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Deathy's improved AI and gameplay mod.
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Tags: Mod
File Size:
Posted:
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0.283 MB
Oct 30, 2012 @ 8:18am
Oct 21, 2013 @ 1:44am
3 change notes ( view )
Description
Update 20.10.13
-removed the random personalities for compatibility with the expanded campaign mod.
You can impliment random personalities again by downloading the individual random personalities mod.

This mod changes and improves the AI, making the AI tougher to play against as well as making it take advantage of specialty province bonuses better.

All provincial specialty structures has been tweaked, smiths and fletchers gives small veteran bonus rather than stat upgrades, Warehouses and pirate dens provide another source of commodities such as silk and spices.
Holy shrine now got a christian branch and adds bonuses to ikko monks.
+more changes to these structures (and those not mentioned in the examples).

Garrison forces increased and reworked.
Castles yields more garrison units, 5 for all tiers. Higher tier equals better quality.
Farms yields 2 ashigaru units at all Tiers.
Dojo's yield small amount of garrison units, unit type specific to each dojo. (Sword dojo = sword unit.)
Encampment yields garrison unit, with 1 added when upgraded to any of the upgrades.
High Tier markets yields a few units. However, economically, this doesnt benefit the player.

Garrison units added:
-Katana cavalry
-Yari Samurai
-Naginata Samurai
-Nag. Warrior monks
-Matchlock samurai
-Rocket infantry.
-Bow samurai (not the same as the dojo version)
-Fire Bomb Throwers (not the same as the dojo version)
-European Cannon
-Katana Samurai
-Snipers.

Overall AI should get more garrison units since upgrading markets has always been bad for the player, same goes for constructing dojo's all over the place. Players will still get high garrisons in their key recruitment provinces.
This should provide a better experience for players overall, and better challenge :)
-Feedback is welcome, its hard to test mods of this type alone ;)

A new line of buildings now provide the stat bonuses (smith/fletcher/holy shrine) which was removed from provincial specialty structures. This allows the AI to make them where they want to as well, allowing them to field upgraded armies and thus be a larger challenge to the player. In vanilla the AI nearly never recruited troops in smith/fletcher provinces.
With the new buildings they'll present a larger challenge. For balance they are capped to 1 per branch type.

AI has been improved to be harder, they will build faster, better. Recruit better armies and will start recruiting units earlier than in vanilla (turn 1 as opposed to vanilla shogun campaigns turn 4.)
AI will field better, more upgraded armies than before. Although what they field depends on their assigned personality.
Ashikaga shogunate has been reworked, they may now actually expand depending on assigned personality.

Compatibility:
-Does not work with other AI mods, if you know modding you can delete the tables that conflicts should you want to. (or just use this mod instead :P)
-ID numbers will conflict with mods using the same ID's. The chance of this happening is near zero, for reference i use 30000 and upwards as ID's. Anything within 30000-399999 i consider something i can freely use.
-Conflicts with Garrison mods obviously, since it changes garrisons too.
-Conflicts with mods changing building effects (like +2 ranks to monks, +500 koku per turn such as markets etc.)
-Works with startpos mods, mods adding units (unless ID clashes, not likely to happen) and well all others unless they fall into one of the 4 first categories i mentioned after a "-".
-If something doesnt work right (aka crash, mods conflicts.) post here on the commentary and which mods you use and ill provide with any help i can give =)

Recommended mods to go along with this one:
Ask in commentary or visit TWcenter :) they got alot stored up from people started modding S2.

Great thanks to:
Radious for giving me pointers on unit creation (and providing AI modding hints)
Akaie for helping me with the building modding.
Wealthmonger for pointing out issues with the mod through feedback and providing hints.
Charsie for great (and continued i hope!) discussion about modding garrison forces. :)
Oh right: and thanks for posting tutorials TWCenter people! :)

Questiones and Answers:

Q: Will we see FotS/RotS features like -15% global construction cost effects added in your mod?
A: No, the way the game is coded these features does not affect the Shogun 2 buildings and units. If CA updates these effects to work for other campaigns i will make use of them to make the game more interesting.

Q: My game refuses to work with this mod!
A: Most likely mod compatibility issue, check the compatibility section above for further details.

Q: How can i "clean" my game, i have no mods installed yet some mods when individually installed crashes the game.
A: Make sure all "Mod" files installed by previous mods are deleted including scripts and files in the user documents folder. Some mods installs alot of files aside from the .pack one. uninstalling shogun 2, deleting its folder manually as well as the documents folder before reinstalling the game is the easiest and safest way to do it.
This mod however only has 1 file and is easy to install or uninstall.

Q: Where can i find alot of good mods aside from steam workshop?
A: here http://www.twcenter.net/forums/forumdisplay.php?f=1551
and here: http://www.twcenter.net/forums/forumdisplay.php?f=1550

Q: I want to start modding too, where can i find programs and tutorials?
A: here http://www.twcenter.net/forums/forumdisplay.php?f=1552

Q: Where can i ask questiones about the game and modding?
A: here http://www.twcenter.net/forums/forumdisplay.php?f=1548
TWcenter has a strong, if small, core modding community and playerbase who's generally helpful.

Q: How well tested is this mod?
A: I work alone on this mod, i do 80~ turn campaigns to test things out but there will be stuff i miss. I rely on feedback from users of this mod. TWcenter people have been a great help in balancing this mod out.

Q: How balanced is this mod?
A: Very balanced, mind you the AI get significantly boosted. But thats this mods main intention.
76 Comments
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Deathy  [author] May 12, 2014 @ 5:52am 
glad you liked it :)
Gel-0_0- May 11, 2014 @ 10:50pm 
thanks nice mod...
Deathy  [author] Jun 13, 2013 @ 12:19pm 
if you want to play as the ikko ikki, wether its on the campaign map or in custom battles, you'll need to purchase the ikko ikki DLC.
They will however appear on the campaign as a computer controlled clan regardless.

The ikko ikki dlc is of course avaible for purchase here on steam.
Narby Jun 13, 2013 @ 9:48am 
How do I get a Ikko Ikki Clan on the campaign and custom battle?
Gott May 25, 2013 @ 5:28am 
great thx man
Deathy  [author] May 24, 2013 @ 12:33pm 
"Steam Workshop Contribution Agreement" popping up out of the blue on that mod is why it was "taken down". Should be back up now.
Deathy  [author] May 24, 2013 @ 12:28pm 
do not know why, ill check it and get it back up.
Gott May 24, 2013 @ 8:21am 
hey deathy, your "randomised ai personality" mod has been deleted....
do you know why? and could you reupload it, please? it´s great btw
Deathy  [author] Mar 3, 2013 @ 3:15pm 
yes that should work aslong as the author of the farm mod hasnt changed the same stuff i have or used the same ID's =)

and thanks :) hope you'll enjoy it :)
Headshothank Mar 2, 2013 @ 9:00pm 
Well, I tried it and it seems to work so far, This mod is amazing btw!