Total War: SHOGUN 2

Total War: SHOGUN 2

All 46 Clans Playable - 12 Turns Per Year: Immersive
111 Comments
Maximus_Prince 21 Dec, 2024 @ 7:46pm 
I know its been like forever since I played this mod and I'm not sure if your even still working on it but I noticed a bug with Yamanouchi rebels.
1) There's no symbol on the flag 2) when ever I attempt engage in battle manually or automatically the games crashes.
I had to allow the rebels to take a hold of the city as a work around.
Phantom Menace 7 Dec, 2024 @ 11:43pm 
idk why it's not working for me. It worked for me for the previous campaign
Socalista 27 Mar, 2024 @ 7:43am 
Seconding the movement rate issue - nearly impossible to catch retreating armies, including rebel armies. Obviously I can (and will) just use the other version of your mod, but I very much prefer the slower research and construction times of this mod.
Reaper_Tech 19 Mar, 2024 @ 12:23pm 
A good mod but the nerf to army movement range is too much. When enemy armies retreat from battle on the campaign map you can't typically catch them due to the nerf being so high. Rather than 60/70% it would make more sense for the army movement nerf to be 40-50%. It still keeps things in scope but you can actually catch retreating armies that are not on roads. As of now they can just endlessly retreat especially in the early game when generals don't have buffs or if you sending out a small army with no general to stop raids.
3lemental 22 Feb, 2024 @ 8:04am 
the mod doesnt work for me, do I need sm else or is there an update version?
GreedoSh0tFirst 31 Oct, 2023 @ 11:31pm 
hey brotha if you are willing please update this mod so expanded wiid update(updated expanded japan mod) can work with this awesome mod cuz honestly both your mods together create greatness im not rich but im willing to throw a $20 maybe some1 like sandman will throw some in there and make it worth it to update.

sry for being greedy and thank you regardless
GreedoSh0tFirst 31 Oct, 2023 @ 11:16pm 
@JG | Sandman did you ever figure it out? this is the ONLY way to play shogun imo
Eisernes Kreuz - Walter O'Cash 18 Oct, 2023 @ 12:52pm 
Unable to build ships. Mod broken
JG | Sandman 8 Sep, 2023 @ 4:16am 
This mod used to work with this mod"Expanded Japan (97 new regions, 101 new factions, 22 playable factions)"
but now it crashes, can you tell me how to fix it? I've already tried everything
Old War Dog 11 Jul, 2023 @ 11:12pm 
They have again added a mod manager, however, it appears all the mods are now out dated and need updated
Coach 2 Oct, 2022 @ 12:56pm 
your mod is causing a crash after turn 204 for me... I invest a lot of time in this campaign and now it keeps crashing after I end the turn..
Kōhaku  [author] 17 Jul, 2022 @ 7:12am 
@YutaniKaede thank you for the feedback! Since you were interested, I'll briefly explain to you how the Ouchi clan works in my mod: out of the 4 traits they have, three are just new units and one is a proper effect (the number of maximum units is decided in the unit's table). The effect works just as any other buff you can get by completing missions, the only difference being that it lasts forever as it's a clan trait. I don't think that's the reason for that bug tho, I think it's probably because of the 12 turns per year: when a clan dies you get the message in the turn you killed it, but what if it's another clan who does it in-between turns? For a game works on the cycle "spring, summer, autumn, winter..." it could be problem having 12 turns as that cycle would change. My guess is that if that clan was killed during an AI led clan's turn, the game might only have registered its death but nothing else
YutaniKaede 17 Jun, 2022 @ 2:16pm 
Okay, we just tried reloading a save and it seemed to fix it.
But still, I havent encountered this before so its still interesting to see if it might be from here :-)
YutaniKaede 17 Jun, 2022 @ 2:13pm 
Might or might not have a bug. My friend and I play multiplayer --> he's playing Ouchi --> his trade partner died --> but now he can't make a new trade deal with any other clan, due to his capacity being reached --> but he isn't trading with a dead clan now is he?

I have never encountered this, so I thought I might as well ask here since its a modded faction specifically having boons to trading goods. I have no idea how it might interfere, so ... yeah.. Could this be a mod-bug ? or is it a regular shogun 2 thing?

We arent using anything that should touch on trading at all modding-wise.
Haensius 3 Mar, 2022 @ 8:31am 
pls make sanada playable
green tea is life 25 Feb, 2022 @ 9:57pm 
yes i think so
Kōhaku  [author] 25 Feb, 2022 @ 2:43pm 
@green tea is life are you running the game with only this mod loaded? If you're using other mods, mine could have some problems running with them so that might be the reason
green tea is life 25 Feb, 2022 @ 6:27am 
for some reasons it's not working
Oberst Wennnkrieg(KLZ) 19 Feb, 2022 @ 9:58am 
not god
Oberst Wennnkrieg(KLZ) 19 Feb, 2022 @ 9:56am 
no Otomo Clan
Kōhaku  [author] 6 Feb, 2022 @ 1:20pm 
@Maximus_Prince it wasn't intended. I'm currently working on another mod, so I will fix this once I'm done with it. It's not a big mod so I should be able to upload it and update this next week. As always, thank you for the feedback!
Aboba 6 Feb, 2022 @ 10:11am 
god mod
Maximus_Prince 23 Jan, 2022 @ 4:44pm 
@ysbnoakashiro when you made an update did you intend to update the event pop up art as well? I started up as the Ikko Ikki and I'm getting a bizarre image from Napoleon Total War with the dueling image.
Wylf 16 Jan, 2022 @ 10:01pm 
@Vermic Urakami and Tsutsui require a tech to recruit loan sword ashigaru. Way of the sword, if I recall correctly.
Kōhaku  [author] 12 Jan, 2022 @ 7:54pm 
@Unvaxxed and proud @SnowMetalCZ @Kalvenhaar @Wylf @roydd.range thank you all for the feedback! In the last update I edited the mod's unit db because I didn't like the way it was arranged, so that's probably the reason why you're all having this issue. I'll look into it later today so you should expect a fix very soon :^) Should I have some problem fixing this bug (which I hardly doubt, but one can never be 100% sure) I'll let you know! Also, @Unvaxxed and proud I'll seize this opportunity for increasing a bit the movement points, I think they'll be reduced to 40% instead of 30%
roydd.range 12 Jan, 2022 @ 1:29pm 
As previous people have said, all the new units I have tested out so far have a ridiculously short movement range. In a campaign this basically makes it unplayable. I hope this is resolved soon as apart from that the mod seems great!
Wylf 10 Jan, 2022 @ 3:24pm 
Yeah, I second what others have written before, it seems the movement reduction isn't applied properly. Some units (presumably mostly units introduced with the mod) seem to have it, while others don't. I particularly noticed it when playing the ashina, since those get two special generals and normal generals otherwise. Armies with a normal general and bow/yari ashigaru in them have roughly 2-3 times the movement range of identical armies with one of the two special generals leading them.
Kalvenhaar 10 Jan, 2022 @ 9:59am 
@ysbnoakashiro
Great mode, absolutely love it.
The only drawback as mentioned before is some units having drastically reduced movement range and it doesn't make any sense.
Bow/yari Ashigaru? Normal movement. Satake bow ashigaru? like 25% of what original ashigaru has. Why?
It makes them unplayable and you can't use them in your army.
Same for some generals, some are absolutely unusable because they can't get anywhere.

Look into movement of clan-specific units of your new clans and your mode is the absolute best.
<3

link to image where I compare Satake's starting army range:
https://ibb.co/1K512N9
SnowDeVries 9 Jan, 2022 @ 11:14am 
Into addition what Unvaxxedandproud said before, seems like several movement points for specific units is ridiciously small. I've noticed these with several units, including e.g. Imagawa's bow horse archers. They have 1/4 of their movement speed.

Anyway, big cudos to you, it made game replayable a lot :-)
Bighairyballs 4 Jan, 2022 @ 2:54am 
The army movement points are a bit low.AI can move freely early game which makes it hard to defend sometimes.
Kōhaku  [author] 25 Dec, 2021 @ 6:44pm 
@jam.izm you'll need to use the Shogun 2 Assembly Kit, I suggest you follow this guide [www.totalrtsmods.com] from the author of the mod on which my mod is based
jam.izm 23 Dec, 2021 @ 8:56am 
Hello. I have a question. I makes a little mod for unlocking Matsumae in FoTS campaign. But I dont know how to unlock faction in Total War: Shogun 2. How are you unlocking factions in your mod?
Maximus_Prince 16 Dec, 2021 @ 10:46pm 
Alright, thanks. Nice to see you back.
Kōhaku  [author] 16 Dec, 2021 @ 8:17pm 
@Chalva that's weird, I didn't reduce the movement range for fleets so I have no idea why that happened to you. Is it only the Nanban caravel? If there are other ships involved, please let me know. Sorry for the late response, as I said to @Maximum_Prince, I had little time to invest on the mod lately. I'll look for a fix during the weekend, thank you for the feedback!
Kōhaku  [author] 16 Dec, 2021 @ 8:13pm 
@Maximus_Prince thank you for the feedback! The files I used to do this version were a bit outdated, so that's why you're encountering all these bugs. Sorry for the late response, I had little time to work on the mod lately. I'll fix it during the weekend!
Chalva 9 Dec, 2021 @ 12:33pm 
Hello @ysbnoakashiro, the namban port's carabel has such a reduced movement that not only is it unplayable, but it cannot even advance on enemies since the range to enter combat is greater than what the unit is capable of moving, and it becomes useless and absurd.
Maximus_Prince 5 Dec, 2021 @ 3:01pm 
ysbnoakashiro, I think I found another bug. I recall in previous iterations the Kisho Ninja bug for Hattori and Tokugawa was fixed however the ammunition seems to be back at two. I also double checked to see if any other mods seemed to be interfering and it doesn't look like it.
Kōhaku  [author] 26 Nov, 2021 @ 6:11pm 
@Warrant Officer Manslaughter thank you for the suggestion! I'll see what I can do :)
[1st.M.I.] Warrant 26 Nov, 2021 @ 12:33pm 
What about a new mod that does only this? No mod on workshop reduces movement points and I think it's needed for Expanded Japan. :

Increased research time for arts: the time has been increased by 30%

Increased cost for buildings: cost for buildings has been increased by 50%

Army movement points reduced: movement points for armies have been reduced by 60/70%
[1st.M.I.] Warrant 26 Nov, 2021 @ 11:54am 
If this version of the 12 turns mod could work with Extended Japan, it would make my year! :)
Coke Zero 26 Nov, 2021 @ 6:42am 
@ysbnoakashiro
thank you for the comprehensive reply :)
[1st.M.I.] Warrant 26 Nov, 2021 @ 6:30am 
ysbnoakashiro, hats off to you mate. Thank you for the engagement and discussion!
tj11692 26 Nov, 2021 @ 2:10am 
@ysbnoakashiro Apparently I just needed to be more diligent with reinstalling the mod. Everything works now. Thank You
Kōhaku  [author] 25 Nov, 2021 @ 9:14pm 
@grumio2014 no, Ashikaga won't get Realm Divide, maybe the only way to get it could be losing then retaking Kyoto, but since the other clans are not inclined to do so, I've not been able to test it properly. This mod is compatible with Bullgod's Daimyo packs. I usually run it with the single packs that you could find on the total war forum's original thread and although I never tried, I think that it should work just as fine with the steam version.
Coke Zero 25 Nov, 2021 @ 6:51pm 
If you play as Ashikaga, do you have an Early Realm Divide after a year? Also, is this mod compatible with the Bullgod Daiymo packs?
Kōhaku  [author] 25 Nov, 2021 @ 12:59pm 
@Warrant Officer Manslaughter I thought that the 12 TPY mod already had those features? I'm not familiar with that mod tho, I never tried it. As I said, I will focus on fixing the 12 TPY mods for the time being, but if the 12 TPY mod everyone's using is lacking any other features, I'll probably make one myself like you suggested in the future. As for merging them with extended Japan, I will ask the maker, uanime5 I believe, to work on his mod when the time comes, thank you for the feedback!
Kōhaku  [author] 25 Nov, 2021 @ 12:50pm 
@tj11692 we just tested the custom generals and they are working correctly for us, so maybe the problem is concerning only you, have you tried restarting a campaign or loading an already existing one? Sorry for your inconvenience
Kōhaku  [author] 25 Nov, 2021 @ 12:48pm 
@jedi7000nathan/sevenbillionjedi thank you for the suggestion, for now I will focus on fixing the bugs of this and the other 12 TPY version, so no new mods for a while. As for the yari wall to the yari samurai I don't think it will be implemented for now, maybe in the future
MrClean 25 Nov, 2021 @ 10:57am 
bro this would be the 1 mod if it worked for multiplayer campaign
[1st.M.I.] Warrant 24 Nov, 2021 @ 4:48pm 
I'd love a mod with only these features:

Twelve turns per year: the number of turns has been increased from 4 to 12

Increased research time for arts: the time has been increased by 30%

Increased cost for buildings: cost for buildings has been increased by 50%

Army movement points reduced: movement points for armies have been reduced by 60/70%

Or merge those features into the Japan extended mod (that has an insane amount of territories.