I remember there to be a script that removes the random skirmisher equipment, but I can't for the love of god find it. Help would be appreciated
Kissaki said:Ninja are already in the game, though. Complete with all-black garb and ninja-to. Not very historical either. And there's also a sakabato in the game. Of course, these are all very easy to remove using the item and troop editors - seems a whole village would be a bit trickier to remove for those of us who are more... historically inclined.TheMasteroDeath said:RodriguesSting said:Would be neat to have the emperor in the game, at least as an interactive NPC or a claimant.
I also would really enjoy having a ninja village (most likely the Iga Ikko, but you can make stuff up too) where you can recruit combat ninja (maybe no infiltration skills, just very good stats, athletics and light armor, a guerrilla troop) and maybe a nanban trade port somewhere.
S' not like it's very historical
angelsjeger14 said:Could someone please help me??
I've played a good amount of 3 and 3.1, far more than suguroku and daimyo edition, which have some improvements but overall I can't stand them. Onto your questions:roal.yr said:What do you think about Gekokujo 3.0 troops then?
Personally I dislike the submods because they change everything in the wrong ways. So I hope you don't mind if I provide some counter points. Let him figure out where he stands from that.Innocent Flower said:I've played a good amount of 3 and 3.1, far more than suguroku and daimyo edition, which have some improvements but overall I can't stand them.
As far as bandits are concerned I find the regular 3.0 bandits to be perfectly fine.Bandits are laughable. Looters are probably a little too weak and their choice of clothes doesn't seem correct. Still, I've positively delighted that nobody's throwing kunai. The peasant man troop tree sucks a bit too hard. Agents are a waist of space. Rebel wise, there's one group where nobody has ranged and they're really easy pickings, but they're mostly fine.
I'll give you explosives. Like I would love to see cannon introduced into the mod somehow.No horse archers and no explosives are quite disappointing (have you played Suvarnabhumi Mahayuth), given both where common in the period. I'm a little disappointed that so many companions have power throw because it's a useless stat.
You do realize that that everything you have said about history here is wrong?It seems very obvious to me that you want samurai archers and ashigaru gunners, which is basically how history went, but I feel like there could be some improvement there. Maybe Samurai gunners should get better (nanban?) armour or a better melee to encourage a switch. Meanwhile, ashigaru archers... Oh why would anyone ever use such wretched things. I dislike the random chance of gun or archer, it's almost like units that sometimes have horses in native, but other than price (not a very realistic thing) I don't see any incentive that would have anyone grab ashigaru archers, apart from maybe otherwise better gear/melee (again, probably not a very historical thing, and you'd think gunners would have it easier because they're not investing in power draw)
True. Personally I had some big projects on that before giving it up so I definitively agree that they should be expanded. The Ezo weren't just a band of random tribesmen but a proper tribal nation that at times threaten to conquer Japan. In fact, the two major heroes of those wars are represented in the game through the two leaders of the tribal villages. So like google up their names.Ezo and Monks could do with a lot of expansion. Sohei are the unsung badasses of fuedal japan.
Ronin roaming with boken and robes is a weird choice, because ronin could find a lot of employment during the period. Those inspiring movies are edo period, correct?
I feel that looters are a fair bit weaker than their native counterparts. I like the rebel factions, there's just one that has no ranged at all thus is far, far easier to kill off because they just run slowly at you with spears and provide the easiest headshots. I think variety could do with some improving (like if there were some folk with horses, were entirely ranged, or something as such, points could be scored)PPQ_Purple said:As far as bandits are concerned I find the regular 3.0 bandits to be perfectly fine.
Yes, the looters are a joke. But looters are supposed to be a joke. They are literally the training wheels bandit faction. And the other rebel factions like monk rebels, kinai rebels etc. are perfectly competent and appear in large enough numbers.
More importantly they are very well balanced for grinding XP and equipment at various character levels.
it's not just canons. There's grenades, japan made wonderful use of fire rockets (though i've never seen anything like them in warband so I don't know how doable they are). As for horse archers, I recall reading something that suggested that lancers were actually something that came up during the sengoku period, now I don't know if that's when they replaced mounted archers, or if there was a significant period where people thought horse archers were for nothing, but it does raise some questions. Furthermore, I still would think that mounted ranged units would be somewhat relevant in an army, mobile missile troops are a valuable role, and they sure as **** couldn't do that with guns in this period.I'll give you explosives. Like I would love to see cannon introduced into the mod somehow.
But as far as horse archers are concerned they really weren't used that much in the period. I don't know if they were used at all in fact. Personally I like the approach that suguroku does with them by making them unique units for the female unit tree. It adds them in (because let's face it history or not cool is cool) but does so in a sideways fashion.
First off, I'm not wrong. Yes, samurai trained in gunnery and such, but the usefulness of guns was commonly debated before nobunaga showed them how to wreck enemies. The biggest merit of the gun, other than how terrifying they were, was that they needed much less training to use. For ashigaru, this was great, since they were cheap troops (I suspect the biggest reason why ashigaru had mixed bows and guns was because of supply, or perhaps veterans getting good enough to compete with noob gunmen) For samurai, they were a warrior class with a land's income, so training time was far less of an issue. Thus they had the choice between hundreds of hours for an accurate weapon that fired several times faster, or tens of hours to work out the best matchlock you could afford, which was less accurate (guns of the time) and slow, but meant you'd have a better time taking cover or more time to learn other weapons. Also guns are exciting, look at america. But the bottom line is, if I wanted dedicated missile troops, historically I would've prefered ashigaru gunners and samurai archers, but I wouldn't scoff at samurai gunners.You do realize that that everything you have said about history here is wrong?
In the period the Japanese did in fact use mixed archer and gun formations of ashigaru. And Samurai did in fact practice both archery and gunnery.
Gameplay balance of course are different story entirely. And yes, there needs to be more incentive to pick up ashigaru over samurai. But to say that the current setup is unhistorical is just false.
True. Personally I had some big projects on that before giving it up so I definitively agree that they should be expanded. The Ezo weren't just a band of random tribesmen but a proper tribal nation that at times threaten to conquer Japan. In fact, the two major heroes of those wars are represented in the game through the two leaders of the tribal villages. So like google up their names.Ezo and Monks could do with a lot of expansion. Sohei are the unsung badasses of fuedal japan.
Ronin roaming with boken and robes is a weird choice, because ronin could find a lot of employment during the period. Those inspiring movies are edo period, correct?
I did a little myself, and I couldn't find much. I could find a good deal of stuff already in the game, and that their sword handles were often more elaborate than the samurai ones (I wouldn't hold that against the mod, warband ain't great with high polly)Sadly in my research I could find any data on just what their armies should look like.
I understand what you are saying. But hear me out.Innocent Flower said:I feel that looters are a fair bit weaker than their native counterparts. I like the rebel factions, there's just one that has no ranged at all thus is far, far easier to kill off because they just run slowly at you with spears and provide the easiest headshots. I think variety could do with some improving (like if there were some folk with horses, were entirely ranged, or something as such, points could be scored)
If at all I say do it. I mean, seriously. Although I get a sneeking suspicion they'll end up as useless as explosives are in every other mod I've tried.it's not just canons. There's grenades, japan made wonderful use of fire rockets (though i've never seen anything like them in warband so I don't know how doable they are).
1. It is my understanding that horse archers went out of favor long before the sengoku period.As for horse archers, I recall reading something that suggested that lancers were actually something that came up during the sengoku period, now I don't know if that's when they replaced mounted archers, or if there was a significant period where people thought horse archers were for nothing, but it does raise some questions. Furthermore, I still would think that mounted ranged units would be somewhat relevant in an army, mobile missile troops are a valuable role, and they sure as **** couldn't do that with guns in this period.
But do be aware that the mod is in fact set in the period where Nobunaga was showing everyone this. T'would be kind of stupid to not let us do it as well.First off, I'm not wrong. Yes, samurai trained in gunnery and such, but the usefulness of guns was commonly debated before nobunaga showed them how to wreck enemies.
To be perfectly honest I feel that the whole issue with balance in this mod is really just that there is too little incentive to use ashigaru if you can afford not to. And when you combine that with the fact that you can have a core of unkillable elite samurai grade companions that you can customize and equip it becomes too easy to just mow down large enemy armies with a small elite band.The biggest merit of the gun, other than how terrifying they were, was that they needed much less training to use. For ashigaru, this was great, since they were cheap troops (I suspect the biggest reason why ashigaru had mixed bows and guns was because of supply, or perhaps veterans getting good enough to compete with noob gunmen) For samurai, they were a warrior class with a land's income, so training time was far less of an issue. Thus they had the choice between hundreds of hours for an accurate weapon that fired several times faster, or tens of hours to work out the best matchlock you could afford, which was less accurate (guns of the time) and slow, but meant you'd have a better time taking cover or more time to learn other weapons. Also guns are exciting, look at america. But the bottom line is, if I wanted dedicated missile troops, historically I would've prefered ashigaru gunners and samurai archers, but I wouldn't scoff at samurai gunners.
Overall that's what stopped me in the end. Not enough material to really make the Ezo play unique and different from the rest of Japan. I still have the half finished project files for my plot idea which was basically to let the player kickstart an Ezo rebellion, crown him self king of the Ezo and try to conquer Japan. Maybe someone can pick up on that.I did a little myself, and I couldn't find much. I could find a good deal of stuff already in the game, and that their sword handles were often more elaborate than the samurai ones (I wouldn't hold that against the mod, warband ain't great with high polly)