New Mod: Sengoku Jidai

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

pat0467
Posts: 27
Joined: Mon Jun 09, 2008 4:52 pm
Location: Belgium

RE: New Mod: Sengoku Jidai

Post by pat0467 »

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....


Attachments
Sengoku Ji..explain).jpg
Sengoku Ji..explain).jpg (185.96 KiB) Viewed 611 times
pat0467
Posts: 27
Joined: Mon Jun 09, 2008 4:52 pm
Location: Belgium

RE: New Mod: Sengoku Jidai

Post by pat0467 »

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 :)
Attachments
Sengoku Ji..the Mon).jpg
Sengoku Ji..the Mon).jpg (115.18 KiB) Viewed 610 times
srndac
Posts: 95
Joined: Thu Dec 13, 2007 3:03 pm

RE: New Mod: Sengoku Jidai

Post by srndac »

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!
pat0467
Posts: 27
Joined: Mon Jun 09, 2008 4:52 pm
Location: Belgium

RE: New Mod: Sengoku Jidai

Post by pat0467 »

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 :)
srndac
Posts: 95
Joined: Thu Dec 13, 2007 3:03 pm

RE: New Mod: Sengoku Jidai

Post by srndac »

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!
Grymme
Posts: 1776
Joined: Sun Dec 16, 2007 5:06 pm
Contact:

RE: New Mod: Sengoku Jidai

Post by Grymme »

How is this work coming along. Have you found out how to upload it to the scenario bank?
 
 
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
pat0467
Posts: 27
Joined: Mon Jun 09, 2008 4:52 pm
Location: Belgium

RE: New Mod: Sengoku Jidai

Post by pat0467 »

Delayed because i play the revisited WaW from Explorer lol

Some news in few day :)
pat0467
Posts: 27
Joined: Mon Jun 09, 2008 4:52 pm
Location: Belgium

RE: New Mod: Sengoku Jidai

Post by pat0467 »

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 :)
Attachments
Strat map 1.jpg
Strat map 1.jpg (225.85 KiB) Viewed 614 times
pat0467
Posts: 27
Joined: Mon Jun 09, 2008 4:52 pm
Location: Belgium

RE: New Mod: Sengoku Jidai

Post by pat0467 »

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 :(
Attachments
Strat map 2.jpg
Strat map 2.jpg (236.37 KiB) Viewed 612 times
pat0467
Posts: 27
Joined: Mon Jun 09, 2008 4:52 pm
Location: Belgium

RE: New Mod: Sengoku Jidai

Post by pat0467 »

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:)
Attachments
Takeda.jpg
Takeda.jpg (367.82 KiB) Viewed 634 times
User avatar
Vic
Posts: 9783
Joined: Mon May 17, 2004 2:17 pm
Contact:

RE: New Mod: Sengoku Jidai

Post by Vic »

These screenshots look really promising!
Clean and crisp!

Looking forward to give it a spin when its finished.


Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
Grymme
Posts: 1776
Joined: Sun Dec 16, 2007 5:06 pm
Contact:

RE: New Mod: Sengoku Jidai

Post by Grymme »

Nothing heard from this mod in more than a month. Will it be another one of the big ones that got away?
 
Hope not. One of the most interesting work i have seen in a long time.
 
Grymme
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
Grymme
Posts: 1776
Joined: Sun Dec 16, 2007 5:06 pm
Contact:

RE: New Mod: Sengoku Jidai

Post by Grymme »

That this mod never got finished is maybe the biggest "sadness" in my AT experience. He worked really hard on it and then suddenly dissapeared one day. Hasnt been online since middle of april.

I PMed a little with Pat047, he wasnt so apt at using computers. If anyone knows him and can convince him to come to the computer and upload his work it would be really cool.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
AttuWatcher
Posts: 489
Joined: Thu Jun 25, 2009 3:15 pm
Location: Hex 181, 36

RE: New Mod: Sengoku Jidai

Post by AttuWatcher »

This is really interesting and looks great.
I know nothing about AT and don't even own it yet but I would just about be willing to take this project over if I could get hold of the resources so far...
Image
Post Reply

Return to “Mods and Scenarios”