Total War: SHOGUN 2

Total War: SHOGUN 2

Ultimate Expanded Field Command V1.5
1,449 Comments
FrostyBoiis 1 hour ago 
@VAZZ look at the collection attached to this mod its the load order intended (may have to check which ones you want to use/ if they're compatible such as with campaign movment and sandbox)
VAZZ 1 hour ago 
hey guys where can i find the load order list?
FrostyBoiis 2 hours ago 
@bobskywalker deleteyour appdata/thecreativeassembly/launcher file.
you may also want to delete anything else in appdata for safety. If it doesnt work reinstall total war (delete files manually to be safe)
Lenny_Froggins  [author] 4 hours ago 
Sorry I cant fix stuff like that. It works for me, it works for others, I cant imagine why it isnt working for you.
Bobskywalker009 4 hours ago 
mod doesn't show up as available when i download it.
Lenny_Froggins  [author] 5 hours ago 
v1.56
----------------------

-Added Inspire Unit, Warcry, and Banzai to a mix of the hatamoto units.

-Removed secondary building requirements from matchlock ships. This is in an effort to get the AI using more diversified fleets.

-Added Portuguese units to more of the ancillary effects (I THINK). Let me know if you find any other bonus effects not working for Portugal.
Lenny_Froggins  [author] 5 hours ago 
@Red Panda The mod has 142 total factions and more units, yes. Any unit mods you want to add may overwrite my mod...and then you'll wonder why the balance is so screwed up between my mod's units and the other units you've added.
Red Panda 5 hours ago 
Thank you for the quick answer.

Does your mods adds new units like the mods I listed ?

Especially Jaki's Unique Factions
Lenny_Froggins  [author] 6 hours ago 
@Occasional Noob I have no idea what causes multiplayer de-syncs, so no, there is no plan to "fix it."

@Red Panda No all of those are incompatible.

@RondKrows I think I can fix Portugal units not getting those bonuses.
void::pka 6 hours ago 
"Lenny_Froggins
Thanks yeh should have seen that haha. Thanks for your work the mod is great!
Red Panda 7 hours ago 
Does it works with :

Vastator Unit Style
Weierstrass
10th anniversary units
Additional Units Pack
and Jaki's Unique Factions ?
RondKrows 8 hours ago 
Do any ancillaries work with Portuguese units? They work for the Japon Piques and Japon Teppos but not the actual Portuguese
OccasionalNewb 8 hours ago 
Is there any plan or way to get the multiplayer working?
RondKrows 8 hours ago 
Noticed that Portuguese gunpowder units don't count as gunpowder for Gunsmith Artisan ancillarly (+20% reload speed for gunpowder and +5% ammo for gunpowder/yumi).
RondKrows 8 hours ago 
@[HRE]Zulu_Samurai Double check mod order.
Lenny_Froggins  [author] 9 hours ago 
@Vazz some people report crashes at the end of battles from SOTS. I play with it without issue.

@[HRE]Zulu_Samurai I have no idea what causes that, sorry. Does anybody else here know? @Frostyboiis? Try it without the banner colors submod?
[HRE]Zulu_Samurai 10 hours ago 
Hi there mod looks awesome and can't wait to play - i seem to only get the options to select the vanilla starting factions and Otomo - how am i able to see the rest? i'm playing with this mod, ultimate banner colours and unofficial patch 1.7 all in correct load order? thanks in advance
VAZZ 11 hours ago 
does this work with strongholds of the samurai?
Lenny_Froggins  [author] 17 hours ago 
The increase in Portuguese units is just an edit I made to 1.5x, yes.

If you want a way that might fix it, turn off 1.5x and go into your preferences.script file (User, Appdata, Roaming, The Creative Assembly, Scripts) and edit this line:

campaign_unit_multiplier 1;

That will change the size of the units. Interested to see if that fixes it for you. I made the 1.5x unit size mod because even if I put this trick in the description, people would still not read it and never know lol
Lysander Of Sparta 17 hours ago 
Hi @Lenny_Froggins

i9-12900
RTX 3090
32 GB DDR5 RAM

I doubt it's a specs issue. It's all good, if I really need to change the unit sizes I'll just edit them on my end - I'm no stranger to RPFM and it's an easy edit if I don't care about the size of my starting units. What threw me off was the difference in actual units (not entities) between 1.5x and base. Like getting 2 units of muskets at game start instead of one 1 of muskets. Unless that is an edit you made for 1.5x? I just figured that the difference in units I could bring to the fight was only difference beside entity count, so maybe the issue is there somehow, although it's still bizarre. You'd think if there were an issue with a unit, it'd crash upon loading the battle, vs upon loading back to the campaign map.

*shrug* Maybe some of it is just Shogun 2 being Shogun 2, no worries as I said. Just let me know if you need anything from my end to investigate. Cheers!

p.s. I've been playing a couple hours and having a BLAST!
Lenny_Froggins  [author] 17 hours ago 
@Lysander of Sparta I do not get those crashes and I exclusively play with 1.5x. How good is your PC? Others have noted that having a potato computer results in crashes.

@void:pka It is a sandbox mod...there is no balance. It's kinda implied in the name. It's a submod for people who just want to mess around with different combinations of buildings and troops and not have to play the economic side of the game.

@드기 1. Yes, I know. I am not going to change the starpos esf to fix that, it is the most tedious thing in modding.

2. Unfortunately since this is an ancient Total War game (15 years old!) there is no display of the unit cap. You just have to reach the cap and then build more buildings.
white moha 17 hours ago 
The Korean Pirates look more like Ming Dynasty soldiers,They have chinese character(mean brave or courageous) on their backs,and their hat is fan yang li,These are the characteristics of typical Ming Dynasty soldiers. . Maybe change their hat and armour is more immersive.
Lysander Of Sparta 22 hours ago 
Update:
I think I've isolated the issue to this mod:
UEFC: 1.5x Unit Size

I'm noticing that it is not just increasing the unit sizes, but actually adding a unit of pikes and a unit of muskets at the beginning of the Portugal campaign, and I only crash when I add this mod.

This load order works:
Lenny's Ship Campaign Movement Realism
Lenny's Ultimate Weather
Lennys Battletech: 1 Turn per Research.pack
Ultimate Expanded Field Command V1.5

This load order does not work:
Lenny's Ship Campaign Movement Realism
Lenny's Ultimate Weather
Lennys Battletech: 1 Turn per Research.pack
UEFC: 1.5x Unit Size
Ultimate Expanded Field Command V1.5

If this isn't intended behavior, I hope this report helps! Cheers and have a good one! <3
Lysander Of Sparta 22 hours ago 
I am only using the following mods in the following order:
Lenny's Ship Campaign Movement Realism
Lenny's Ultimate Weather
Lennys Battletech: 1 Turn per Research.pack
UEFC: 1.5x Unit Size
Ultimate Colorful Historic Flags FLP
Ultimate Expanded Field Command V1.5
Unofficial Shogun 2 Patch 1.7

Not running reshade or any other add-ons. I don't seem to be having any issues with vanilla Shogun 2 nor other overhauls like Darthmod. Do you have any ideas? Should I be deleting Historic Flags and the Patch, maybe? I kept them in because they're recommended but I see that your post says to only use your mods. Thanks in advance, I'd really love to give this mod a try! <3
Lysander Of Sparta 22 hours ago 
"-HELP MY GAME CRASHES: It's the same answer every time: Use only my mods, Reinstall everything, delete user cache."

Hi, would this also include the recommended mods you listed? I am getting a consistent crash after every battle as Portugal, while loading from the battle map, to the campaign map - I do not reach the campaign map and CTD. I tested maybe 10-15 times, different battles at different locations against different factions, and crashed consistently. I also crashed a couple times after endturn with another faction but unsure if this is mod-based or just an S2 thing.

Tried the following:
Deleted the shogun2 folder in %appdata%
Deleted the shogun2 folder in My Documents
Deleted all shogun 2 files from the game's install directory
Reinstalled the game (clean reinstall, as I deleted the above 3 directories before attempting a new install.)
Repeated the above steps to make sure I didn't miss any.

(CHARACTER LIMIT REACHED, 1/2)
드기 21 Jul @ 11:49pm 
Hello,

I'm really enjoying the mod—thank you very much for your hard work!

I have a few questions and would appreciate your help:



1.
When playing with unit size set to ULTRA, the number of soldiers in the starting units does not match the number when recruiting new ones.
Is this intended, or could it be a bug?

(For example)

when selecting the Oda clan

The starting Oda Professional Long Yari Ashigaru unit has 160 men,
but when recruited, it has 240.

The starting Oda Yari Kumi unit has 200 men,
but when recruited, it has 220.



2.
It seems the mod uses a unit cap system.
Where can I check my current unit cap status?

I've looked through almost every menu in the interface but couldn’t find any display that shows how many more units I can recruit or what my limits are.
I’d like to know how many more of a certain unit I can still hire.


Thanks again for creating such an amazing mod. Looking forward to hearing from you!
void::pka 21 Jul @ 11:29pm 
Yes I am using the ultimate sandbox. I am playing on VH is that balanced?
Lenny_Froggins  [author] 21 Jul @ 9:26pm 
oops accidently deleted your comment dude my bad, didnt mean to.



Are you using the Ultimate Sandbox submod? Because that mod does that.
Lenny_Froggins  [author] 21 Jul @ 4:04pm 
So far the only guide I have written is the one about unit caps. :) Moneyships is pretty obvious: trade node ships.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3461206466/595154681972403886/
Key7 21 Jul @ 3:43pm 
Hi, just played a few hours and simply love this mod already. But i have a question, buildings sometimes have tooltips like: +0,5 Ashigaru or -1Moneyship! what does this effact?
Lenny_Froggins  [author] 21 Jul @ 3:35pm 
v1.55
-------------------

-Added handheld Bo-Hiya Rocket Launchers for Japanese and Ikko. Bo-Hiya rockets are primarily an incendiary device, and while these units are expensive up front, they are a low upkeep way to set fire to castle towers without slowing your army down with artillery proper.
Lenny_Froggins  [author] 21 Jul @ 7:27am 
If you are Japanese, your artillery comes from the tier 4 siege building (Arsenal). You can also recruit cannons from the Dutch VOC Port building.

If you are Portugal, they all come from the Siege building chain.
Slurms Mckenzie 21 Jul @ 7:23am 
Awesome mod! I am however having some difficulty figuring out which buildings I need for the gunpowder artillery units. I have built multiple buildings and researched the relevant technologies, but I am still unable to recruit the cannon artillery. If anyone could let me know what buildings I need to recruit the cannon artillery it would be greatly appreciated. Sorry if this was already discussed in the comments, I tried looking for it and was unable to find any info about it.
pupo 21 Jul @ 7:11am 
awesome mod
Lenny_Froggins  [author] 21 Jul @ 6:47am 
@Frostyboiis there should be no issues with faction survival, all it does is change two base income values.
Lenny_Froggins  [author] 21 Jul @ 6:46am 
v1.53
-----------------------------

-Added Korean Pirates. These armored soldiers carry fire lances: a spear with a one-time use as a giant shotgun at close range. They can also hold their own in combat as spearmen, with a decent bonus vs cavalry and a defense stat comparable to other Yari units.

@Jams IDK if that fisherman stat was intended by FS, but I have changed it to -50% which is still quite good. That change goes in next update. As for first person views, hell if I know. If it dont work, dont use it! lol
FrostyBoiis 21 Jul @ 4:46am 
@Jams Some retainers are just built different. theyre rare as hell though. You got lucky!
@JIM yeah the addons in the UEFC collection are all compatible. though it seems there are issues with the colors and faction survival addons. 1.5x units should work
JIM 21 Jul @ 4:36am 
UEFC: 1.5x Unit Size

Is it compatible?
Jams 21 Jul @ 3:31am 
There seems to be a bug when I use first-person mode for cannons and ships, I can't move the mouse, and for some reason i can control the ship with wasd. Also I don't know if this is a bug or intentional, but the retainer Old Fisherman give -500% unit upkeep.
white moha 21 Jul @ 3:25am 
Maybe I'm misremembering, don't worry.
Lenny_Froggins  [author] 20 Jul @ 12:59pm 
v1.5
--------------------

-Added PERIOD CORRECT PISTOL MODEL (yay)
Lenny_Froggins  [author] 20 Jul @ 12:58pm 
@whitemoha I dont believe I made a special Oda Professional Teppo.

@Myslenie thank you,I'll look into it.
Myślenie 20 Jul @ 12:55pm 
There is a bug for Saika and Negoro-gumi monks, they don't have traits and can't level up
white moha 20 Jul @ 12:19pm 
Thanks a lot,you fix model bugs,but oda professional teppo ashigaru is disappear in latest version...
Lenny_Froggins  [author] 20 Jul @ 8:26am 
Bugfix: Professional Teppo Ashigaru and Teppo Warrior Monk Garrison changed to the correct models.
Lenny_Froggins  [author] 20 Jul @ 8:04am 
@White moha really? Arg no. I'll have to fix that. As for the every faction getting the Teppo Monks, unfortunately that is how garrisons work, you cant set up a faction exclusion for those troops like you can for regular ones.

@Sazanaki I did lower a cavalry resistance to stamina drain value.
Sazanaki 20 Jul @ 2:17am 
Have you found a source of increased stamina? So many updates. Ha-ha
white moha 20 Jul @ 1:33am 
Professional teppo ashigaru and teppo warrior monk garrison use samurai model ,It's not just IkkoIkki have teppo warrior monk garrison,Is this a deliberate setting?
Lenny_Froggins  [author] 19 Jul @ 5:29pm 
v1.48
------------------

-Lowered Metsuke skills for agent cost to be -5/-10 instead of -10/-20. This should help bribes to not reach the threshold for zero cost.

-Lowered agent cost effect for the Spiritual, Oppressive, and Cultured general skills from -10% to -5% Same reason as above. A lot of Fourstrider's base values stacked result in some pretty OP benefits.

-Lowered Ancillary benefits for agent cost, same reason as above.

Thank you @Deffre for figuring this out!
Lenny_Froggins  [author] 19 Jul @ 5:17pm 
You use TEN garrison mods? O_O