RELEASED! Yari & Teppo (the Pike & Shot Japanese mod)

Moderators: rbodleyscott, Slitherine Core, Gothic Labs

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jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

"The Three Unifiers" is a common term used when referring to Oda, Toyotomi, and Tokugawa. They're the ones who actually pulled it off in the end, not Takeda.
Maybe I'll call the faction "The Three Unifiers" to be precise.
Sabratha
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by Sabratha »

jomni wrote:"The Three Unifiers" is a common term used when referring to Oda, Toyotomi, and Tokugawa. They're the ones who actually pulled it off in the end, not Takeda.
Maybe I'll call the faction "The Three Unifiers" to be precise.
Thanks for the explanation, now makes sense.

Let me know if you want any more terrain.
jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

Thanks for the tiles.
jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

New paints

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From top left:
Ronin (swordsmen)
Samurai Teppo (dragoons)
Sohei (warrior monks)
Mounted Samurai Yumi (mounted archers)
Sabratha
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by Sabratha »

jomni wrote:New paints

Image

From top left:
Ronin (swordsmen)
Samurai Teppo (dragoons)
Sohei (warrior monks)
Mounted Samurai Yumi (mounted archers)
Looking really great, keep up the good work!
jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

Our commanders will soon have an HQ.

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Adebar
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by Adebar »

Very nice work! Your mod is going to be a real enrichment to the game. Could inspire me to learn more about an era I don't know much about.
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Sabratha
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by Sabratha »

Good job, lookign forward to the mod. :mrgreen:
jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

Blue Army on the march. Special thanks to Richard for all the support.

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jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

A little background on the honjin and how it works in the mod.

The commander's tent or honjin is the place where the army's main commander sits. Before the battle, a war council is held here; where the commander and his generals discuss strategy. The commander stays in the honjin for the duration of the battle and communicate with other generals via messengers. We seldom see commanders fighting in the front line. I hope adding the honjin in the mod will help enhance the theme as these are an essential feature in samurai battles.

In Field of Glory Renaissance, an army has a camp which may represent the honjin and is undefended and can be raided. Field camps aren't implemented in the current Pike and Shot. In my Pike and Shot mod, the honjin is actually a 200-man heavily armored elite swordsmen unit that is immobile. I assume that the commander has a contingent of his hatamoto guards. During testing, it is such a delight to see these guards kill 10s of attackers while losing just a few.

Because of how the army list works, honjins only become mandatory at large battles. Medium battles (preferred size for skirmish) do not require the purchase of a honjin. The AI will also purchase a honjin randomly. It would be nice to make it mandatory but let's live with this for now.

In the current build, Honjin deployment is random but you cannot change it. This mechanic prevents gamey tactics like deploying them in the far end of the map. The deployment code makes sure that the honjin is initially deployed at the center or rear of the army.

Though optional in small to medium sized battles, buying a honjin is actally beneficial to the army as it enhances "morale and command and contol". How is that? By assigning a high unit size (3000) for this mere 200-man unit, it proportionally lowers the rout % of the other units. This results into more staying power when compared to a honjin-less army as long as the honjin is still alive. Rationally, a commander in his tent has more opportunity to influence the battle than on the move. Obviously, losing your honjin is devastating.

When the battle is fought by two human players, it is advisable for both sides to puchase the honjin to add historical flavor and tactical variety not found regular Pike and Shot. There will always be the questions "shall I go for the enemy's honjin" and "shall I leave a reserve to protect my honjin?".

The number of men, unit size, purchase cost will be tweaked with more testing.

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rbodleyscott
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by rbodleyscott »

You need to keep the points cost low, otherwise you will need to tweak the Autodeploy() routine to keep them being deployed at the back. (Although that would be easy to do, in a similar way to the other Honjin tweaks).

Making them cheap keeps them good value.
Richard Bodley Scott

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jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

Yes. I noticed that. I will reduce the cost so that they are always at the back.
rbodleyscott
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by rbodleyscott »

jomni wrote:Yes. I noticed that. I will reduce the cost so that they are always at the back. And maybe the number of men. Because they are quite tough currently. They only take less than 10 casualties a turn and don't want to reduce quality of the guards.
Ah yes. sorry to rain on your parade, but the fighting capability is based on the UnitSize rather than than the TotalMen. TotalMen is just used to keep track of casualties. Fortunately a unit can never fight with more than 600 UnitSize of troops, but that means that if the UnitSize is high, whatever you set the TotalMen at, the unit will actually fight as if it had about 500 men.

Which given their quality makes them pretty much invincible.

An alternative would be to give them a UnitSize in proportion to the actual number of men then tweak the scripts to make them count more towards losses. You would need to mod PercentRemaining() in a copy of MoreScenarioTools.BSF. Just put this in the /data/battle/scripts folder in your modded campaign. (Do not try to use the vanilla file structure.)

Code: Select all

	// Returns % of army unrouted, based on base UnitSize with mounted troops counting 50% more proportionately.
FUNCTION PercentRemaining(side)
{
	int i;
	int id;
	int count;
	int total;
	int ret;
	int originalCount;
	int increment;

	originalCount = 0;
	count = 0;
	total = GetUnitCount(side);
	for(i=0; i<total; i++)
	{
		id = GetUnitID(side, i);
		if (id != -1)
			{
				increment = GetBaseAttrib(id, "UnitSize");

				if (IsMounted(id) == 1)
					{
						increment *= 3;
					}
				else
					{
						increment *= 2;
					}

	  GetUnitTypeString(GetUnitTypeIndex(id));
	  if (StringCompareLeft(GetWorkString(), "Honjin", 6) == 1)
			{
				increment *= 4; // Or whatever mutliplier you deem appropriate
			}

				originalCount += increment;


				if (GetAttrib(id, "MoraleState") < 3) // Not routed or destroyed
					{
						count += increment;
					}
			}
	}

	Log("Side. Original units. Surviving units.", side, originalCount, count);

	ret = count * 100;
	ret /= originalCount;

	return ret;
}
The modded lines are:

Code: Select all

	  GetUnitTypeString(GetUnitTypeIndex(id));
	  if (StringCompareLeft(GetWorkString(), "Honjin", 6) == 1)
			{
				increment *= 4; // Or whatever mutliplier you deem appropriate
			}
Richard Bodley Scott

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jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

Yes that was my intention. I will test using that script.
jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

Red Army behind field fortifications (mantlets). Managed to get these generated in skirmish battles thanks to Richard. Don't worry about the church and wheat fields. I will get rI'd of them eventually.
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jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

Changes the default skirmish defenses from mantlets to horse barriers (umabosaku). I think they look better than a large number of mantlets.
Image

The Battle of Nagashino comes into mind.
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rbodleyscott
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by rbodleyscott »

One lot of teppou men seem to be the wrong side of the barriers. Doh!
Richard Bodley Scott

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deadtorius
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by deadtorius »

I have to say this is quite the project you took on but its looking great. I am looking forward to when it is available to play. Excellent work so far.
KateMicucci
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by KateMicucci »

Awesome mod.
jomni
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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Post by jomni »

We're clearly not in Europe anymore.

Rice paddies (thanks to Sarbatha), oriental buildings, shinto shrines, buddhist temples, pagodas...

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Big thanks to Richard for the help in scripting.
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