MoSS_Kitten’s self use_part1.pack
First of all, I am not stealing the mod, everyone knows that this mod was made by Engineer Weierstrass. Master of Strategy is a mod of a long time which is formatted as "bin" files in workshop content. It’s not compatible with many other mods. (I don’t know if this is because of CA’s update?) So I’ve uploaded these 5 pack files for your convenience. Note that this is not the original mod, I made various changes to db.
MOSS has always been my favourite. I learned about it back in my high school time when my dad was so strict that I couldn’t play PC games. Over the past 5 years, Moss has seen me go from newbie to half veteran. Once I became familiar with Shogun2, it became less popular, now players seem to be focusing more on the new Total War games. Such an excellent mod shouldn’t be buried like this, so I hope to get more players playing Moss by re-uploading it. Now you can use pfm to change things whatever you like.
Here is Kitten’s Change log:
①Increased unit size and tighter formation:
modern infantry/sharpshooter 360/150, traditional infantry melee/ranged/ronin/ninja 360/300/240/120, cavalry mostly 120. I didn’t increase artillery pieces because they were already very OP. All units become tighter, the horizontal spacing is 0.65(modern)/0.8(traditional) for infantry and 1.2(modern)/1.5(traditional) for cavalry. Sharpshooters have better firearm, smaller body size (entity radius) and can fire all ranks.
②New morale and stamina mechanics (a little hardcore)
Running, meleeing, shooting and charging now consume more stamina. Modern infantry have great firepower, but when they get tired, their movement speed and accuracy are severely dropped, this is to simulate the loss of cohesion caused by prolonged firefights. Cavalry charge is powerful that can easily penetrate a thin line and take the enemy from the rear, but it lose a lot of stamina(2-3 charges before getting tired). Fatigue also affects morale a lot.
The morale mechanics are very different from vanilla, simply put units are more easy to rout, especially when charging. A charge brings a big morale shock to both sides at the same time, melee doesn’t always happen, because units in bad condition simply rout when facing a charge. When the enemy’s stamina and morale are bad, a decisive charge maybe better than firing still.
③Projectiles, entities and stats:
Let me get this straight, cavalry 3hp and infantry 2hp. This is to make combat slower and more immersive. There will be no more killing dozens of men or wiping out half a unit by 1 or 2 volley. I’ve reworked all projectiles and disabled most penetration effect. Various types of firearm now have more differences in addition to range and base reload time, as well as spread, damage, misfire chance, calibration range, elevation, marksmanship bonus and gravity. I also changed canister’s trajectory and made stray bullet effect like NTW.
Stats and hidden bonuses(cav vs inf, bayonet) are balanced because of more hp. Don’t worry that high hp makes cavalry OP. They are easy targets, become fatigued after several charges, and aren’t suited for melee (although melee attack looks high). In any case, cavalry are not for frontal attack on well conditioned infantry, they should maneuver and charge properly.
④Abilities and Kitten’s tips:
the original moss has a lot of special abilities. For example artillery has 2 abilities increase accuracy, most infantry and cavalry have 2 abilities increase speed. Those stuffs make the game too arcade, so I simply removed them. I also changed Banzai charge, in the original mod it lasted 45 seconds, I think that’s too long!!! 15 seconds is more than enough to complete a valiant charge. Whether to win a charge should depend on a fine grasp of morale, not on inhuman courage that doesn’t even exist. In practice, 15-second Banzai is so effective that both mounted and foot samurai can charge directly into the "volcano".
If you test it in custom battle, you might think my morale mechanics are too harsh, but with various bonuses in campaign mode, that really works. I basically left navy and campaign mode untouched, just increased land units caps, so prepare for ai rush!
⑤Kitten’s version is both for SP and MP.
I think the cavalry is still too powerful in this version. In SP mode it’s unnecessary for veterans, but good for new players, but in MP battle it’s reversed. Just do not let your cavalry charge under fire, both enemy’s and friendly’s; make good use of abilities; counter enemy cavalry with a second line of fire. If you want to shock the enemy head on instead of exchanging fire, it’s best to "fire and maneuver". That is, each unit should advance and fire separately, attract enemy fire and cover nearby units. Finally you can break the enemy line by concentrating volley, morale shock or banzai charge. Some cavalry can be placed in a safe area behind your infantry, away from stray bullet. When your infantry rout an enemy one, cavalry rush into the gap and disrupt others (prevent enemy inf from firing).
Because the mod is not very fast-paced, a well-conducted frontal attack can be successful. However, It is most advisable both in SP and MP, to attack in an oblique order with the forward flank covered by superior cavalry.
Good news, I managed to incorporate valerBoss’s bayonet into MOSS. :steamhappy:
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MoSS_Kitten's self use_part2.pack — Steam Workshop
MoSS_Kitten's self use_part4.pack — Steam Workshop
MoSS_Kitten's self use_part3.pack — Steam Workshop
MoSS_Kitten's self use_part5.pack — Steam Workshop