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-   -   Mod: Jomon: The Courts of the Ryu (http://forum.shrapnelgames.com/showthread.php?t=48407)

legowarrior February 19th, 2012 10:26 PM

Download here
Jomon1.2
Compatible with CMB 1.92

https://lh4.googleusercontent.com/-Y...w402/Units.gif

Jomon, Courts of the Ryu, a Middle Era Nation
By Shatner and Legowarrior

Rationale
The goal of this mod is to create a nation similar to LA Jomon, with its unique summons and units, in the Middle Era. However, achieving this goal requires more than just taking Late Era Jomon and putting it in the Middle Era. This nation should be distinct from all other nations, so we are drawing inspiration from not only late era Jomon but from Heian Period of Japan.

Introduction:

During the time of the Oni, many humans fled the mountains and surrounding areas and traveled to the coast seeking protection. The Ryujin came upon these humans and offered them succor in exchange for treasure and allegiance. Although wary of exchanging one master for another, the Joman saw no other choice and agreed. With the fall of the Oni, a new empire was formed around the worship of the Dragon King and the lesser kami of the land. A strict hierarchy was formed with the Emperor on top and the peasant classes at the bottom. The Ryujin played the human clans against each other, tyring to gain prestige and fortune at the expanse of other Ryujin. With the coming of the New God, the Ryujin have ceased their petty squabbling and united with the Jomonese to conquer new territory and find new riches for themselves.

Race: Humans and Ryu Court
Military: Ligth Infantry, Medium Infantry, Samurai Archers and Cavalry, Ninjas Assassins,
Magic: Average Earth, Nature, Water and Air, weak Fire and Astral, unique elemental priest magic
Priests: Weak


Breakdown of Commanders

Capital Only:
Saigu (350gp, sacred) – Average priestess who automatically reduces unrest in the province she is in by 4/turn. 1 Earth, 1 Air, 1 Nature, 2 Holy, +2 FAWEN. She has the ability to cast most national summons and is a capable (if slow to move around the map) combat caster who can improve her skill in all paths, including holy, with the Teaching Sign spell. Expensive, valuable and fragile, though her omamori protects her from ranged attacks as well as a typical shield would.

Ryujin (500gp, sacred) – Sacred, magically powerful dragon taken directly from LA Jomon. They are recruitable anywhere underwater as well as directly from the capital. They are gifted forgers, ritual casters as well as powerful combat casters. Use their superior mobility to move them directly from the lab to the battle.

Land Castle:
Ninja (40 gp) – Same as later era Ninja. A good assassin equipped with poisoned shuriken.

Jito (23 gp) – Administrators of a region, they are equipped like Ashigaru but have a patrol bonus.

Wokou Captain (40 gp) – Pirate captain that has a slight chance at both Air and/or Water Magic. Has 2 movement and sailing, so they make great raiders. Does not require a lab to recruit.

Gokenin (25 gp) – Exactly the same as the later era, except they start without heavy samurai armor, but gain the Long Bow.

Mounted Gokenin (30) – Exactly the same as the later era, except without heavy samurai armor.

Land Temple:
Monk of the Fivefold Path (100 gp, sacred) - The same as later eras. Does not need a lab to produce, despite having access to a random pick in FAWEN. These are your most cost-efficient researchers and each is capable of casting one of the five sign spells unique to MA and LA Jomon.

Land Laboratory:
Shugenja (90 gp) – Practitioners of Jomese Magic. Exactly the same as later eras. Since there are no Master Shugenjas in the Middle Era, these mages have the best chance of all your recruit-anywhere commanders of E2.

Onmyo-ji (160 gp) – Everything you remember from the LA Jomon is back, though with slightly better fortune telling abilities. The only mage with access to Astral in the Jomon Nation.

Lab and Temple:
Envoy of the Ryu (150 gp, sacred) – Priests and ambassadors of the Ryujin, they are amphibious and can bring 10 size-2 soldiers with them underwater. Each is a W1H1 + 1xFAWEN mage-priest, meaning every one of them can cast one or more of Jomon's unique sign spells. With their innate skill in water magic and their ability to bring troops underwater, they provide an excellent way for MA Jomon to get access to water provinces. They also offer your best chance of getting W2, without recruiting the substantially more expensive Ryujin. Each one is capable of casting one or more of the five sign spells unique to MA and LA Jomon.

Underwater Castles:
Crab General (30 gp) – The Same units as the LA Jomon.

Lab and Temple:
Envoy of the Ryu (150 gp, sacred) – This priest is available to be recruited on land or in the sea.

Ryujin (500 gp, sacred) – Though expensive, these powerful dragon mages are recruitable from any underwater castle with both a lab and a temple.

Units:
Capital Only:
Miko (20 gp, sacred)- These sacred archers wield enchanted long bows which, aside from being magical and more accurate than mundane long bows, deal triple damage to undead and demons. Like all the women soldiers of MA Jomon, they have omamori to offer them moderate protection from ranged attacks, fire and cold. They are inexpensive, elite archers who are also are real terror to any demons or undead you face in combat. Just be sure to protect them from melee combat.

Capital and Underwater
Shark Warriors (45 gp) - These expansive brutes are useful for taking the fight under the sea, just like in later eras. Being size-4, they also make excellent decoys as well as being more resistant to trampling than your size-2 human infantry.

Land Castle:
Ashigaru (8 gp) – Same as LA Jomonese. Yari and some armor. Chaff, though better outfitted than the chaff of most nations.

Ashigaru Bowmen (10 gp) – Like the Shinuyama's Bandits, but without the stealth. They are the easiest archers to recruit in large numbers and benefit extremely well from the spells wind guide and flaming arrows. Though not as robust in melee as the ashigaru, they can defend themselves surprisingly well with their wakazashis.

Wokou (9 go) – Pirate shock troops. Wokou are faster than all non-cavalry (because of a combination of higher AP and lighter armor), have higher than average moral and better than average attack. Combined with their harpoon and wakazashi, they are well equipped to entangle powerful units before swarming them in melee. They also have the lowest resource cost of all your units, making them easy to hire quickly in bulk.

Bushi (Naginata) (10 gp) – Your standard medium infantry. Inexpensive and good for taking on high protection units. Like most Jomon troops, it is vulnerable to arrows.

Bushi (No-Dachi) (10 gp) – Identical to the Naginata Bushi except that you pay a few extra resources for a high attack, high defense two-handed sword.

Samurai Archer (14 gp) – Your first Samurai. More skilled in melee and more accurate at range than the samurai archers of later eras, they are powerful and versatile units. If set to hold-and-attack, they will launch two volleys of arrows against the enemy before advancing. Furthermore, they are good at protecting your Miko and Ashigaru bowmen because any units which make it to your archers will have to face down elite katana-wielding samurai instead of the usual flimsy archers. Expensive.

Samurai Cavalry (35 gp) – Same as in later eras, but without the heavy Samurai armor.

Land Temple :
Onna-Bushi (15 gp) – Powerful, inexpensive, recruit-anywhere sacred maidens that wield demon/undead slaying naginatas. Their omamori offers mild protection against fire, cold and ranged attacks and they have exceptionally high defense, outstanding moral, and recuperation. Furthermore, they excel at castle defense and patrolling. The down side to all this is that they lose 50% of their health for each turn they spend outside their home province (so they will die after two turns abroad) and that health loss has a good chance of causing afflictions. For their price they are an exceptional recruit-anywhere sacred but, unlike most recruit-anywhere sacreds, they are extremely ill-suited for offensive use.

Underwater Units:
Shrimp Soldiers (10 gp) – Love em or hate em, they are exactly like there LA counterparts. Deal with it. Unlike the shark soldier, they cannot leave the sea.

Overview – Unlike LA Jomon or MA Shinuyama, MA Jomon has a stronger emphasis on its capital-only recruits. The Miko makes a fine addition to any force and, like the Onna Bushi, has very low upkeep because of its sacred status. The Saigu is an expensive caster who makes an excellent site-searcher (both manually and via rituals), and comes into her own later as a gifted forger, combat mage and ritual caster... once you have the research to back that up. However, despite being sacred, neither the Saigu nor the Ryujin make cost-effective researchers. For your research, you'll want to use monks, shugenja and/or onmyo-ji. Because all of your mages have one or more picks from a large range of random paths, you'll likely need to recruit many to get all the path-combinations you want. You have access to a diverse range of unique summons which can help expand your pool of casters, give you many thug-worthy commanders as well as offer new tactical options in combat. Note that some of these kami can only be summoned in specific terrain (forests, swamps, mountains or underwater).

Most of your troops are medium-cost and high-resource so MA Jomon really benefits from production scales. The majority of your troops are vulnerable to missile fire so careful use of arrow decoys is needed to limit casualties while expanding. You have a strong incentive to move into the water, which the Shark Warriors and Envoys of Ryu will facilitate. While almost useless for offense, Onna Bushi are excellent defenders and should help protect your land-based forts from invasion, especially from undead or demons. All of your recruit-anywhere priests have only holy-1 so a high dominion score is recommended to prevent your lands from being overrun with black candles. However, all of your priests are capable of casting one or more of the unique sign spells which you should keep in mind when scripting them for battle.

With access to the Saigu, Jito and Onna Bushi, this nation is better capable than most of maintaining tax rates higher than 100%. Positive growth scales will help mitigate the population loss inherent to over-taxation.


In many ways this is still a work in progress, we are open to comments suggestions, oh and better artwork. I'd love to have some talented artists redo more than a few of the pictures.

legowarrior February 19th, 2012 11:01 PM

Re: Jomon: The Courts of the Ryu
 
I should add that Shatner was nice enough to make two mods, the first lacks underwater pd. The second has underwater pd, but takes the place of the LA Jomon (and can mess with other mods) and has access to the Oni.

I prefer the first mod myself, but I hope you guys enjoy the options that Shatner was nice enough to code.

legowarrior February 20th, 2012 10:38 PM

Re: Jomon: The Courts of the Ryu
 
So, anyone had a chance to try the nation out? We'd love to have feedback.

Torgon February 24th, 2012 02:42 PM

Re: Jomon: The Courts of the Ryu
 
I think its great. Overall a very good flavor and a great addition to the MA.

One comment:

The Ryujin is pretty expensive for what he is MA.

He could be a decent thug with the resistances he has, but he's not self bless, and he's still pretty fragile in his base form. Less fragile in his dragon form but in that case he doesn't have enough slots to be a decent thug.

I might suggest either dropping his price to 400-450 or so or upping his abilities for MA. The 500 price makes sense in LA Jomon where he's essentially a special bonus mage for the nation and a powerful caster in the magic poor late age. But in MA he's much more comparable to the mages that are floating around in other nations. If you want to up his abilities and leave the the price I would suggest making him an L1 priest for MA Jomon.

shatner February 24th, 2012 03:26 PM

Re: Jomon: The Courts of the Ryu
 
Glad you like the mod, Torgon.

Those are all good points about the Ryujin. However, the Ryujin maintains its role as a special bonus mage in MA Jomon because you'll want to be hiring Saigu at the capital as often as you can, so being able to recruit a capital-level caster in your water provinces is a nice bonus. Speaking in abstract, I wouldn't be averse to tweaking the Ryujin to be more competitive in the Middle Era, but before Legowarrior or I commit to that, we want to do some more playtesting to see what changes are truly needed.

But don't take my word for it. Download the mod and play a game or two with MA Jomon. If you find you never use the Ryujin because of the cost, or lack of self-blessing, or anything else, please post your findings here and Legowarrior and I will adjust the mod accordingly. It is in beta, after all, and that's exactly the sort of test-driven feedback we're looking for.

legowarrior February 24th, 2012 05:09 PM

Re: Jomon: The Courts of the Ryu
 
What he said, but twice as much!

Torgon February 24th, 2012 05:30 PM

Re: Jomon: The Courts of the Ryu
 
Quote:

Originally Posted by shatner (Post 796672)
Glad you like the mod, Torgon.

Those are all good points about the Ryujin. However, the Ryujin maintains its role as a special bonus mage in MA Jomon because you'll want to be hiring Saigu at the capital as often as you can, so being able to recruit a capital-level caster in your water provinces is a nice bonus. Speaking in abstract, I wouldn't be averse to tweaking the Ryujin to be more competitive in the Middle Era, but before Legowarrior or I commit to that, we want to do some more playtesting to see what changes are truly needed.

But don't take my word for it. Download the mod and play a game or two with MA Jomon. If you find you never use the Ryujin because of the cost, or lack of self-blessing, or anything else, please post your findings here and Legowarrior and I will adjust the mod accordingly. It is in beta, after all, and that's exactly the sort of test-driven feedback we're looking for.

I've only been testing them out in single player so far, and just didn't find myself recruiting them very often. The Saigus always got the captital slot.

legowarrior February 24th, 2012 06:10 PM

Re: Jomon: The Courts of the Ryu
 
That is true that the Saigu are your go to capital only girl, but the Ryujin still have the advantage of under water operations, and with the Dai Tengu, they make a great raiding crew. A 2 Ryujin or Tatsu and 2 Dai Tengu with the entourage, and you have your self an excellent raiding crew.

Also, when you get a Water Fort, you'll have less choice, and the Ryujin might be good choice than. 3 water gets you access to some good summons, and the Troll Court. And basic construction means water 5 access is pretty easy.

legowarrior February 27th, 2012 10:53 PM

Re: Jomon: The Courts of the Ryu
 
We are considering some changes to the Ryujin right now. One is giving them Holy 1, so that they can bless themselves and cast 2 of the national jomon spells (one being mediation, which might be useful).
One of the changes that I'm putting forward is that the Ryujin can domain summon Shikigami in territories that have high Magic domain, just like the Pan have summons in lands of high turmoil.
This era is very magical, what with all the Kamis and dragons running around, so it is thematic that if the land if very magically, more minor spirits would show up, like Shikigami. (The Shikigami are the battle summons that Onmy-ji summon. They have 3 movement, and so should be able to keep up with a raiding party, and are sacred)

llamabeast February 29th, 2012 08:56 AM

Re: Jomon: The Courts of the Ryu
 
I don't think you can mod domsummon which is dependent on magic scales.

shatner February 29th, 2012 10:12 AM

Re: Jomon: The Courts of the Ryu
 
Yeah, we have since come to that same conclusion, which is a pity because Legowarrior and I really wanted to do more with making MA Jomon synergistic with a positive Magic scales.

We've since moved our brainstorming for the Ryujin in other directions which we're finding pretty promising.

Thanks for the clarification llamabeast.

legowarrior February 29th, 2012 08:21 PM

Re: Jomon: The Courts of the Ryu
 
Though if anyone does see a way, we'll be happy to hear about it. Until then, well, we'll enjoy what we've created so far, and hope others will as well.

(But just to be sure, there is no way of taking a spell like carrion woods, replacing growth with magic, and replacing the Manikins with other units, right?)

legowarrior March 2nd, 2012 10:33 AM

Re: Jomon: The Courts of the Ryu
 
Gentleman, BEHOLD!
We have an update which we are officially calling 1.1, but what I am calling 'pretty nifty.'

So, here is the change log!

1) The Crab General can now be recruited from your capital.
2) The Ryujin can now be leader 80 normal troops and 40 magical troops
3) The Ryujin now casts Divine Blessing at the start of ever battle.
4) Added the Shachihoko to the MA Jomon (details below)
5) Added 4 new battle spells
6) Added 4 rituals


New Units
Shachihoko - Small sharks (size 1) with a tigers head. Very fast, ethereal and sacred, but not very powerful.

New Combat Spells

Level 4 Conjuration
Conjure Shikigamis. Astral-2, costs 1 pearl. Summons 4+ Shikigam to battle.

Conjure Shachihoko. Underwater only. Water-1, costs 1 water gem. Summons 5+ shachihoko.

Level 7 Conjuration.
Conjure Shikigami Flock. Astral-2, costs 2 pearls. Summons 15+ Shikigami

Conjure Shachihoko School. Underwater only. Water 1, costs 2 water gems. Summons 18+ Shachihoko.

New Ritual Spells

Level 3 Conjuration
Summon Shikigami. Astral-2, Cost 2 pearls. Summons 10 Shikigami

Summon Shachihokos. Underwater only. Water-2, costs 2 water gems. Summons 14 Shachihoko.

Level 8 Conjuration
Summon Shikigami Flock. Astral-4, Costs 10 pearls. Summons 40 Shikigami

Summon Shachihoko School. Underwater only. Water-4. Costs 10 Water Gems. Summons 55 Shachihoko.


That is the bare bones of it. You can download the newest version.

http://www.mediafire.com/?84fk039hpyzc38u


Feedback is welcome!

legowarrior March 2nd, 2012 10:36 AM

Re: Jomon: The Courts of the Ryu
 
So, hopefully the addition of leadership, autocast divine bless and awesome fast chaff will make the Ryujin much more enticing!

legowarrior March 6th, 2012 05:29 PM

Re: Jomon: The Courts of the Ryu
 
I'm looking for the original pictures of the Ryujin. I was able to find the first ones of both shape on Dom Wiki site, but not the attack images for either shape. Anyone know where I can grab those.

legowarrior March 17th, 2012 06:53 PM

Re: Jomon: The Courts of the Ryu
 
So, I know you've all been waiting for it (well, not on this site, but on the other one), so I am happy to say, we have a new version everyone to try out!
This version includes

Son of the Ryujin King, a pretender that starts with water 3 and summons shark warriors to him.

3 new heroes.

- The False Saigu - what happens when a Saigu turns bad, find out when she serves you!

- The Ryujin Seer - Some Ryujin don't do all that well with Elemental Magics.

- Master of the Fiveway Path - Take a monk, and have him learn all the signs, and what do you get?


Anyway, you can find the new version here. 1.2.
http://www.mediafire.com/?84fk039hpyzc38u

shatner March 19th, 2012 05:59 PM

Re: Jomon: The Courts of the Ryu
 
With the release of version 1.2, Legowarrior and I feel like the mod nation is mature enough to undergo real MP testing to see just how balanced and fun it is (both to play as, as well as against). New MP game threads have been created here ( http://z7.invisionfree.com/Dom3mods/...?showtopic=681 ) and here ( http://forum.shrapnelgames.com/showt...041#post799041 ). If you want to join, post in one of the threads with the nation you want to play since it'll be first come first serve.

legowarrior April 22nd, 2012 04:37 PM

Re: Jomon: The Courts of the Ryu
 
Have you been paying attention to what is happening.
http://z7.invisionfree.com/Dom3mods/...?showtopic=666
http://z7.invisionfree.com/Dom3mods/...?showtopic=681

shatner April 26th, 2012 03:41 PM

Re: Jomon: The Courts of the Ryu
 
A lot of suggestions, some small, some very large in scale and impact have come in since HappyKatanakka started. I aim to see that feedback taken advantage of, even if our official test game isn't close to being over. So what I'm going to do is over the weekend I'll be creating several alternate versions of the MA Jomon mod. These versions will be released in parallel and be considered candidate versions for inclusion in our future release. Legowarrior and I, as well as any other people who are interested, will try them out, post our findings here in this thread and use that to inform what should go into the next full version of the mod. These candidate mods will be divided by how greatly they deviate from the current state of the core mod (v1.2). The first will have only slight tweaks, while the last will be a very different beast altogether.

Here's what is planned for the candidate mods:
MA Jomon 1.2a: Small Changes
1) Samurai Cavalry: heavy lance changed to light lance
2) Onna-Bushi: base defense lowered from 16 to 14 (making it an effective 13 with naginata defense penalty)
3) Wokou Captain: new magic paths are W1 + .25xA. -2 research penalty. Gold cost increased from 40 to 50.
4) Onmyo-ji: Fortune Teller reduced to LA Jomon defaults (6 -> 4)
5) Saigu: Made Old, Unrest reduction power lowered from 4/turn to 2/turn
6) Ryujin: Loses auto-cast Divine Blessing, gains auto-cast Power of the Spheres

MA Jomon 1.2b: Larger Changes
1) Everything from version 1.2a
2) Miko: removed from the list of recruitables
3) Adding the Samurai of the Ryu. It's a sacred, amphibious yari samurai with stats similar to the Aka-Oni Samurai of LA Jomon. Recruitable only from capital and UW forts.
4) Envoy of Ryu: magic paths increased to W2H2 + 1xFAEN + .1xFAWEN. Recruitable only from capital and UW forts. Gold cost increased from 150 to 180.

MA Jomon 1.2c: WTF?!
1) Samurai Cavalry: heavy lance changed to light lance
2) Onna-Bushi: base defense lowered from 16 to 14 (making it an effective 13 with naginata defense penalty)
3) Wokou Captain: removed from recruitment
4) Miko: removed from the list of recruitables
5) Onmyo-ji: Fortune Teller reduced to LA Jomon defaults (6 -> 4)
6) Saigu: Made recruit-anywhere. Gold cost reduced from 350 -> 300. Unrest reduction power lowered from 4/turn to 1/turn. Loses -1 to all paths (including holy) when outside it's home province. Not old.
7) Ryujin: Dragon form auto-casts Divine Bless, Humanoid form auto-casts Power of the Spheres (note you can't get both spells by toggling between forms mid-battle; only cast at very start of combat)
8) Adding the Samurai of the Ryu. It's a sacred, amphibious yari samurai with stats similar to the Aka-Oni Samurai of LA Jomon. It has homesickness 100% (dies after it leaves it's home province) but when it dies it assumes a permanent second form, identical to first form but not sacred (gold cost will be reduced for second form to keep upkeep the same). Will have better stats/abilities than 1.2b version. Recruitable only from capital and UW forts.
9) Envoy of Ryu: magic paths increased to W2H2 + 1xFAEN + .1xFAWEN. Recruitable only from capital and UW forts. Gains sailing. Leadership increased from 10 to 40. Gold cost increased from 150 to 195.
10) Summon Kohona Tengus spell removed from MA Jomon spell list.
11) Contact Kohona Tengus spell created (Conj-3, A1E1, 2 air gems, gets you 3 Kohona Tengus).
12) Contact Kohona Tengu Flock spell created (Conjuration-7, A3E1, 20 air gems, gets you 40 Kohona Tengu)


If you have any opinions on what should or shouldn't be included in these three candidate mods, speak up now because I'll be making them fairly soon. Of course, general feedback is welcome at any time.

legowarrior April 28th, 2012 11:36 AM

Re: Jomon: The Courts of the Ryu
 
Also, most of the images have been slightly alter. See if you can spot the difference.

shatner April 29th, 2012 09:28 PM

Re: Jomon: The Courts of the Ryu
 
All three candidate mods can be downloaded from here. The folder contains its own images (most of them are different, part of the next planned version) as well as all three candidate mods (a, b, and c). After some internal testing, a few things have been tweaked from what was originally announced in this thread, most notably changes to the Saigu. I urge you folks to try these out and offer up your feedback; these three mods represent the future of MA Jomon and those three are wildly different so your voice can count for a lot in shaping the mod. Also, let me know if you encounter anything incorrect about the mods (typos, stuff on the change log that isn't in the mod, bugs, sprites with black backgrounds, etc.). Thanks in advance folks, and have fun trying out the mild, hot, and crazy new flavors of MA Jomon.


Revised Change Log:
MA Jomon 1.2a: Small Changes
1) Samurai Cavalry: heavy lance changed to light lance
2) Onna-Bushi: base defense lowered from 16 to 14 (making it an effective 13 with naginata defense penalty)
3) Wokou Captain: new magic paths are W1 + .25xA. -2 research penalty. Gold cost increased from 40 to 50.
4) Onmyo-ji: Fortune Teller reduced to LA Jomon defaults (6 -> 4)
5) Saigu: Made Old, Unrest reduction power lowered from 4/turn to 2/turn, Cost lowered to 300gp
6) Ryujin: Loses auto-cast Divine Blessing, gains auto-cast Power of the Spheres

MA Jomon 1.2b: Larger Changes
1) Everything from version 1.2a
2) Ashigaru Bowman: removed from the list of recruitables
3) Miko: removed from the list of recruitables
4) Adding the Samurai of the Ryu. It's a sacred, amphibious yari samurai with stats similar to the Aka-Oni Samurai of LA Jomon. Recruitable only from capital and UW forts.
5) Envoy of Ryu: magic paths increased to W2H2 + 1xFAEN + .1xFAWEN. Recruitable only from capital and UW forts. Gold cost increased from 150 to 180.
6) Saigu: Made recruit-anywhere. Unrest reduction power lowered from 4/turn to 1/turn. Very Old. Reduced to an H1. Cost lowered to 300gp

MA Jomon 1.2c: WTF?!
1) Samurai Cavalry: heavy lance changed to light lance
2) Ashigaru Bowman: removed from the list of recruitables
3) Onna-Bushi: base defense lowered from 16 to 14 (making it an effective 13 with naginata defense penalty)
4) Wokou Captain: removed from recruitment
5) Miko: removed from the list of recruitables
6) Onmyo-ji: Fortune Teller reduced to LA Jomon defaults (6 -> 4)
7) Saigu: Made recruit-anywhere. Gold cost reduced from 350 -> 250. Unrest reduction power lowered from 4/turn to 1/turn. Has homesickness-50%. Not old. Reduced to an H1.
8) Ryujin: Humanoid form auto-casts Divine Bless, Dragon form auto-casts Power of the Spheres (note you can't get both spells by toggling between forms mid-battle; only cast at very start of combat)
9) Adding the Samurai of the Ryu. It's a sacred, amphibious yari samurai with stats similar to the Aka-Oni Samurai of LA Jomon. It has homesickness 100% (dies after it leaves it's home province) but when it dies it assumes a permanent second form, identical to first form but not sacred (gold cost will be reduced for second form to keep upkeep the same). Will have better stats/abilities than 1.2b version. Recruitable only from capital and UW forts.
10) Envoy of Ryu: magic paths increased to W2H2 + 1xFAEN + .1xFAWEN. Recruitable only from capital and UW forts. Gains sailing. Leadership increased from 10 to 40. Gold cost increased from 150 to 195.
11) Summon Kohona Tengus spell removed from MA Jomon spell list.
12) Contact Kohona Tengus spell created (Conj-3, A1E1, 2 air gems, gets you 3 Kohona Tengus).
13) Contact Kohona Tengu Flock spell created (Conjuration-7, A3E1, 20 air gems, gets you 40 Kohona Tengu)

shard April 30th, 2012 12:37 AM

Re: Jomon: The Courts of the Ryu
 
Hi!

I am planning to start a CBM 1.92 game as LA Jomon, mainly since I only just noticed the huge number of changes they seem to have gotten since I last played.

I was wondering if you guys had any general tips. I also have a couple of questions:

1) Does MA/LA Jomon have fixed coastal starts? Can I still be competitive if I dont start next to water? (No Ryujin)

2) Scales production seems like a no-brainer, but I am not so sure about luck/turmoil or order/misfortune. Are the potential heroes and extra gems worth it; in lieu of trying to spam castles for the non-cap mages and their upkeep?

I do wonder though if all those mikos would be comfortable travelling with all those summoned youkai around though... Anyway, I have a soft spot for Jomon (hint: my location) so thanks and keep up the good work with the modding! お疲れ様でした!


Regards,
Shard

shatner April 30th, 2012 09:04 AM

Re: Jomon: The Courts of the Ryu
 
Quote:

Originally Posted by shard (Post 803126)
Hi!

I am planning to start a CBM 1.92 game as LA Jomon, mainly since I only just noticed the huge number of changes they seem to have gotten since I last played.

I was wondering if you guys had any general tips. I also have a couple of questions:

1) Does MA/LA Jomon have fixed coastal starts? Can I still be competitive if I dont start next to water? (No Ryujin)

2) Scales production seems like a no-brainer, but I am not so sure about luck/turmoil or order/misfortune. Are the potential heroes and extra gems worth it; in lieu of trying to spam castles for the non-cap mages and their upkeep?

I do wonder though if all those mikos would be comfortable travelling with all those summoned youkai around though... Anyway, I have a soft spot for Jomon (hint: my location) so thanks and keep up the good work with the modding! お疲れ様でした!


Regards,
Shard

1) LA Jomon does have a coastal start preference. We tried to give one to MA Jomon but that is, unfortunately, not something you can mod into a nation so they are placed like any other land nation. However, MA Jomon can recruit their amphibious UW units from their capital (Ryujin, Shark Warriors, etc.) if needed, which helps out if they end up land-locked.

2) The heroes of MA Jomon are worth pursuing with Luck. LA Jomon, less so. Both nations are ravenous for gems so going magic + luck for the gem events is a defensible choice. As MA or LA Jomon, going Order2/3 + Production2/3 + Misfortune2 or something along those lines can work out well since both Order and Onmyo-ji (with their fortune-teller ability) will help mitigate bad events.

3) A better question is if those spirits feel safe traveling with all those Mikos/Onna Bushi and their undead/demon slaying weaponry around.

Glad you like the nation, Shard. Try the mod and let us know what you think sometime; we'd appreciate the feedback.

shatner April 30th, 2012 12:01 PM

Re: Jomon: The Courts of the Ryu
 
More LA Jomon tips:

When you expand, you can cut down on losses due to enemy archers by putting arrow decoys up front. One or two Samurai Archers set Fire Closest or Fire Archers will work best but just having a thin screen of Ashigaru works too.

Aka-Oni Samurai should make up the vast, vast majority of your troops. Those guys are awesome and no other infantry you can hire can compete with them in melee.

Samurai Cavalry are surprisingly effective. In MA Jomon I use ten of them as expansion parties and they slaughter almost everything I throw them at. LA Jomon gives them better armor so they should serve as well or better.

You can never have too many Onmyo-ji. Recruit Master Shugenja until you get enough E2s and N2s for site searching (and maybe a few A1E1s for Tengu summoning if that's something you want to do), but after that it should be nothing but Onmyo-ji. Those guys are excellent mages who will negate bad luck events and communion you to victory in combat. When you need to assemble a large force of them at some distant front line, pass around one or more starshine skullcaps to allow them to teleport to a province with a lab. This will allow you to move the ones with the paths you want to the front quicker than their map move-1 might otherwise allow.

Site search manually early on. Your Shugenja and Onmyo-ji are really good at that and you need the gems.

legowarrior May 1st, 2012 10:03 AM

Re: Jomon: The Courts of the Ryu
 
I hope you get some time to try out all the mods.

legowarrior June 27th, 2012 01:39 PM

Re: Jomon: The Courts of the Ryu
 
The first game is done, and we are taking in all we learned. We are hoping for some feedback from everyone.

legowarrior June 30th, 2012 09:32 AM

Re: Jomon: The Courts of the Ryu
 
We've done it everyone one! 1.3 IS OUT! Please download the newest version for your next game.


The changes have been mentioned several times, but I'll go over the list one final time.


1) Samurai Cavalry are now 40 gold, and have a Yari and Longbow
2) Onna-bushi have a defense of 14, but no longer have the patrol bonus
3) Saigu can be recruited everywhere, and start out with E1/N1 + 100% of 2 FAWEN, reduce unrest of 1, and are old (instead of really old), only have H1.
4) Wokou Captain: new magic paths are W1 + .25xA. -2 research penalty. Gold cost increased from 40 to 50.
5) Onmyo-ji: Fortune Teller reduced to LA Jomon defaults (6 -> 4)
6) Ryujin: Loses auto-cast Divine Blessing, gains auto-cast Power of the Spheres
7) Ashigaru Bowman: removed from the list of recruitables
8) Miko: Are staying
9) Adding the Samurai of the Ryu. It's a sacred, amphibious yari samurai with stats similar to the Aka-Oni Samurai of LA Jomon that deal triple damage to large creatures. Recruitable only from capital and very expensive (60 gold)
10) Envoy of Ryu: magic paths increased to W2H2 + 1xFAEN + .1xFAWEN. Recruitable only from capital and UW forts. Gold cost increased from 150 to 180.

Try it out!

Jomon MA, 1.3




Finally, Shatner and I are pretty happy with what we have done. I believe we have decide to stop tinkering it for now. What that means is that I'm going to keep quiet about the nation for now, but it also means we are going to listen to what other people think. If people come up with some great ideas or suggestions, we'll take note. If it is something either one of us had been pondering before, or if other people jump on the bandwagon, there might be changes. The changes we make will probably be side grades, since after tons of testing, it seems pretty balanced at this time.

No more easy Fog Warrior Cavalry, no more easy raiding with Ryujin Tengu (you can still do it, but the Ryujin no longer casts Divine Blessing), and now getting Wokou to do coastal raiding for you will cost a chance of recruiting a power Saigu or something else.

shatner July 8th, 2012 04:03 PM

Re: Jomon: The Courts of the Ryu
 
FYI: A bug was discovered where several of the MA Jomon gods were being made available for other nations. That bug has been corrected and the patched mod uploaded and available (same link).


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