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New Mod: Sengoku Jidai - 3/28/2009 4:23:36 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
Hi all :)

My work on my mod are at 75% :)
I made a short presentation....

Sengoku Jidai (or the Warring States period) is a mod in the XVI and XVII century Japan...
Info here --> http://en.wikipedia.org/wiki/Sengoku_period
If you want play with a taste like in "Ran" or "Kagemusha" (Kurosawa movies)

Regimes:
20 regimes/clans (15 minor and 5 major)
Amako
Asai
Asakura
Chosokabe
Date
Hojo
Hosokawa
Imagawa
Miyoshi
Mogami
Mori
Oda
Otomo
Ouchi
Satomi
Shimazu
Takeda
Tokugawa
Uesugi
Urakami


---> 95% finish all nearly real Mon/Heraldy is made for HQ unit (national Flag and ID made !).



Map:
200x200
Not very exact but look good at my taste :)

-----> 60% made (need to make new city/shiro or castle icon)



Units:
Unit = Rentai (regiment)
HQ = Taisho (general)
Class: Hohei (infantry) ; Kihei (cavalry); Houhei (Artillery); Nihei (baggage)

---> 100% made (easy work lol)



Units type:
Ashigaru/samourai/Sohei/kirishitan exist in 3 class: Light armored; medium Armored and Heavy Armored !
No artillery in this mod sorry :(
- Heimin
- Heimin Yari
- Heimin Oyumi (light x-bow = light infantry Support like mortar and machinegun)
- Heimin koufu (Enginneer 1EP fight like Heimin Yari)
- Ashigaru Satsu (Infantry scout)
- Ashigaru Yari (Standard Infantry)
- Ashigaru Te-Yari (infantry specialised versus Cavalry)
- Ashigaru Naginata (infantry specialised versus Infantry)
- Ashigaru Koufu (Engineer 2EP fight like Ashigaru Yari)
- Ashigaru Yumi (bow = infantry Support like mortar and machinegun)
- Ashigaru Teppo (Musquet = infantry Support like mortar and machinegun cheap but research needed)
- Samurai Satsu (Cavalry Scout)
- Samurai Yari (Standard Cavalry)
- Samurai Te-Yari (Cavalry specialised versus Cavalry)
- Samurai Naginata (Cavalry specialised versus Infantry)
- Samurai Yumi (Bow = Cavalry Support like mortar and machinegun)
- Sohei Satsu (Budhist Monk-Soldier fanatical)
- Sohei Yari
- Sohei Te-Yari
- Sohei Naginata
- Sohei Yumi
- Soehi Teppo
- Sohei Koufu
- Yamabushi Satsu (Like sohei but have less penalities in mountain movement)
- Yamabushi Yari
- Yamabushi Te-Yari
- Yamabushi Naginata
- kirishitan Satsu (Like Sohei but Christians)
- kirishitan Yari
- kirishitan Te-Yari
- kirishitan Naginata
- kirishitan Yumi
- kirishitan Teppo
- Yahajiki (Ballista anti structure)
- Tosekiki (Catapult anti-structure)
- Morutari (Gun anti-structure)
- Wagon (need a good japanese name for this land transfer unit !)
- Taisho (General or Staff giving combat bonus ONLY)
- Daimyo (Staff giving morale bonus !)
- Special daymo (5 ingame 1 by player each a great charcter like Oda Nobunaga/takeda Shingen etc... heavy morale bonus units)
- Ship need some work 3 class...

-------> 90% made (all new icon ! with a japaneese taste :)


Special Unit:
- Ninja or assassin (special air movement Bridge killer, suicide attack on daymo and heir unit)
- Shinobi or spy (special air movement recon unit)
- Daimyo andf Heir (1 by player/clan heavy political poiint cost heavy morale lost if lost !)

------> 10% made beacuse i'm not good with event :(



Research:
Sorry fotr the name i need some idea :(
- Budhist supporter (can buy Sohei and yamabushi unit but Block "Kirishitan Supporter")
- Kirishitan Supporter (can buy Kirishitan unit but block "Buddist Supporter")
- Teppo (musquet and Morutari/gun)
- Light Armor (can buy light armor)
- Medium Armor (can buy medium armor)
- Heavy Armor (can buy heavy unit)
- Ninja clan (can buy ninja)
- Shinobi master (can buy shinobi)
- Geisha (special event other player must drink a beer a bad joke...)

-----> 50% made need work on text, need to find how make ninja/shinobi as player option at the begining of the game and perhaps more to come...



Event:
Nowhere :(
I try to copy event from other scenario ...
But i must made some event like Ikko-ikky (peasant revolt) Wako raid on china and some other idea (version 2 for many events)

---> 1% made



Action Cards:
Nowhere :(

---> 5% made (i have good picture for Ikko-ikky revolt and season lol).



Total nearly 70% made :)
Estimate time for finish alone 1-2 months (version 1 with nearly noevents !)
As you can read many work before i can say many more :(
When i find how taking sreenshot i send that :)



Thx all and sorry for my bad english....

< Message edited by pat0467 -- 3/28/2009 4:51:15 PM >
Post #: 1
RE: New Mod: Sengoku Jidai - 3/28/2009 4:24:11 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
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Some screen and image here





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< Message edited by pat0467 -- 3/28/2009 4:25:14 PM >

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RE: New Mod: Sengoku Jidai - 3/28/2009 4:27:31 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
The Mori Clan national flag for HQ ...
20 other Flag sand ID are made :)


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RE: New Mod: Sengoku Jidai - 3/28/2009 4:30:09 PM   
pat0467

 

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Joined: 6/9/2008
From: Belgium
Status: offline
Some picture for a daimyo thx google research...

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RE: New Mod: Sengoku Jidai - 3/28/2009 4:32:24 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
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A picture for Tosekiki Unit (catapult)
Picture find in the roman mod thx :) :)

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RE: New Mod: Sengoku Jidai - 3/28/2009 4:46:09 PM   
pat0467

 

Posts: 27
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From: Belgium
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Some unit symbol and flags

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RE: New Mod: Sengoku Jidai - 3/28/2009 5:57:48 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Sounds really interesting and fun (and ambitious). Maybe you could upload your work so far so that people (me :)) could look (and maybe) help. I can help with eventwriting and other stuff if you have any questions. Lunaticus is a real hero when it comes to events also (he is the one i ask for help).

So,, show us what youve got...  

(in reply to pat0467)
Post #: 7
RE: New Mod: Sengoku Jidai - 3/28/2009 6:14:47 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
Thx Grymme :)

I'm an old player with very low computer skill so i learn slowly lol

I need help for... upload my work :(

How can i send you my work ?
I have wrote many email send some photo but never send a scenario for AT lol

I search and send my work in 1 or 2 day :)


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Post #: 8
RE: New Mod: Sengoku Jidai - 3/28/2009 6:45:01 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
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Hi

Here is a tutorial on how to package your scenario

http://www.matrixgames.com/forums/tm.asp?m=1745180

After you have created a zip file with the files in them you should get yourself an account (if you dont already have one) and upload it at the AT community page where all the other scenarios are. Its located here

http://www.matrixgames.com/forums/tt.asp?forumid=491

To many excellent mods get finished to 60-70 % and then the author tires and the work is lost. Better then to upload it so that someone else can finish it.

If you want to send it to me specifily then you can pack it with zip or rar and send it to my email:    grymme @ hotmail . com

I am also terrible at coding and graphics, but have learned most of the editor with blood,sweat and tears :)


(in reply to pat0467)
Post #: 9
RE: New Mod: Sengoku Jidai - 3/28/2009 7:26:26 PM   
Joshuatree

 

Posts: 507
Joined: 12/30/2007
From: Netherlands
Status: offline
Thx for your work Pat. This sure was a gap in the scenario bank, and we all love "Ran" or "Kagemusha". It's a huge map I see and I guess you're the only one qualified enough to make this one.

(by the way, your english is pretty good... I've seen much worse, and most of us are... past their teens anyway  ) 

(in reply to Grymme)
Post #: 10
RE: New Mod: Sengoku Jidai - 3/29/2009 11:21:01 AM   
srndac

 

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Joined: 12/13/2007
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Don't want to be the partybreaker here but I just have to point out a little bit of trivia:
Do you know why you couldn't find the Japanese word for wagon?
BECAUSE THERE WERE NO WAGONS IN SENGOKU JIDAI JAPAN!

Why? As I can gather, there were two important reasons:
1. the roads were awful back then - and wheels+mud aren't such a great combination - as anybody who owns a car knows. Plus - the daimyo's were mostly interested in warfare - and paving a road won't bring you any mounted and armoured samurai - other than the enemy's of course ...
2. there is so many rivers and streams in Japan that it would have been VERY expensive to bridge them all. And again - ease of transport won't bring any samurai to your camp - other than enemy's ones ... again.

So who provided transport? Peasants!
Buddhism says that everyone have their place in the world - and Peasants were there to work. So - was there ever a better way to fulfill their role in the Great Scheme of things than to carry the much needed food to the armies of their liege lords that were somewhere far away besieging a castle? And if they should fall in the execution of this great duty - their place in heaven will be guaranteed - as one less mouth means more food for the well-fed samurai.

Ahem ... sorry - I got a bit carried away there.
I think Tokugawa gave this order in his 'rulebook' - but it was probably there sooner.

Anyway - that's my 2 cents.
Looking forward to play the mod!
cheers!
Srndac

(in reply to pat0467)
Post #: 11
RE: New Mod: Sengoku Jidai - 3/29/2009 3:48:52 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
Srndac...
In Kagegumusha, on my DvD in chapter 11, at the begining you can see a messenger (Tsukai Ban) entering in a castle at his left you can see a cart/wagon with an ashigaru working near... just before Oda Nobunaga leaving his castle
You can see Oda Nobunage "Mon" on this cart/wagon...

In "Taiko" and "DBBA", 2 miniatures wargames, you have army list for samurais with "baggage" or "wagon"...
Dixon miniuature provide miniature for this wargames --> http://dixonminiatures.co.uk/dixoncatalogue.asp?maintype=3
You can find a "rice cart" (baggage army)

But...
Heimin can have a carrying capacity, like "Coolie" ---> http://en.wikipedia.org/wiki/Coolie

Perry Miniature provide miniatures for many wargame in his samurai list you can see a Heimin lke a coolie ---> http://www.perry-miniatures.com/index2.html
In attachement you can see a beautiful painted miniature for a coolie last on the right...


For me  "road", "waggon" and other units a more an abtract idea than a physical reality, nobody can say exactly where a road was made in XV century japan ...

In this mod i try to made some compromise between playability and realism, i can make a unit like "Baggage" with foot movement (peasant pulling cart and peasant carring supply)
 
Name: Baggage or Ni
Movement type: Foot
Fight: Like a truck or an horse in other AT scenario
Landcap: 1000

And/or a new unit
Name: Heimin Ninpu
Movement type: Foot
Fight: Extremly bad Pow/Powdef --> 1
Landcap: 100  
Cost: Very cheap



I try to have japanese name for each unit (a glossary come with the screnario and inside each unit description)
I have this name  ---> http://www.freedict.com/onldict/jap.html






English
Japanese

coolie
ninpu, kumosuke, kuurii, ninsoku, ku-ri-




ninpu
---> coolie, carrier, labourer





English
Japanese

baggage
ni






Ninpu
---> coolie, carrier, labourer



What do you think ?

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< Message edited by pat0467 -- 3/29/2009 4:24:20 PM >

(in reply to srndac)
Post #: 12
RE: New Mod: Sengoku Jidai - 3/29/2009 4:28:08 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
Very nice coolie miniatures here too....

Attachment (1)

< Message edited by pat0467 -- 3/29/2009 4:29:04 PM >

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Post #: 13
RE: New Mod: Sengoku Jidai - 3/30/2009 3:30:35 PM   
srndac

 

Posts: 95
Joined: 12/13/2007
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Aha! There's the catch!
When you wrote wagon, the first picture that popped into my mind was heavy-duty, four-wheeled, horse(or ox)-drawn european wagon - so I went in to correct.
In hindsight I see I should have mentioned the carts - my mistake - sorry.

Oh yeah, the units will be great - I can see that already.
And will be much more detailed than I have dreamt of for my Sengoku Jidai mod (never started - not enough time).

Just a thought: how do you plan to represent Diplomacy?
Meaning: bullying your neighbours into joining you, treacherous backstabbing, hostages, warrior monks ... and other sneaky, cunning and downright despicable deeds carried out by the daimyos?

cheers
srndac

(in reply to pat0467)
Post #: 14
RE: New Mod: Sengoku Jidai - 4/1/2009 5:42:09 AM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
The first version (0.1) is very basic and not really historical, somewhere between 16-17th century, a big "what if" :)
-20 factions all with nearly same power all in peace at the begining.
- Basic event, copy from other scenarios, some basic diplomacy war/peace/give sypply/share recon...



I hope this mod giving fun to others players someone work on the events and create their version :)



The second version (0.2) nearly same but...
- With Korea !
- Ainu attack on Hokkaido settlement (like partisan event)
- Ikko-Ikky revolt


I want Ninja too, but in option, so player can use it if they want only... 


Advancement:

- I have read tutorial for packaging my scenario and all is zipped, a great victory on my computer for me !
But i must try, again, to send that on the community site, each time i have problem with that :(

- Units 99% (must work on pictures for the ship) 
- Special Unit 50% (must find how making Ninja as an option so many search on other scenario)
- Map 90% (since i have read Srndac post i ghave find a good map with the road and the postal system, so i work on the road more accurate)
- Nedd work on resizing picture for Loctype unkwon % or hour on this work :(
- Event 15% nearly nowhere :(
- Itemtype 10% (recopy work on paper only 1-2 hour !)

ETA: next week i hope a complete version 0.1


My small map library : 
http://www.jnto.go.jp/eng/location/maps/index.html
http://www.japanese-castle-explorer.com/map.html?marker=42
And the base map in attachement (only with japan in version 0.1 but as you can see easy to use it for Korea/China in version 0.2)

Map too big in attachement sorry :( the basic map will be add in the zipped file so any player can work on the map overlay :) :)

< Message edited by pat0467 -- 4/1/2009 5:47:29 AM >

(in reply to srndac)
Post #: 15
RE: New Mod: Sengoku Jidai - 4/9/2009 7:46:46 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
Some news....


Map 99%
Unit 99%
Special Unit 75%
Naval unit 99%
ItemType 99%
Research 99%
Event nowhere lol
Sending to community site 0% (need help)

I have find how taking screenshot !
So, this week end, i hope posting the first screenshots :) :)

Somework on resizing Picture i need to find how i can resize lol


I have made a "legend" on the north-west corner of the map, all unit and location symbol are explain :)



Some informations on Units....


Ninja:
- Are optional (when i find how making them optional lol)
- Need research (Genin I, Junin II, Chonin III and Kage)
- High Hide value and a good recon value
- They are paradrop
- Anti Supply, bridge destroyer and sabotage (antistructure)
- Ninja Kage (clan master) are like air unit with lifting capacity, so they send other Ninja in mission...
- High Cost


Shinobi:
- Are optional
- Need Research
- High recon value and a good hide value
- Can escape Kill/retreat
- They are like an air unit they make recon fly from location
- Shinobi Kage (clan master are like carrier but landbased, so they send other shinobi like carrier


Naval units:
- Senpaku (cargo unit)
- Kobayo (light war junk)
- Sekibune (medium war junk 100 crew with taiho/canon light anti-structure ---> Obunaga use it in Sengoku Jidai)
- Atakebune (heavy war junk 200-300 crew with taiho/canon good anti-structure)

Source --> http://forums.samurai-archives.com/viewtopic.php?t=3735 and Turnbull book :)


More this weekend and i hope sending the version0.1 this week or the next one (spring break here lol)

< Message edited by pat0467 -- 4/9/2009 7:47:55 PM >

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Post #: 16
RE: New Mod: Sengoku Jidai - 4/10/2009 11:33:02 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
First try to post a screenshot...

VICTORY !

Tomorrow many more :)

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< Message edited by pat0467 -- 4/10/2009 11:40:26 PM >

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RE: New Mod: Sengoku Jidai - 4/11/2009 12:03:50 AM   
jjdenver

 

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Joined: 11/2/2007
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looks nice!

_____________________________


(in reply to pat0467)
Post #: 18
RE: New Mod: Sengoku Jidai - 4/11/2009 12:00:42 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
The unit system are totaly new...

For helping players i have made a "legend" on the map for explaining the unit...



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Post #: 19
RE: New Mod: Sengoku Jidai - 4/11/2009 12:41:58 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
The unit system....


Unit Type:

- Heimin (peasant irregular soldier)
- Ashigaru (regular soldier)
- Samurai (elite knight-soldier)
- Sohei (Monk-Soldier more resistance than ashigaru come with "resaerch")
- Yamabushi (extraordinary monk-soldier martial artist come with "research")
- Kirishitan (Christian follower like Sohei come with "research" but Sohei/yamabushi block Kirishitan)
- Siege Engine (Oyumi/Yahajiki/Tosekiki classical ballista and catapult good antistructure, many more in next version siege tower maku screen etc...)
- Canon (Ishibiya/morutari/taiho or culverin/Mortar/canon very good anti structure)
- Taisho (General and his staff like staff in other AT scenario)
- Ship (Sernpuku=cargoship Kobayo=destroyer sekibune=cruiser and Atakebune= Battleship)
- Shinobi and Ninja (some explain later very special unit incoming as optional)


Unit Speciality:

We use a weapon name for a special training and equipement...
- Yari (Spear = tandard unit)
- Te-yari (Spear t shaped vs cavalry)
- Naginata (Polearm vs infantry)
- Yumi (Bow support unit like Machinegun/mortar in other AT scenario)
- Teppo (Musquet exactly same unit but cheaper than yumi if "research" are made, more easy to fire with musquet)
- Nippu (collie used for landtransfer based on an idea from Srndac thx to him !!!)
- Koufu (Sapper like engineer in other AT scenario Heimin Koufu are bad in fight and 1EP Ashigaru Koufu better in fight and 2Ep etc...)
- Senku (Scout very good recon)


Unit Class:

- Light or Low or Genin (for Ninja/Shinobi)
- Medium or Middle or Chunin (for Ninja/Shinobi) come with "Haramaki" research for standard unit (better armor).
- Heavy or High or Jonin (for Ninja/Shinobe) come with "Domaru" research for standard unit (better armor).



I hope my unit-symbol system are intuitive :)



More easy to understand with the picture in attachement...

Attachment (1)

< Message edited by pat0467 -- 4/11/2009 12:51:58 PM >

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RE: New Mod: Sengoku Jidai - 4/11/2009 1:08:03 PM   
pat0467

 

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Joined: 6/9/2008
From: Belgium
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The map....



Japan is mostly mountanious, i have try to make a good looking map with the basic terrain coming with AT, wonderful in many scenario but not perfect in this case, you can see only hill and mounatin, bad looking at my eyes :(
So i have use and modified terrain from other players....

Thx to Welk and Explorer2 !!


On this attachement some exemple....




Attachment (1)

< Message edited by pat0467 -- 4/11/2009 1:09:15 PM >

(in reply to pat0467)
Post #: 21
RE: New Mod: Sengoku Jidai - 4/11/2009 1:51:11 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
A last for this weekend...


20 regimes:
Amako
Asai
Asakura
Chosokabe
Date
Hojo
Hosokawa
Imagawa
Miyoshi
Mogami
Mori
Oda
Otomo
Ouchi
Satomi
Shimazu
Takeda
Tokugawa
Uesugi
Urakami


Each come with his "flag" or Mon (Japanese heraldy) as you can see in attachement :)


Each regime has nearly same production power 15.000 points (Ashigaru Yari the most standard infantryunit cost 100) but with different location (more castle for Samurai, more town for Heimin, etc...), so each regime has different difficulty to resolve...
So each player choice his regime and his challenge :)

Attachment (1)

< Message edited by pat0467 -- 4/11/2009 2:02:25 PM >

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Post #: 22
RE: New Mod: Sengoku Jidai - 4/11/2009 3:07:36 PM   
srndac

 

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Joined: 12/13/2007
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And here's another thought:

Leaders of this period were known to fight in hand-to-hand combats as well - think of Takeda Shingen vs. Uesugi Kenshin duel at 4th Kawanakajima. So the Taisho should be a front-line troop type - and not rear area skulker like WW2 brass. Also, it should be even better in combat than Heavy Cavalry - since they tended to be well-armoured and well-trained as well.

And another thing: correct me if I'm wrong, but don't the symbols for Te-Yari and Senku look identical?

And another thing: Sohei come from the Buddhist monasteries - they should not be trained by the Player. Maybe you could get a unit of Sohei through Action Cards, but to produce them in the cities? No way.

Anyway - I'm really looking forward to your mod - keep up the good work.

And now, if you excuse me, I'm off to blow the dust off my good old Shogun: Total War - I don't know why but suddenly I have this taste for a Takeda Cavalry charge ...

cheers!


< Message edited by srndac -- 4/11/2009 3:14:55 PM >

(in reply to pat0467)
Post #: 23
RE: New Mod: Sengoku Jidai - 4/12/2009 10:46:50 AM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
For the legendary Daimyo
Not in the version 1, only named HQ unit with Taisho/Staff and samurai unit, i version 2 more elaborate leader system....
A system with named daimyo giving Morale Bonus and taisho only combat bonus, for later...



For the Te-yari and Senku symbol...
Exact need some rework :(
I must draw the Te-yari more longer and the Senku more shorter for better see the difference.
Thx Srndac :)



For the Sohei...
many Temple are in or near city, Hiei monasteries are at less than 5 km from Kyoto :(
Too many location on the map if i put monasteries on the map :(

In a book i have found a map with monasteries/sanctuary/temple in the Sengoku Jidai period, more than 200 monasteries :(

So for Sohei:
- Small town --> no
- Town --> no
- Cities --> yes but need a research --> Sohei
- Small temple & temple --> yes

I come back on location and production later in another message more simple to understand ...


Have fun with Shogun Total war :)

(in reply to srndac)
Post #: 24
RE: New Mod: Sengoku Jidai - 4/12/2009 1:13:36 PM   
srndac

 

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pat0467, I'm sorry if I'm wrong - and please correct me if I am - but I was talking about the actual combat capabilities of the Taisho (or Staff renamed that way) sub-unit, not about combat/morale bonuses it gives to the other units.

You see, Staff in WW2 (and modern times naturally) is meant to stay safely in the rear and busy itself with organization and supply - as well as command and control - of the army which stretched along thousands of kilometres of front, and that included a lot of paperwork, radios, telephones and non-combat personell.

In Sengoku-Jidai Japan, generals and their staff were mostly concerned with command and control over an area not more than 5 kilometres in lenght. Communications were usually transmitted by messengers - who would have to be able to defend themselves, and generals would usually be right behind the front line - and perhaps even on the front line.

They would be in significant danger there, and would need to rely on their bodyguards - the Hatamoto - to keep them safe while 'working'. But in AT, the Staff is represented as rear-area unit, meaning it cannot attack (nor counter-attack if I understod correctly) if the enemy breaks through the front line - and that makes it vulnerable. And I don't think that this is true in this period of history - and so shouldn't be so in your mod.

again, correct if I'm wrong.

cheers!

< Message edited by srndac -- 4/12/2009 1:17:28 PM >

(in reply to pat0467)
Post #: 25
RE: New Mod: Sengoku Jidai - 4/19/2009 8:25:36 AM   
Grymme

 

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How is this work coming along. Have you found out how to upload it to the scenario bank?



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(in reply to srndac)
Post #: 26
RE: New Mod: Sengoku Jidai - 4/22/2009 6:25:44 AM   
pat0467

 

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From: Belgium
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Delayed because i play the revisited WaW from Explorer lol

Some news in few day :)

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Post #: 27
RE: New Mod: Sengoku Jidai - 4/23/2009 5:44:08 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
Sorry, sunny days are not good days for working on my project (too many beautiful girl in the street too lol)

Nearly finish except events :(
Really hard to advance with the events, at this moment a player can propose peace, buy unit and declare war with action cards/event, not really great, i need more time for events :(

I want to put a regime variable "Teppo", players can buy Teppo to other players and propose a price for buying it, not easy to implement...
Need to make a select player (like in European Diplomacy scenario), then select action: propose to buy teppo/decalre war/propose peace.
If you select "Buy Teppo", you can propose a price (select an action card with a price:5-10-15-20-25) to the selected regfime or player...

At the selected player turn he can accept or refuse, at your next turn you regime variablme is increased and you can buy unit with your new Teppo :)

Good on paper but not easy with events :(



At this moment the player can buy it if the have made research in "trading with namban", so a player pay political point for buying "Portugese Teppo", they are needed as a regime variable for buying Teppo units...
Not a very great improvement at my tatse :(

I think to post a version 0.1 without any event (and no regime variable) in the next week (if the sun leave the sky (ok and and the beautiful girl leave the street lol).



The strategic map in attachement, need to look how make it more clearly, some change in the regime's color perhaps...

Thx :)

Attachment (1)

< Message edited by pat0467 -- 4/23/2009 5:53:05 PM >

(in reply to pat0467)
Post #: 28
RE: New Mod: Sengoku Jidai - 4/23/2009 6:18:34 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
In attachement a better view with the strategical map and the 20 Clans :)

Tokugawa have disapear :(
But Shoni appear since :)

In this non-historical version 20 Clan/Regime each with 15k in production (a very basic infantry unit cost 100, a basic cavalry/samurai cost 500).

For this version i use each castle buyilded before 1950-1960 al find on these link:
- http://www.japanese-castle-explorer.com/index.html
- http://www.jcastle.info/

And thx to Goggle map :)

In the next version i hope a picture for each castle (too beautiful), but i didnt know if the game accept so many pictures :(

Attachment (1)

(in reply to pat0467)
Post #: 29
RE: New Mod: Sengoku Jidai - 4/23/2009 6:51:33 PM   
pat0467

 

Posts: 27
Joined: 6/9/2008
From: Belgium
Status: offline
In this picture in attachement you can see the Takeda domain, a really hard challenge for a player ....

Mainly the Kai province and the conquered land in Shimano (Nagato town and the valley).

- North-west the Asakura Clan (naturally allied with the Azai more in the South) you can see "Ichijodani", the main castle of the Azakura (victory point).
- South the Imagawa (not on the screen).
- Central the Takeda, with Kofu the main Castle-town of the Takeda (victory point).
- South-west the Oda
- South-east the Hojo
- North and North-east the Uesegi


For the Takeda diplomacy is very important, they can defend easyly they have to guard each mountain pass (4) with some units, the valley is more hard to guard :(
But it's nearly impossible to guard each access so diplomacy is important :)

No many place for building castle (you need two Hex between 2 locations, so very hard to find a free hex for the Takeda), the small castle produce 1000 production points and the large castle produce 2000, they need 25pp and 50pp each, an investement for the future...

Small Castle and Castle can produce Ashigaru/Samurai only, Small Temple and Temple can produce Sohei/Yamabushi only and Small Town and Town can produce Heimin/Ashigaru only, city can produce all if research are completed...

Builduing is an option easy to change if you want play not like "Civilization"...



In a next message the Satomi land, a more easy challenge:)


Attachment (1)

(in reply to pat0467)
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