japanese mod

Byzantine Productions Pike and Shot is a deep strategy game set during the bloody conflict of the Thirty Years War.

Moderators: rbodleyscott, Slitherine Core, Gothic Labs

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archita
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japanese mod

Post by archita »

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 :)
panzeh
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Re: japanese mod

Post by panzeh »

It's definitely possible. It would not be terribly difficult to make the units, either. The graphics editing would be the hardest part.
pipfromslitherine
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Re: japanese mod

Post by pipfromslitherine »

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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archita
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Re: japanese mod

Post by archita »

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 ).
jomni
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Re: japanese mod

Post by jomni »

That's an incredible idea.
archita
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Re: japanese mod

Post by archita »

this can be an example of ashigaru column to make a graphic modify for pikemen units

Image
dundas61
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Re: japanese mod

Post by dundas61 »

I'd definitely be interested in this mod !
Vichyssoise
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Re: japanese mod

Post by Vichyssoise »

dundas61 wrote:I'd definitely be interested in this mod !
So would I.
archita
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Re: japanese mod

Post by archita »

an idea of looking of japanese battle Image
jomni
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Re: japanese mod

Post by jomni »

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.

Image
archita
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Re: japanese mod

Post by archita »

I know Takeda game :D 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.
jomni
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Re: japanese mod

Post by jomni »

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?
TimW
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Re: japanese mod

Post by TimW »

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.
jomni
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Re: japanese mod

Post by jomni »

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.
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.
jomni
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Re: japanese mod

Post by jomni »

Update. I am now fully committed to this project and wI'll give periodic updates. Please check the mods section.
archita
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Re: japanese mod

Post by archita »

jomni wrote:Update. I am now fully committed to this project and wI'll give periodic updates. Please check the mods section.
good :wink: I wish contribute :)
jomni
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Re: japanese mod

Post by jomni »

archita wrote:
jomni wrote:Update. I am now fully committed to this project and wI'll give periodic updates. Please check the mods section.
good :wink: I wish contribute :)
Hi. What exactly do you want to do? 3d? Painting? Testing unit stats and combat?
jomni
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Re: japanese mod

Post by jomni »

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.
archita
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Re: japanese mod

Post by archita »

jomni wrote:
archita wrote:
jomni wrote:Update. I am now fully committed to this project and wI'll give periodic updates. Please check the mods section.
good :wink: I wish contribute :)
Hi. What exactly do you want to do? 3d? Painting? Testing unit stats and combat?
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 much :) oh well no hurry, we can play GMT when you want :!:
jomni
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Re: japanese mod

Post by jomni »

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.
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