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japanese mod

Posted: Wed Oct 22, 2014 5:28 pm
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 :)

Re: japanese mod

Posted: Wed Oct 22, 2014 5:41 pm
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.

Re: japanese mod

Posted: Wed Oct 22, 2014 6:23 pm
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.

Cheers

Pip

Re: japanese mod

Posted: Wed Oct 22, 2014 8:42 pm
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 ).

Re: japanese mod

Posted: Thu Oct 23, 2014 1:03 pm
by jomni
That's an incredible idea.

Re: japanese mod

Posted: Thu Oct 23, 2014 1:27 pm
by archita
this can be an example of ashigaru column to make a graphic modify for pikemen units

Image

Re: japanese mod

Posted: Thu Oct 23, 2014 4:55 pm
by dundas61
I'd definitely be interested in this mod !

Re: japanese mod

Posted: Thu Oct 23, 2014 5:47 pm
by Vichyssoise
dundas61 wrote:I'd definitely be interested in this mod !
So would I.

Re: japanese mod

Posted: Thu Oct 23, 2014 11:33 pm
by archita
an idea of looking of japanese battle Image

Re: japanese mod

Posted: Fri Oct 24, 2014 12:11 am
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

Re: japanese mod

Posted: Fri Oct 24, 2014 12:40 am
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.

Re: japanese mod

Posted: Thu Nov 06, 2014 12:57 pm
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?

Re: japanese mod

Posted: Thu Nov 06, 2014 9:21 pm
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.

Re: japanese mod

Posted: Thu Nov 06, 2014 11:37 pm
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.

Re: japanese mod

Posted: Mon Nov 10, 2014 6:03 am
by jomni
Update. I am now fully committed to this project and wI'll give periodic updates. Please check the mods section.

Re: japanese mod

Posted: Tue Nov 11, 2014 11:40 pm
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 :)

Re: japanese mod

Posted: Wed Nov 12, 2014 12:48 am
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?

Re: japanese mod

Posted: Wed Nov 12, 2014 7:49 am
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.

Re: japanese mod

Posted: Wed Nov 12, 2014 10:20 am
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 :!:

Re: japanese mod

Posted: Wed Nov 12, 2014 12:08 pm
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.