
japanese mod
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
japanese mod
the game is interesting, why not a graphic mod to make japanese battles ? the pikemen can became ashigaru as well and fire tactics reminds the teppo tactics 

Re: japanese mod
It's definitely possible. It would not be terribly difficult to make the units, either. The graphics editing would be the hardest part.
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Re: japanese mod
You can build a custom campaign which uses the same models with different textures, which might be a little simpler - assuming the basic 'shapes' of the models would match the units you need.
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Re: japanese mod
infact the main issue is graphic look, yari were shorter and line less deep and infantry can't shoot except teppo infantry. Artillery must be quite rare to use ( some guns were used in Sekigahara battle ).
Re: japanese mod
That's an incredible idea.
Re: japanese mod
this can be an example of ashigaru column to make a graphic modify for pikemen units


Re: japanese mod
I'd definitely be interested in this mod !
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Re: japanese mod
So would I.dundas61 wrote:I'd definitely be interested in this mod !
Re: japanese mod
an idea of looking of japanese battle 

Re: japanese mod
Japanese formations can be difficult to implement. I've only seen it implemented in the game called Takeda.
Even Shotgun Total War cannot do it.

Even Shotgun Total War cannot do it.

Re: japanese mod
I know Takeda game
however engine of P&S seems more suitable for a simulation of japanese warfare,off course Samurai of GMT Games ( playable on VASSAL ) remain the most precise and accurate simulation of typical muromachi age battle.

Re: japanese mod
Yeah I really want a P&S Japanese mod. I'm willing to do it but don't know where to start.
How to model the units and do the stats?
How to model the units and do the stats?
Re: japanese mod
P&S with its ability to handle units with mixed arms and abilities might be the game that can finally handle 16th century Japanese warfare. Japan has been part of Renaissance wargames rules and army lists for decades of course, right back the the WRG Gush rules, but handling the mixture of shot, yari, bow and cavalry in the Japanese way using rules predicated around 16/17th century Europe hasn't been that successful in my opinion. The Japanese may have used the same weapons, but they often did things differently.
There's the issue of the commander and immediate retinue to handle though. A stationary command HQ would seem a requirement for Japanese warfare of the period, maybe an army morale hit if the HQ is over-run and the rest of the army sees the banners pulled down and the stream of messengers ceases?
As for the "by the book" army formations that's a matter for the players rather than the rules I would have thought.
There's the issue of the commander and immediate retinue to handle though. A stationary command HQ would seem a requirement for Japanese warfare of the period, maybe an army morale hit if the HQ is over-run and the rest of the army sees the banners pulled down and the stream of messengers ceases?
As for the "by the book" army formations that's a matter for the players rather than the rules I would have thought.
Re: japanese mod
I started a mod thread. We can make a "command tent" unit like the immobile heavy cannon but it cannot shoot but just defend itself in melee.TimW wrote:P&S with its ability to handle units with mixed arms and abilities might be the game that can finally handle 16th century Japanese warfare. Japan has been part of Renaissance wargames rules and army lists for decades of course, right back the the WRG Gush rules, but handling the mixture of shot, yari, bow and cavalry in the Japanese way using rules predicated around 16/17th century Europe hasn't been that successful in my opinion. The Japanese may have used the same weapons, but they often did things differently.
There's the issue of the commander and immediate retinue to handle though. A stationary command HQ would seem a requirement for Japanese warfare of the period, maybe an army morale hit if the HQ is over-run and the rest of the army sees the banners pulled down and the stream of messengers ceases?
As for the "by the book" army formations that's a matter for the players rather than the rules I would have thought.
Re: japanese mod
Update. I am now fully committed to this project and wI'll give periodic updates. Please check the mods section.
Re: japanese mod
goodjomni wrote:Update. I am now fully committed to this project and wI'll give periodic updates. Please check the mods section.


Re: japanese mod
Hi. What exactly do you want to do? 3d? Painting? Testing unit stats and combat?archita wrote:goodjomni wrote:Update. I am now fully committed to this project and wI'll give periodic updates. Please check the mods section.I wish contribute
Re: japanese mod
Archita Thanks for the link on unit organization. It is very imformative and quite a radical differece from common notion of cavalry. It may solve my problem of modeling Japanese cavalry in P&S. And will make results consistent with GMT Samurai. I also saw your PM. I will get back to you when I am ready to play GMT Samurai.
Re: japanese mod
Im not skilled in editing but if you want someone to divide something to work on i want help, maybe that i can make research on historical informations, I like japanese warfare very muchjomni wrote:Hi. What exactly do you want to do? 3d? Painting? Testing unit stats and combat?archita wrote:goodjomni wrote:Update. I am now fully committed to this project and wI'll give periodic updates. Please check the mods section.I wish contribute


Re: japanese mod
Just post whatever you find that is potentially useful in the mod thread. You can also at least do some testing when it's ready.