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under {unit_stats_land_tables: unit_stats_land} i can modify the great guard to basically have whatever stats i want but dont see any options to change its "building requirements of shogun status" or even tell if what additional buildings it needs like a tier 3 stable.
the final table i see great guard mentioned is the {unit_to_exclusive_faction_permissions_tables: units_to_exclusive_factions_permissions} table. it shows under cav that takeda are "allowed" to have great guard but not takeda great guard, and they are the only faction listed with great guard in it. the takeda great guard is unchecked and presumably noone is allowed to use it. this particular table really throws me off cause for example cav_spear_yari_cavalry is un-allowed in faction takeda. it makes me think maybe there is a standard list of units that are allowed to everyone and this is a list that takes the general list and u set a faction and turn off the allowed units then add faction specific units. right bellow that yari spear unit is the takeda yari spear with the takeda faction and allowed is checked. perhaps this is the table i need? i hope so but its far too late to do any more digging in these tables.
if this final table does in fact enable and disable the use of certain units in a campaign by certain factions i could use it to make the date able to use chosokabe archers and normal archers or disable normal archers and just use the chosokabe, but nowhere in here do i see the ability to edit the criteria for requiting a unit. in the end any faction to my knowledge already has the ability to use great guard so long as they take the shogun seat so then..... i dont think this table will be the one to solve my problems...... blast it all
If you edit the japan military group in the units_to_groupings_military_permissions you would be able to give all Japanese factions Chosokabe archers and the Takeda Great Guard.
I haven't come across a DB table that mentions the Shogunate. Though in the data.pack/campaigns/jap_shogun I came across the scripting.lua (can be opens in notepad). This file contains several scripts used during the game; one of which mentions the Great Guard, Nihon Maru, and becoming Shogun. If you delete this script it may be possible for any faction to recruit these units.
also nihon maru can only be built from a tier 4 port (drydock)
also wouldnt it break the game if we delete the ability to become shogun at all. i mean you cant win campaign without that ability.
scripting.game_interface:add_restricted_unit_record("Cav_Spear_Great_Guard_Takeda")
scripting.game_interface:add_restricted_unit_record("Heavy_Ship_Nihon_Maru_Mori")
both of those lines though seem to be talking about the class specific versions the takeda specific great guard and the mori specific nihon maru.
further down there is a sectioned titles BECOMING SHOGUN, it looks like thats where the great guard and nihon maru are set to active or usable. but if we delete that its not like the code is also setting them unusable that would just delete the ability to ever get those units even if i do become shogun. somewhere else the units are set to inactive or unusable or something.
-------------------------------------------------------------------------------------------------------------------------
--
-- BECOMING SHOGUN
--
-- context.string is used to retreive the event context faction, in this case the clan who has assumed control of the shogunate.
-- Use in place of the usual "faction_key" to avoid having to make a shedload of script duplicates.
local current_shogun = "ashikaga"
local previous_shogun = "ashikaga"
local human_shogun = ""
local BOOL_ashikaga_hate_player = false
local function OnFactionBecomesShogun(context)
out.ting (context.string .. " became shogun.")
current_shogun = context.string
out.ting("The outgoing shogun is the " .. previous_shogun)
if conditions.FactionIsHuman(current_shogun, context) then
out.ting("Spawning Great Guard and Nihon Maru for the " .. current_shogun)
scripting.game_interface:create_force(--[FACTION]--
current_shogun,
--[SPECIFIC ARMY LIST]--
"Cav_Spear_Great_Guard,Cav_Spear_Yari_Cavalry,Cav_Spear_Yari_Cavalry",
--[COORDINATES]--
-44.0, -124.0,
--[ID]--
"Great Guard",
--[USE_COMMAND_QUEUE]--
true)
scripting.game_interface:create_force(--[FACTION]--
current_shogun,
--[SPECIFIC ARMY LIST]--
"Heavy_Ship_Nihon_Maru,Light_Ship_Bow_Kobaya,Light_Ship_Bow_Kobaya",
--[COORDINATES]--
-64.0, -130.5,
--[ID]--
"Epic Ship",
--[USE_COMMAND_QUEUE]--
true)
out.ting("Giving the shogun effect bundle to the " .. current_shogun)
scripting.game_interface:apply_effect_bundle("s_shogun_effects", current_shogun, 0)
human_shogun = current_shogun
out.ting("Human shogun: " .. human_shogun)
end
out.ting("Taking away the shogun effect bundle from the " .. previous_shogun)
scripting.game_interface:remove_effect_bundle("s_shogun_effects", previous_shogun)
previous_shogun = current_shogun
out.ting("Therefore! current_shogun = " .. current_shogun .. " previous_shogun = " .. VAR_previous_shogun_ID .. ", " .. previous_shogun)
end
-------------------------------------------------------------------------------------------------------------------------
shogun_null_effect_great_guard
shogun_null_effect_nihon_maru
In the DB table effects it mentions that these effects are needed in order to recruit these units. However I cannot find a DB table where this effect is assigned to a unit. It's not in the effect_bonus_value_unit_record_junctions.
If you add the shogun_null_effect_great_guard and shogun_null_effect_nihon_maru effects to the playable factions effect bundles then all the playable factions will automatically have access to this unit. As bundles are added via the startpos it will be difficult to create a new bundle, then give it to all the other factions.
You could also recode the script in the scripting.lua so that it automatically gives every faction access to this effect bundle or any other such bundle.
scripting.game_interface:apply_effect_bundle("s_shogun_effects", current_shogun, 0)
Alternatively you can edit the effect_bundles_to_effects_junctions by adding the following effects to the bundles for all playable factions (such as t_chosokabe and t_mori):
shogun_null_effect_great_guard 0
shogun_null_effect_nihon_maru 0
This way all playable factions have access to these units.
Go to campaigns->jap_shogun->scripting.lua and change "scripting.game_interface:add_restricted_unit_record("Cav_Spear_Great_Guard_Takeda") " to "scripting.game_interface:add_enabled_unit_record("Cav_Spear_Great_Guard_Takeda") " as well to the Nihon Maru line. This is just to ENSURE that it is allow though. I have personally been able to enable Takeda Great Guard for the Takeda clan for myself without having to make sure the script lines said enabled on both the expanded japan mod and the base data pack.
You can simply make it seem as if the units are enabled creating a mod with or without MMS 1.3( for convenience) such as "Takeda_Mod" by going to
building_units_allowed and set the stable chains according and set it to "enable" if you're picky.
unit_required_technology_junctions_tables and assigning a military art to the unit so they can be allowed or "studied" and be trained at the respective unit's building.
unit_stats_land to change any inconsistencies( because since it wasn't SUPPOSED to be enabled by the developers, you may need to search through it stats so it doesn't fook up in game and you can change your preference on the stats that Oban units should have ^_^)
unit_to_unit_abilities_junction if you don't want a lame Oban unit that does nothing basically.
units_tables so as to remove the unit limit restriction ( to facilitate the reason behind enabling it) the absurd costs for two available units only and to fix any problems at the end of the page.
This is actually important lol.
In units_to_exclusive_faction_permissions_tables you have to set the NORMAL(Great Guard) to false and Takeda Great Guard to True on Takeda faction. Do the same for the Mori Nihon Maru on the Mori faction and normal Nihon Maru for other factions.
Last but not least(stupid joke) you can set unit qualities and allow other AI players to enable them and build them as well. I have personally forsaken these unit qualities (as I am bad at balancing them out decently) so I get these really hard to beat AI with REALLY cheap units.