Total War: SHOGUN 2

Total War: SHOGUN 2

Longer Land Battles Mod
191 Comments
Volcano  [author] 21 Oct, 2024 @ 4:34pm 
I'd say try it at the bottom, then if something doesn't feel right try it at the top.
JesusChristIsLord 20 Oct, 2024 @ 4:22pm 
Hey, does it matter what type of Mod Order? or can I put this at the buttom
Volcano  [author] 16 Jul, 2024 @ 7:46pm 
Could be OK, try it out, it shouldn't hurt to experiment.
Laughing Forest 16 Jul, 2024 @ 12:56pm 
Any notion if this can be used on top of Field Command mod?
Volcano  [author] 13 Jun, 2024 @ 4:53pm 
The largest size possible.
Laughing Forest 6 Jun, 2024 @ 6:25am 
What unit size do you recommend to use?
Ligma Bababooey 25 Apr, 2024 @ 6:12am 
@MrBigBoy1245 could u share ur custom mod on steam ? yeah the cav speed in forest is a big nope
MrBigBoy 23 Jan, 2024 @ 1:03pm 
Thanks!
Volcano  [author] 22 Jan, 2024 @ 2:49pm 
Yes, you could customize the mod for your own needs. You would just download and install "Rusted Pack File Manager" (RPFM), by searching the 'net for it. Then load up the .pack file (this mod) and modify the values. Rename the file as something else, then put it into your Shogun 2's Data folder and run the game. You should see your modified mod appear in the list, then activate it.

As for how to use RPFM, I can't explain that, but there are probably tutorials on the Internet. Good luck.
MrBigBoy 21 Jan, 2024 @ 3:03am 
Is there anyway to change the values of the mod? I like everything about the mod other than the movement inside forests, especially for cavalry. If you're able to do this could you please direct me to where i can change them?
Volcano  [author] 18 Jan, 2024 @ 8:16pm 
You should be able to use this with any custom unit mod, yes.
MrBigBoy 18 Jan, 2024 @ 8:53am 
I know you don't work on this mod anymore, but I was wondering if its just flat percentage changes? If it is that would be great as I think that would allow me to use it with custom unit mods
Volcano  [author] 14 Dec, 2023 @ 12:26pm 
Hmm not sure, at some point I will have to revisit and revise this mod. The problem is that Shogun 2 is so old, there really wasn't that many things you could adjust like you can now.
BrokenBuck 14 Dec, 2023 @ 6:00am 
Any clue how to make armor more effective against arrows? There's a mod that claims to do this called armor effectiveness and it doesn't work. I can run it with 0 other mods active and it does nothing. When I look in PFM it's editing armor missile divisors but when I mess with it, it seems to do nothing. Like, I can set the armor_missile_divisors to literally anything, I think it's set to 2 and 1 by default, and it does nothing. I can put it to 12 and 6 and the casualties I take from arrows on troops with decent armor are the exact same as when I'd not altered the values making them higher. It seems for the life of me that no matter what I do I cannot make armor more effective against arrows. I have arrow damage lowered and set to between 0.15 - 0.25, I'd like to have it set to a normal number, but until I can get armor to do something against arrows it's not really an option.
nitayviouslaw 1 Aug, 2023 @ 12:19am 
is this mod compatible with darth mod or any mods like it such as radious/ immersive mod?
Volcano  [author] 22 May, 2023 @ 11:35am 
No problem. Have fun. :steamsunny:
Volcano  [author] 21 May, 2023 @ 5:34pm 
Yes, it affects morale and accuracy and rate of fire. Well, I should say that in the latest TW games it affects all that, but whether it does to all of this in Shogun 2, I don't recall, but at least I know it does increase morale.
Volcano  [author] 21 May, 2023 @ 3:23pm 
Well, I did this years ago and made many mods since. But the best I recall, it was probably to reduce the experience buff effect in melee, so that it doesn't accelerate the rate of destruction as much.
OSST 16 May, 2023 @ 11:37am 
Can somebody tell me how to implement the changes myself especially the ones mentioned by @Hecleas I want to edit them on top of shogun realism mod for personal usage, I just cant understand how they could let the battles be this fast its ridicioulous now that I come back from other TW`s. I know I need pack manger but where do I put the lines that Hecleas posted and do I edit/open the shogun realism mod I want to edit and do it as a submod for the mod or do i still edit the base shogun and then add it, any help would be greatly appreciated, who knows when ca will do another shogun and tbh probably wont be that good judging by how things are going so would love to be able to do this so i can still enjoy this classic
Volcano  [author] 28 Apr, 2023 @ 3:16pm 
Thanks for the compliment. Yeah, I agree, and I might go back and revisit Shogun 2 to make things slower at some point, but maybe by then they will make a Shogun 3 that is more like Three Kingdoms. :steamhappy:

Well, in WH2 I went the route to adjust spells (and projectiles) but it is a road to madness. So, in WH3, I have slowed the magic accumulation rate (to be slower) to match the length of the battle and I think this works. I could always adjust it slower, but I think this is a more elegant way to handle it (magic is still powerful, but you can't cast it as quickly and are forced to wait). For the projectiles, I just recently made a that a separate mod. :steamthumbsup:
Hecleas 28 Apr, 2023 @ 3:09pm 
Afterwards I understand that people complain but we will never be able to satisfy everyone :/

If the person comes with the desire for a longer fight but it's not fast enough, vanilla is cool for that haha

I really like your mods and I use them a lot as a base for my own mods or projects.

If I can give you a little advice for your longer battles for WH3, it would be to nerf the damage of spells, because with slower gameplay than melee or distance, spells become abused in terms of return on investment
Volcano  [author] 28 Apr, 2023 @ 3:07pm 
Thanks for sharing your findings.

Yes indeed, those last three variables are what they added later, and really allowed the melee to be adjusted. Before that, its a complicate mess. :steamfacepalm:
Hecleas 28 Apr, 2023 @ 3:03pm 
I found the right combination if you want to find a real slowness of combat like in attila, rome 2 etc.
Put:
armour_melee_penetrating_divisor 5
armour_melee_piercing_divisor 3
defense_melee_penetrating_divisor 5
defense_melee_piercing_divisor 3
factor_attackdir_flankleft -30
factor_attackdir_flankright -30
factor_attackdir_front -35
factor_attackdir_rear -25

The last 4 lines are the most important, because it's the only way we have for shogun 2 (unfortunately we don't have these 3 other lines like on the more recent TWs)

melee_hit_chance_base
melee_hit_chance_max
melee_hit_chance_min
Volcano  [author] 28 Apr, 2023 @ 1:58pm 
Sorry, it's been a long time since I looked at Shogun 2. I might revisit it one day, but I don't really have anything to say other than you can use this mod as an example. I think you want divisor values to be higher, and the other values to he lower, if I recall.

Certainly though, Shogun 2's engine doesn't support much in the way of tailoring the battles, but I was able to make the battles longer because I recall people complaining that it was too long at one point, so I had to make adjustments to make it shorter.
Hecleas 28 Apr, 2023 @ 10:47am 
armour_melee_penetrating_divisor
armour_melee_piercing_divisor
defense_melee_penetrating_divisor
defense_melee_piercing_divisor
factor_attackdir_flankleft
factor_attackdir_flankright
factor_attackdir_front
factor_attackdir_rear

I tried to make my own mod for my personal use, I tried changing these values ​​but nothing changes
I would like to make the fights even longer
Volcano  [author] 27 Jul, 2022 @ 8:52pm 
Yes, the AI isn't too bright with that, and unfortunately its not something that can be controlled. But at least it doesn't really ruin the battles IMO -- but it certainly isn't ideal. :steamfacepalm:
Pizzaguy 27 Jul, 2022 @ 7:05pm 
I just wish the AI wouldn't send the troops constantly running around and wasting energy
Volcano  [author] 6 Jul, 2022 @ 2:57pm 
You are welcome. Have fun. :steamsunny:
GeneralTso 6 Jul, 2022 @ 11:36am 
exactly what I was looking for in a mod thank you
Volcano  [author] 29 Mar, 2022 @ 2:04am 
Thanks for the info. Yes, as far as I can recall - it seems that the fatigue effects didn't quite work until Rome 2 and after. And even Rome 2 wasn't that great in this regard, until about WH2+ and beyond.
Miguel 29 Mar, 2022 @ 12:45am 
Keep in mind unit fatigue in this game is broken. Exhausted units should be suffering a penalty to melee, yet as it stands now, a units fatigue level only affects their morale. From the little time I spent on comparing a fresh unit's movement speed to an exhausted unit, it doesn't seem like this mod fixes that bug. So for those wanting to make unit fatigue a bit more punishing, there's some mods on the workshop addressing it if you search for "fatigue fix."

A great mod nevertheless, just wanted to put this bit of information out there.
cruiser 24 Jan, 2022 @ 7:45pm 
I don't think it's overwritten as some other values in the same table do work.
Volcano  [author] 24 Jan, 2022 @ 7:29pm 
Seems to work from what it used to be by default (otherwise I would not have changed it), but yes I think there is some practical limit for the value. Otherwise, not sure what to say - maybe you have a mod active that is overwriting the data? Or maybe the value really doesn't do anything (it wouldn't be the first time). :steamfacepalm:
cruiser 24 Jan, 2022 @ 7:26pm 
I tried changing that value, up to 600, I don't think it does anything
Volcano  [author] 24 Jan, 2022 @ 6:44pm 
I believe its a value called "climbing_walls_penalty_time" in the kv rules tables.
cruiser 22 Jan, 2022 @ 1:21am 
"The time to climb walls has been increased."

How did you manage to do that? I tried everything, from changing values in the db to slowing down the climbing animation, but the soldier still levitates at the vanilla rate
Volcano  [author] 19 Jan, 2022 @ 9:51pm 
OK, yeah, I opened it up and took a look at it - I remember now - this was before they had those variables. Looks like it revolves around defense_melee_penetrating/piercing_divisior and armour_melee_penetrating/piercing_divisor values. But unfortunately you can't get too creative with it because its very limited.
BlueInstinct 15 Jan, 2022 @ 3:01pm 
Thanks for the help, i foound your file in the workshop folder, and taken a look at it.
Shogun II doesnt have the 'melee_hit_chance min , normal and max' yet, so its abit more confusing here.. im on my way of figuaring it out
Volcano  [author] 14 Jan, 2022 @ 7:51pm 
Off the top of my head, there are three such values in the kvrules, base hit, and a high and low hit value.
BlueInstinct 14 Jan, 2022 @ 7:00pm 
Hello, I would love to know what "to hit" calculations values exactly are. I have been looking for these since the beginning of shogun 2... I would apreciate any help
Volcano  [author] 7 Oct, 2021 @ 7:49pm 
No problem, have fun. :steamsunny:
AkaalElite 7 Oct, 2021 @ 3:01am 
Sounds good, i have been testing and i have noticed a difference. Thanks for the reply Volcano
Volcano  [author] 6 Oct, 2021 @ 7:22pm 
I believe that was both melee and missiles, if I recall, or it was only for missiles. I do recall that the intent was not to make the archers OP, and that seems to be good to me.
AkaalElite 6 Oct, 2021 @ 2:52am 
Hi, you mentioned -Base armor penetration divisors have been increased. I'm assuming thats for melee. But seeing as armour in the game also impacts missle damage, have any changes been made to compensate the archers becoming more OP now. I mean, slower movement, more moral, armour means something in melee combat.
Volcano  [author] 24 Jun, 2021 @ 8:53pm 
No, no other mods are needed for this one to work.
rice^ 24 Jun, 2021 @ 8:05am 
Does this mod require the fatigue fix mod for melee units?
Volcano  [author] 30 May, 2021 @ 6:38pm 
Yes, it affects FOTS and ROTS.
Schnippysnapper 29 May, 2021 @ 10:24am 
Does this affects FOTS?
Volcano  [author] 1 May, 2021 @ 2:35am 
In regards to my previous comment - yes, it is confirmed that the slow moving inside of some castles and fortresses is now fixed. :steamhappy:
Volcano  [author] 30 Apr, 2021 @ 4:52am 
FYI for everyone...

I think I found and fixed a possible issue that causes units to move very slowly inside of a select few castles and fortresses. If this doesn't fix it then it must be a bug within the base game, but as far as I can tell at the moment, it seems to fix the problem (and if not, then it improves the situation at least).