Total War: SHOGUN 2

Total War: SHOGUN 2

Customized Darthmod V5 (1.5)
Arsene Lupin  [developer] 9 May, 2020 @ 5:56pm
V2.0 Unique Changes Suggestion, Discussion & Testing Thread
In response to MF Shro0m's suggestion I will try out making some more specific changes to individual units. This thread is for the discussion of those changes, basically, and for suggestions of additional changes. How might I make this mod better? Lemme know here.

I'm not sure when, exactly, I'll have time to make the adjustments for the first trial version. Currently these are the changes I plan to make:
May 6 @ 7:41am

  • Naginata Samurai armor -3
  • Yari Samurai melee defense +1
  • Katana Samurai melee defense +2
  • Katana Samurai melee attack +2
  • Ranged Cavalry melee attack +2
  • Ranged Cavalry charge bonus +4
  • Ranged Infantry melee attack +2
  • Yari Cavalry melee defense +2
  • Yari Cavalry armor +1
  • Bow Cavalry armor +1
  • Katana Cavalry armor -1

As I mentioned in the original mod description, I wanted to hew very closely to the original DarthMod, which is why I refrained from making specific changes to individual units. If these changes do end up working well, I will still keep v1.5 accessible for anyone who prefers the original Customized Darthmod. I am currently viewing these changes as a corrective measure, considering that increasing the lethality of units across the board ultimately reduces some of the differentiation between unit types.

https://drive.google.com/file/d/1uSs43Ekn8xNQWQuoEP_R_GwQDUbvKYLm/view?usp=sharing

See the readme for installation instructions and the complete changelist.

Please limit discussion of these trial versions to this thread rather than the Workshop comments.
Last edited by Arsene Lupin; 7 Aug, 2020 @ 2:57pm
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Showing 1-10 of 10 comments
MF Shroom 6 Aug, 2020 @ 1:44pm 
sup dude hope all's good, are you close to finishing v2.0?
Arsene Lupin  [developer] 7 Aug, 2020 @ 2:57pm 
Yup! Sorry for the wait, I spent way too long trying to get my old version of the PFM working instead of d/ling the new one.

https://drive.google.com/file/d/1uSs43Ekn8xNQWQuoEP_R_GwQDUbvKYLm/view?usp=sharing

Lemme know what you think.
MF Shroom 7 Aug, 2020 @ 4:15pm 
nice, will do!

are there download instructions anywhere?

also do you know why setting up screens isn't a thing in darthmod or did you remove it? Can it be added back in?
MF Shroom 7 Aug, 2020 @ 4:23pm 
and just FYI the file needs your permission to be access and ive sent the request
Arsene Lupin  [developer] 7 Aug, 2020 @ 7:03pm 
I've adjusted the permissions now so it should work w/ anyone. Let me know if you still can't access it and I can try another host. Instructions are included in the .zip file (the readme) which also has the "corrected" changelist, integrating the adjustments to 1.5 with 1.5's adjustments to the original Darthmod.

Re: screens, I'm not sure what you're talking about here. Can you clarify?
MF Shroom 7 Aug, 2020 @ 10:13pm 
thanks its working now

right so i was doing some unit testing with sengoku jidai units yesterday and when i right clicked on some of the units to bring up their encyclopedia entries i noticed 'screens' and 'bamboo wall' under their abilities.

Some screenshots https://imgur.com/a/BQOgbAB

I've never noticed this before and have never used them in shogun 2 but they sound really interesting and remind me of the deployable shields at the end of The Last Samurai and the deployable wooden stakes english longbowmen had in M2. Like i said ive never used them before but its sounds like they could add something to the game. None of the FoTS units have either ability on their unit cards in FoTS which would explain why vanilla FoTS and vanilla darthmod dont have those abilities in them. That said seeing as those abilities are in the vanilla gamefiles and from what i gather units can be assigned abilities by essentially ticking them on a checklist, i'm wondering if 'bamboo wall' and 'screens' could be assigned to FoTS units and custom units.
Now idk how much they were actually used during the fall of the samurai, which i've heard was actually quite a peaceful affair, but they'd be nice to have as they sound like they'd contribute to gameplay and those The Last Samurai feels lol

On a separate note while i remember, theres a unit in sengoku jidai called 'hanzo's shadows' which are like elite kisho ninjas (anbu if you watch naurto) which would be a good addition to FoTS
Arsene Lupin  [developer] 8 Aug, 2020 @ 7:51am 
Okay, I'm not sure how to assign abilities to units yet (there's no cell for that in the unit stats tables) but based on the unit abilities database for screens, they're not an effect that "requires enabling," so presumably it's something that happens automatically? I'll keep looking to see if I can find out where unit abilities are assigned.

I'm not sure why Darth would have disabled these skills, so assuming they're still activated,I can only assume this issue has to do with them only being usable during the deployment phase--perhaps they're deactivated if you adjust the placement of troops post-deployment? I'm always making small positioning adjustments after starting a battle, so I probably wouldn't notice.

Anyway, if you're interested in further changes, lemme know. I'm gonna try out some things for myself: tinkering with auto-resolve multipliers, buffing FotS gunpowder units a bit, adjusting with the Shinsengumi. I'd love to be able to limit the Shinsengumi HQ construction to just Edo and Kyoto, too, but I'm not sure if that's possible.
slayer80 8 Jul, 2023 @ 2:35am 
hey how is the 2.0 update going is it abandoned?
Arsene Lupin  [developer] 8 Jul, 2023 @ 4:10am 
Kinda got distracted by other things, but I plan on returning to it once I get my new PC built. Will likely be extra motivated once I'm able to max out all the visual settings and unit sizes, I imagine.
slayer80 15 Jul, 2023 @ 4:43pm 
any chance the update can include the Initial Unit's Stats Fix mod? https://www.twcenter.net/forums/showthread.php?637550-Initial-Unit-s-Stats-Fix-1-0
Last edited by slayer80; 15 Jul, 2023 @ 4:43pm
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