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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)
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-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.
Does your mods adds new units like the mods I listed ?
Especially Jaki's Unique Factions
@Red Panda No all of those are incompatible.
@RondKrows I think I can fix Portugal units not getting those bonuses.
Thanks yeh should have seen that haha. Thanks for your work the mod is great!
Vastator Unit Style
Weierstrass
10th anniversary units
Additional Units Pack
and Jaki's Unique Factions ?
@[HRE]Zulu_Samurai I have no idea what causes that, sorry. Does anybody else here know? @Frostyboiis? Try it without the banner colors submod?
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
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!
@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.
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
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
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)
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!
Are you using the Ultimate Sandbox submod? Because that mod does that.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3461206466/595154681972403886/
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-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.
If you are Portugal, they all come from the Siege building chain.
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-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
@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
Is it compatible?
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-Added PERIOD CORRECT PISTOL MODEL (yay)
@Myslenie thank you,I'll look into it.
@Sazanaki I did lower a cavalry resistance to stamina drain value.
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-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!