Ouchi- CLAN
    Portugal- MIL
    Rebels- MIL
    Sagara- VASS
    Saito- VASS
    Sakai- VASS
    Satake- PROV
    Satomi- VASS
    Shimazu- CLAN
    Shoni- CLAN
    Sogo- VASS
    Takaoka- MIL
    Takeda- MIL
    Tokugawa- MIL
    Toyotomi- MIL
    Tsutsui- VASS
    Uesugi- MIL
    Ukita- MIL
    Urakami- PROV
    Utsunomiya- VASS
    Wako- Pirates
    Yamana- CLAN
    Yamanouchi- VASS



    Building Chains
    Depending on which OS you choose and which caste you want, the building chain to recruit units may be different.

    PROVINCIAL, VASSAL, CLAN OS Bldg Chains

    1. Kashindan Building Chains:

    • Legendary- required for many Kashindan units (all weapon classes) however, some Kashindan are garrison only units
    • Legendary Dojos - Kashindan units + secondary bldg at castle (see unit card)
    • Castle (top level)- Kashindan units + secondary bldg at castle (see unit card)


    2. Stone Building Chains:

    • Stone- required for siege/firearm and specialist class weapons
    • Stonemason - early siege class units (all castes except peasant) + secondary bldg at castle (see unit card)
      • Library- late siege/firearm class units (all castes except peasant) + secondary bldg at castle (see unit card)
        • Academy- late siege class and specialty siege/firearm units (all castes except peasant) + secondary bldg at castle (see unit card)


    3. Horse Building Chains:

    • Horses- required for recruitable Generals and cavalry (all weapon classes)
    • War Horse Stables - General units + secondary bldg at castle (see unit card)


    4. Intellectual Center Chains:

    • Intellectual Center- required for Hatamoto units (all weapon classes)
    • Magistrate - early Hatamoto units + secondary bldg at castle (see unit card)
      • Law Court- late Hatamoto units + secondary bldg at castle (see unit card)


    5. Ore (Iron) Building Chains:

    • Ore- required for sword class weapons, heavy and bulletproof class armor
    • Blacksmith - early sword class units (all castes except peasant) + secondary bldg at castle (see unit card)
      • Weaponsmith- long sword class units (all castes except peasant) + secondary bldg at castle (see unit card)
      • Armourer- heavy class units (all castes except peasant) + secondary bldg at castle (see unit card)
        • Mstr Weaponsmith- late sword class units (all castes except peasant) + secondary bldg at castle (see unit card)
        • Mstr Armourer- bulletproof class units (all castes except peasant) + secondary bldg at castle (see unit card)


    6. Wood Building Chains:

    • Wood- required for bow class weapons
    • Lumbercamp - early bow class units (all castes except peasant) + secondary bldg at castle (see unit card)
      • Fletchers- late bow class units (all castes except peasant) + secondary bldg at castle (see unit card)
        • Mstr Bow Maker- late bow class and specialty bow units (all castes except peasant) + secondary bldg at castle (see unit card)


    7. Crafts Building Chains:

    • Crafts- required for spear class weapons
    • Artisans - early short spear class units (all castes except peasant) + secondary bldg at castle (see unit card)
      • Paper mills- late and long spear class units (all castes except peasant) + secondary bldg at castle (see unit card)
        • Lacquer ware- late and lance class units (all castes except peasant) + secondary bldg at castle (see unit card)


    8. Farm Building Chains:

    • Farms- required for peasant class units (all weapon classes)
    • Trade Posts - only weapon classes based on the resource the post creates (see unit card)
    • Resource Farm- only weapon classes based on the resource the farm creates (see unit card)
    • Cotton Farm- special farm that creates all weapon class peasants (see unit card)
    • Non-Resource Farms- vanilla farms that offer more food but no resources and only a single peasant class unit


    9. Port Building Chains:

    • Ports- required for naval class weapons, special resources and imported firearms
    • Coastal Village - early naval class units
      • Harbour- vanilla naval class units
        • Trading Port- vanilla naval class units
          • Chinese Trade Port- imports incense for hospital
          • Korean Trade Port- imports iron
          • Military Port- vanilla war ships
          • Nanban Trade Port- imports early matchlocks
            • Chinese Quarter- imports incense
            • Korean Quarter- imports iron
            • Drydock- vanilla war ships
            • Nanban Quarter- import matchlocks



    Military OS, Mercenary and Religious units are recruit the same way as in vanilla TWS2 using the castle slots as usual with only slight variations in the building chain. The other OS may require these bldgs too as secondary requirements so read the unit cards!
    MILITARY OS + RELIGIOUS & MERC Bldg Chains
    1. Spear Building Chains:

    • Crafts- required for spear class weapons
    • Encampment- preparatory bldg for spear class weapons
    • Drill Yard- early spear weapons
    • All other bldgs on this chain are self explanatory + required resource


    2. Bow Building Chains:

    • Wood- required for bow class weapons
    • Hunting Lodge- preparatory bldg for bow class weapons
    • Archery Dojo- early bow weapons
    • All other bldgs on this chain are self explanatory + required resource


    3. Sword/Armour Building Chains:

    • Ore (Iron)- required for sword/armour class weapons
    • Barracks- preparatory bldg for sword/armour class units
    • Nodachi Dojo- continues on the sword class weapons chain
    • Armoury- braches off to the heavy and bullet proof class units (some sword units may not be available)
    • All other bldgs on this chain are self explanatory + required resource


    4. Siege/Firearms Building Chains:

    • Stone- required for siege/firearms class weapons
    • Jiujutsu Dojo- preparatory bldg for siege/firearm class weapons
    • Workshop- early siege weapons
    • All other bldgs on this chain are self explanatory + required resource


    5. Peasant Building Chains:

    • Farms- required for peasant units (all class weapons)
    • See the Provincial Bldg chain (Farms) for more info


    6. Religious Building Chains:

    • Buddhist Religion- required for Buddhist class units
    • Ikko Ikki Religion- required for Ikko class units
    • Christianity Religion- required for Christian class units
    • Holy Site- required to create Ikko Bldgs
    • All other bldgs on this chain are self explanatory + required resource


    7. Mercenary Building Chains:

    • Stealth Bldg- is the only requirement for most merc class units
    • Pirate Lair and Fortress- required for Wako merc units
    • All other bldgs on this chain are self explanatory + required resource



    Gameplay Strategies

    Each OS has its strengths and weaknesses thus each must be played differently.

    1. Provincial OS:

    • Units are recruited from the provincial buildings and require certain secondary bldgs within the castle.
    • Provinces without a Rspec slot means you can only recruit peasants from farms, mercs, and religious units in that region.
    • Stacks are primarily peasant armies with weak stats.
    • Recruitment is the fastest of any OS (except the mercs).
    • Units lack the superior weapons and wear little armor giving them the least uniformity of all OS.
    Last edited by Hazbones; May 30, 2013 at 02:45 AM.

  3. #3

    Default Re: Mettle Blades and Skill

    Hey, I remember seeing this mod a while ago. Hope you pull through with it!

    Seems like this would add a lot of depth to the game.

    There's just one problem I've thought of: how is the AI going to deal with clan OS that with low rec/high up?

  4. #4
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    @Loger- yeah, this is a revamp of my old mod that I abandoned. I couldn't seem to keep up with all the patches CA was throwing out. Every time I started getting somewhere, CA would update the game and my mod would stop working.
    Now that CA has slowed down with the patching, I should be able to make some headway this time.

    There's just one problem I've thought of: how is the AI going to deal with clan OS that with low rec/high up?
    Yes, there will need to be lots of play testing and I may need to use the AI bonus tables to give some income boosts to counter that.
    CA has created several tables to help the AI cheat so I can use that to my advantage.

    I hope there will be alot of help from the community on getting this mod tweaked for balance.

  5. #5
    dowdpride's Avatar Decanus
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    Default Re: Mettle Blades and Skill

    this mod looks amazing! consider me a supporter.

  6. #6
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    Thanks.
    With the holidays here I will have more time to work on it.

  7. #7
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    Can anyone point me to a tutorial or mod that describes how to recruit a unit straight from a provincial building (IE: ashigaru recruited at the farm building rather than at the castle)?
    That would be very helpful.

  8. #8
    VENNONETES's Avatar Vicarius
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    Default Re: Mettle Blades and Skill

    Nice mod! +rep


    Won the POTW Gold medal at 15 years, 7 months, and 198 days on 25/12/2013 ^_^

    Proudly one of the 5 who won the POTW silver medal! (won it at 14 years, 10 months and 24 days on 31/03/2013 at 03.03 PM GMT +1)


    OLD SIG

  9. #9
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    It appears that the new Otomo and Optimization patch has completely merged all patches into the data pack. This means that once again, I have to make changes to our startpos file within MBS to get things to work again. I don't see any changes to tables (thank goodness) so the tools (IE: PFM) still work. I just need to go back and work on the startpos again. Luckily I wasn't too far into the mod to set me back.

    Still chugging away...

  10. #10
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    Success in creating a new feature!!!
    Well, not sure if any other modder has already done this but I don't play other mods so I'll just enjoy the fact that I actually discovered something on my own.

    New feature:
    Selectable/changeable provincial Resource Specialties!

    Provincial Resource Specialty chains can be created and changed in the middle of a game.
    Don't like the fact that your favorite clan sits in a province that only has Naval Tradition as a Resource Specialty (when you don't like manually playing naval battles)? Pick a new one! It basically works just like the Smithing Chain where you are able to choose Weapon Specialization or Armour.

    I am creating all new Resource Specialty chains to allow you to specialize in whatever resource you want.

    *Updated the OP with the new feature.

  11. #11

    Default Re: Mettle Blades and Skill

    Quote Originally Posted by Hazbones View Post
    Success in creating a new feature!!!
    Well, not sure if any other modder has already done this but I don't play other mods so I'll just enjoy the fact that I actually discovered something on my own.

    New feature:
    Selectable/changeable provincial Resource Specialties!

    Provincial Resource Specialty chains can be created and changed in the middle of a game.
    Don't like the fact that your favorite clan sits in a province that only has Naval Tradition as a Resource Specialty (when you don't like manually playing naval battles)? Pick a new one! It basically works just like the Smithing Chain where you are able to choose Weapon Specialization or Armour.

    I am creating all new Resource Specialty chains to allow you to specialize in whatever resource you want.

    *Updated the OP with the new feature.

  12. #12

    Default Re: Mettle Blades and Skill

    Awesome! I log in specifically to cheer on your works!
    (English is not my mother tongue so I don't know much compliments)
    Keep up the great works!

  13. #13
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    Thanks for the cheer section. It really does keep a modder working.

    I am tying the resources available in vanilla to specific unit types IE: wood is required for archers, iron required for sword units, crafts for spears, stone for siege, war horses for high level cavalry, etc.
    The Regional Specialty you choose is basically the "Industry" which provides the commodity required for the unit type.

    Since all units will require a resource to train, there is now a need to get those resources more readily than having to go take a certain province before you can even start training units.

    For this reason, I am borrowing a feature from TROM where you can also choose to "farm" a resource IE: cotton is for peasants, horses for low level cavalry, silk is for Kashindan units, etc.
    This feature is possible by creating new farm types that you upgrade at the "farming" chain in the province. These farms produce a commodity which is used to recruit specific units.

    Another feature from TROM I am using is the use of markets which also produce a small amount of certain commodities for use in recruiting units.
    It works the same way and all markets will be located in the market bldg chain.

    Resource farms/markets do not produce a lot of resources, their purpose is to give you a commodity to enable unit recruitment.
    They produce a small amount of food but not as much as a normal (vanilla) farm.

    With the addition of selectable Regional Specialties, resource farms and markets, you will have an industry in place to support your armies and all those provinces which do not have a direct purpose in your conquest plans can now be used to churn out resources and revenue!

  14. #14
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    Ok, I have incorporated some pieces of TROM but mostly just borrowed some of his ideas to use in MBS.
    I've updated my progress so far in the first 2 posts and listed Yarkis' work for credit.

    The Basegame file is complete and now moving over to unit creation. I am not going to try re-creating the wheel here, I will probably ask to use someone else's mod for the units (like AUM) and just apply my MBS Organizational System to them and adjust the stats to fit my mod. This should speed things up and get me closer to releasing at least a pre-alpha sometime in the near future for play testing.

    There will be plenty of time to evolve the mod after all the pieces are in place.

  15. #15
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    Ok, the first in-game pics of the Basefile in use have been added to the OP.

    What I am showing in the OP pics is a new feature I call "Resource Farming".
    This is created by using the farm slot in each region to host 2 new building types: Resource Farms and Trade Posts.

    The Resource Farms produce a small amount of certain commodities that you can use to recruit units.
    The farms are: Silk, Horse, Cotton.

    The Trade Posts produce small amounts of other resources representing a barter system. You get something and pay with food.
    The Trade Posts are: Iron, Stone, Crafts, Wood.

    These Resource farms reduce the amount of food your province makes so keep that in mind before building alot of them!

    *And yes, the pic does show a sneak peak into the "Selectable Region Resources" I am working on but you have to stay tuned to hear more about that later.

  16. #16
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    As promised...

    Introducing: Selectable Region Specialties!!!

    In MBS, you will be allowed to choose the Region Specialty (Rspec) you want to use in a province with a few exceptions...

    I have divided Rspec's into 2 categories: Commonand Uncommon

    Uncommon Rspecs are those that are not found except in highly specialized areas on the campaign map. In the end, I might change some regions from vanilla to have uncommon Rspecs to meet historical backgrounds of a region.

    The Uncommon Rspecs are:
    Holy Site
    Gold mining
    Iron mining
    Naval Tradition
    Ninja
    Horses


    Uncommon Rspecs follow the normal vanilla building chain and are not modded in MBS. You start with the level 0 building in that chain and cannot change them once the campaign has started.

    Common Rspecs are those that are more easily gathered in a region and are considered "normal in nature" in most regions. Common Rspecs follow a new building chain that I created especially for MBS. They will not follow the same chain as in vanilla so you need to keep that in mind when playing. Common Rspecs can jump from one specialty to another as you advance along the chain. (IE: jumping between the Intel chain and the Craftwork chain).

    The Common Rspecs are:
    Wood
    Stone
    Intel
    Smithing
    Crafts


    *Region Specialties in MBS will usually produce a commodity that will be required to recruit units in that province. Rspec bldgs will also produce more of a commodity than a farm or trade post. There are exceptions.

    Proof of Concept All regions with a Common Rspec will start out with the Level 0 Intel building (the School). It is the foundation for you to further specialize your region. In the Region Specialty chain, select the school in your province and you will have 5 different Region Specialties to choose from.
    Pic- Specialize your region...

    *If your province has one of the "uncommon" Rspecs, you will not have the option to change it (stays vanilla).

    Once the Rspec you choose has been built, you will see the icon over the structure in your province indicating which resource it is producing.
    Pic- Rspec icon showing resource being produced

    *Remember that all units in MBS will require a resource. Choose which one to produce wisely!

    You can check your finance screen to see that you are now producing a commodity for use or trade.
    Pic- Rspec commodity in Finance screen


    Once you have specialized your province, you have to make a choice to either build an industry or improve your war machine. Each Rspec at Level 2 or 3 will branch into buildings to increase resources and improve gdp (Industry) OR pick the war buildings (war machine) to improve units that you are building in the region. You can't have both.
    (IE: Timber Rspec branches into Wood Industry (more wood and more $$$) OR branch into War Machine (Wood Chain) to improve Archers in the region.
    Pic- Rspec branch into Industry or War Machine


    I will update the OP in a bit to include this info.
    Feel free to give me some feedback on these ideas. I'd love to answer any questions.

  17. #17

    Default Re: Mettle Blades and Skill

    First of all, it's looking amazing. But I want to know, do you have to choose between using the resource for yourself or for trade? Also, because all units in MBS will require a resource, does that mean to upgrade say Archers you will have to have two provinces? One for Wood industry to be able to recruit the Archers (assuming that is the resource they require) and one for War Machine to improve them? Or does the War Machine Wood Chain enable recruitment of Archers?

  18. #18
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    Quote Originally Posted by weeeee659 View Post
    But I want to know, do you have to choose between using the resource for yourself or for trade?
    The game will automatically use the resource for trade assuming there is someone that wants that resource and you have trade relations with them. As long as you are producing the resource, you can also use it for recruiting units. So to answer the question, the resource serves both purposes.

    Quote Originally Posted by weeeee659 View Post
    Also, because all units in MBS will require a resource, does that mean to upgrade say Archers you will have to have two provinces? One for Wood industry to be able to recruit the Archers (assuming that is the resource they require) and one for War Machine to improve them? Or does the War Machine Wood Chain enable recruitment of Archers?
    MBS allows you to choose a resource to specialize in (Region Resource slot) AND you can build resource farms and trade posts (in the Farming slot). So, you can actually produce two resources in one province!

    Wood is required to build archers so you only need to build a wood resource bldg (either in the farm slot or the Rspec slot).
    You still have a free slot in the province (either the farm or Rspec that wasn't used for wood) so you can use that to produce another resource like iron which is required for sword and heavy units.

    So, you can produce 2 resources and be able to build the units requiring those resources.
    You also have the resources that you will get from neighbors and allies in trade. This will unlock other units depending which resources you are able to trade for.

    If you still can't get the resources you need then you need to go get them by force!

    War Machine bldgs are buffs to enhance certain units. IE: Fletchers and Master Bowmakers enhance archers on the wood chain and Armourer and Master Armourers enhance sword and heavy units on the iron chain. Wood is the only resource needed to train archers plus the correct bldg level.

    If you decide to change your Rspec from simple Lumbercamps to Fletcher for example, you will get less wood commodity and of course your gdp will go down accordingly.

    The opposite is true if you decide not to go down the Archer chain any further and instead build Paper Mills and Sawmills (Wood Industry Chain). You'll lose the buff to your archers but in return you will produce more wood commodity and increase your clan gdp.

    Did all that make any sense?
    Last edited by Hazbones; December 11, 2012 at 10:45 PM.

  19. #19

    Default Re: Mettle Blades and Skill

    Ahhh okay I get it. I love how this mod is adding things like this. It seems like it is going to give you a LOT of different options making campaign play throughs differ from each other which seemed like it was lacking in vanilla Shogun 2. It looks like you will actually be able to decide what you want to specialize in.

    Looking good, Keep it up

  20. #20
    Hazbones's Avatar Senator
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    Default Re: Mettle Blades and Skill

    That is what I am hoping for, to never play the same campaign twice!
    I am working on region specific building chains right now so units themselves will be completely different from one another from region to region.

    Once I got the Basegame file working it is now a pretty quick process repeating it for each region. I should have more updates up soon so stay tuned for that!

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