Total War: SHOGUN 2

Total War: SHOGUN 2

Ultimate Expanded Field Command V1.5
Lenny_Froggins  [developer] 3 Jul @ 5:48pm
Future Update Ideas and Discussions
Hello! This is where I am going to toss some game changes for comment on.

First up: I am going to be lowering the "ai resistance to unrest" so that the AI have to slow down and garrison their castles.

Before, Very Hard and Legendary both got a -100 so basically could never be affected by unrest. I dont think the AI needs THAT much of a buff. Now it will be:

Easy/Normal: 0
Hard: -1
Very hard: -5
Legendary: -10

This way, even on legendary the AI will have to pause if there is major unrest pressure, but I still want Legendary to be Hard AF. Legendary is for people who can cheese the AI so badly that the only way to challenge them is relentless doomstacks.
Last edited by Lenny_Froggins; 3 Jul @ 5:49pm
< >
Showing 1-12 of 12 comments
ZoMgY 17 Jul @ 8:36pm 
Are revolts even a threat in this mod? I haven't had a single revolt yet, public order is too easy. Public order was difficult to manage in FOTS.
Lenny_Froggins  [developer] 17 Jul @ 9:05pm 
I dunno, I have had to deal with keeping happiness up. Seems fine to me, I want the game to me more about Field Commanding and less about managing happiness.
LazyX7 18 Jul @ 12:50am 
I can't comment on the main page but just want to let you know some of the building effect for the Portuguese faction are wrong. For instance, gunners academy has -2 yumi samurai recruitment time and gunsmith has no recruitment time mod etc
Lenny_Froggins  [developer] 18 Jul @ 6:44am 
k thanks.
LazyX7 18 Jul @ 9:05am 
Hey so I check the mod in RPFM and in the effect "unit_mod_gunpowder_recruit_time_all" you forget to add all the portuguese units and also gunners academy building has a -2 yumi samurai but the portuguesse factions cannot recruit said units. I havent check all the building effects but you might need to double check the building effects. Thanks for the hard work.
P.S. I quick save over my current gameplay while testing and lost the save file ;(
Last edited by LazyX7; 18 Jul @ 9:08am
Lenny_Froggins  [developer] 18 Jul @ 9:24am 
Bestieros are considered "yumi."

""unit_mod_gunpowder_recruit_time_all"" Is working as intended. The Building Culture Variant system means it has to be this way.
Last edited by Lenny_Froggins; 18 Jul @ 9:27am
LazyX7 18 Jul @ 9:41am 
Does that mean portuguese units like Musketeers, Arquebusier and all their siege engines don't have recruitment time reduction by design??
Lenny_Froggins  [developer] 18 Jul @ 11:06am 
No but I'll have to start a portugal game to try to see what you are seeing.
Lenny_Froggins  [developer] 18 Jul @ 11:52am 
Okay I do see that it isnt working for Portugal and I have NO IDEA why not, but I will keep an eye out for a solution. It could be because they are from a cultural variant building, but unfortunately that's how I have to keep it to make the buildings all work together.

Thanks for the report.
Last edited by Lenny_Froggins; 18 Jul @ 11:53am
LazyX7 18 Jul @ 12:18pm 
You did not add the units in the "effect_bonus_value_unit_record_junctions_tables"
Lenny_Froggins  [developer] 18 Jul @ 4:24pm 
Ahh I see the recruit time mod value. I will add them tonight and also any new units I made.
Lenny_Froggins  [developer] 18 Jul @ 7:48pm 
Should be fixed now but I dont have time atm to test it. Added the unit to the recruit time records. Thanks for pointing that out to me. I dont know all things. ^_^;;
< >
Showing 1-12 of 12 comments
Per page: 1530 50