I did the exact same question at the .com last summer and this is Puzz3D's reply post:
(by the way i play with his suggestions and it is much better).
STW v1.12 stats incorprated into the two STW/MI compatible .txt stat files.
-------------------
Troopstats.txt
-------------------
Projectile type: NONE = 0, LONG = 1, MTLG = 2, ARQB = 3, MSKT = 4, NINJ = 5
Unroutable: true = 1, false = 0
Marching speed: 1 - 24
Running speed: 1 - 24
Charging speed: 1 - 24
Minimum turning speed: 2 - 8
Maximum turning speed: 2 - 8
Max turning angle whilst in motion: 8 - 256
Speed at which soldier turns towards the direction of motion 8 - 8
Space between neighbours left and right: 30 - 125
Space between neighbours back and front: 30 - 125
Enemy engagement proximity threshold: 500 - 2000
Charge bonus: -6 - 12
Melee bonus: -6 - 12
Defence bonus: -6 - 12
Armour level: 1 - 12
Honour level: -4 - 8
Ammo ( arrows or bullets ): 0 - 255
Unit size (based on 60)
SamuraiArchers
{
1, 1, 6, 10, 10, 2, 8, 8, 256, 75, 75, 500, 2, 0, 0, 1, 0, 28, 60
}
YariSamurai
{
0, 1, 6, 10, 10, 2, 8, 8, 256, 75, 75, 1500, 0, 0, 2, 3, 2, 0, 60
}
Naginata
{
0, 1, 4, 8, 8, 2, 8, 8, 256, 75, 75, 1500, 4, 0, 6, 5, 4, 0, 60
}
Nodachi
{
0, 1, 7, 12, 12, 2, 8, 8, 192, 75, 75, 1500, 8, 5, -2, 1, 8, 0, 60
}
CavalryArchers
{
2, 1, 8, 20, 20, 2, 8, 8, 64, 115, 125, 500, 3, 1, 2, 3, 0, 28, 60
}
HeavyCavalry
{
0, 1, 8, 20, 20, 2, 8, 8, 8, 115, 125, 1500, 5, 2, 6, 5, 4, 0, 60
}
YariCavalry
{
0, 1, 10, 24, 24, 2, 8, 8, 8, 115, 125, 1500, 8, 2, 3, 3, 2, 0, 60
}
YariAshigaru
{
0, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 1500, 0, -1, -1, 2, -4, 0, 60
}
Phantoms
{
0, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 1500, 0, -1, -1, 2, -4, 0, 1
}
Arquebusier
{
3, 0, 7, 12, 12, 2, 8, 8, 128, 75, 75, 500, 0, -6, -3, 2, -4, 40, 60
}
Musketeer
{
4, 0, 7, 12, 12, 2, 8, 8, 192, 75, 75, 500, 0, -6, -3, 2, -4, 40, 60
}
WarriorMonk
{
0, 1, 7, 12, 12, 2, 8, 8, 256, 75, 75, 1500, 4, 5, 2, 1, 8, 0, 60
}
A_Ninja
{
5, 1, 8, 18, 18, 2, 8, 8, 256, 75, 75, 300, 4, 8, 4, 4, 8, 100, 12
}
A_SwordsMan
{
0, 1, 10, 16, 16, 0, 8, 8, 256, 75, 75, 2000, 8, 18, 2, 8, 8, 0, 1
}
A_Mongol_Javelin_Thrower
{
6, 0, 7, 12, 12, 2, 8, 8, 192, 75, 75, 400, 0, 0, 0, 5, 0, 4, 60
}
A_Mongol_Spearman
{
0, 0, 6, 10, 12, 2, 8, 8, 256, 75, 75, 1500, 0, 0, 1, 2, -1, 0, 60
}
A_Mongol_Polearmsman
{
0, 0, 5, 8, 10, 2, 8, 8, 256, 75, 75, 1500, 4, 2, 4, 4, 0, 0, 60
}
A_Grenadier
{
7, 0, 6, 8, 10, 2, 8, 8, 256,100,100, 100, 0,-6, -3, 2, 4, 3, 20
}
An_Ashigaru_Xbowman
{
8, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 500, 0, -6, -3, 1, -5, 16, 60
}
A_Nijinata_Cavaleryman
{
0, 1, 8, 16, 20, 2, 8 , 8, 8,115,125, 1500, 4, 5, 2, 4, 8, 0, 60
}
A_Mongol_Light_Cavaleryman
{
2, 0, 10 ,26, 26, 2, 8, 8, 128,125,140, 1500, 4, 2, 2, 4, 4, 28, 60
}
A_Mongol_Heavy_Cavaleryman
{
0, 0, 10,20, 24, 2, 8, 8, 128,125,140, 1500, 6, 4, 4, 5, 8, 0, 60
}
-------------------
Projectiles.txt
-------------------
Projectile-type related stats:-
Length, Frequency, Range, Speed, Accuracy, Power, Reload, Is a gun?, Is Waterproof?
Longbow
{
25, 11, 5000, 150, 0.6, 0.5, 4, 0, 1
}
Mounted Longbow
{
25, 11, 5000, 150, 0.4, 0.5, 4, 0, 1
}
Arquebus
{
0, 15, 4000, 200, 0.07, 4.0, 30, 1, 0
}
Musket
{
0, 15, 5000, 250, 0.12, 4.0, 21, 1, 0
}
Ninja Star
{
0, 5, 1200, 100, 0.5, 1.0, 3, 0, 1
}
Javelin
{
0, 5, 1500, 90, 0.15, 2.0, 3, 0, 1
}
Grenade
{
0, 5, 1300, 80, 0.03, 6.0, 6, 0, 0
}
Crossbow
{
10, 5, 4000, 250, 0.15, 3.0, 15, 0, 1
}
-----------------------------------------------------
Notes:
The cost of warrior monks was raised in STW/MI v1.01 from 500 koku to 550 koku because they were slightly inderpriced.
You could give HC a bit more offensive punch by shifting a combat point from defense to melee making it a 3/5 (melee/defend) instead of the original 2/6. HC were supposed to defeat warrior monks decisively in STW v1.12, but they didn't because the charge bonus didn't work properly. Moving one combat point from defend to attack should help them.
Overall you could increase cavalry charge values by a couple of points if you want more effective cavalry. An increase of 4 charge points is roughly equivalent to an increase of 1 melee point which is a 20% increase in combat effectiveness.
The new MI units for the Sengoku period: kensai, ninja and naginata cavalry are a problem. Keep in mind that these new units were not balanced very well in STW/MI v1.00. The NC is the easiest to fix because the problem is that it's a WM stat unit with higher mobility and armor that only costs 450 koku. The cost is about 20% less than a WM, so that would translate into removal of 1 combat point making it a 4/2 (melee/defend) rather than 5/2. The value of the mobility and armor is harder to assess, but I would say take away another combat point making it a 3/2 , increase running speed from 16 to 20 and increase charge from 4 to 6.
The kensai and ninja are much harder to adjust since their small size and high melee capability gives them large battlefield upgrade possibilities. The kensai could be given less armor to make him more vulnerable to range fire and some of his combat power could be shifted from melee to defend. His running and charging speed should probably be lowered as well. The ninja should probably have less but more effective stars, and its running and charging speed should definitley be lowered from 18 to more like 12.
The muskets could be made to fire in rain if that's what you want by changing the "is waterproof" parameter from 0 to 1. In STW v1.12, they did not fire in rain, but they were supposed to and they did in STW/MI. The battle engine automatically gives them 25% misfires in light rain, 50% misfires in medium rain and 75% misfires in heavy rain.
The Mongol era units are very difficult to balance due to the extreme pricing of some of the units.I haven't made any adjustments to them in these files. The unit costs are internal to the exe, and can't be change.
I don't think you can change unit training times, but I'm not certain of that.
To clarify the stats I posted here. They are the STW/MI v1.0 stats except for the original STW v1.12 units which I returned to their original STW v1.12 values. The changes CA made to the original STW v1.12 units for STW/MI v1.0 degrade unit balance in the Sengoku Period. Those changes CA made were:
1. Samurai Archers were changed from 0/0 (melee/defend) to 0/-1
2. No-dachi were changed from 5/-2 (melee/defend) to 6/-2
3. Guns were both changed from power 4.0 to power 16.0
4. Muskets were changed from is waterproof = 0 to 1 so that they fired in rain which is how they were supposed to be in STW v1.12.
The change to the power of guns is particularly non-sensical because values greater than 8 do not increase the effectiveness of the volley. The system saturates at power = 8. Also, javelins were speed = 80 which prevented them from firing their full 1500 range, and we changed this in the v1.02 beta stat to 90 so that they can fire the full 1500 range.
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