Total War: SHOGUN 2

Total War: SHOGUN 2

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Ultimate Expanded Field Command Beta 1.6
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Tagi: mod, overhaul
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825.748 MB
9 kwietnia o 20:18
14 maja o 15:41
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Ultimate Expanded Field Command Beta 1.6

W 1 kolekcji stworzonej przez Lenny_Froggins
Ultimate Expanded Field Command extras
Przedmioty: 13
Opis
REQUIRES FOTS DLC

LOAD ORDER: THE SAME AS THE ORDER IN THE UEFC COLLECTION, MAIN MOD ON BOTTOM.

ONLY LENNY MODS ARE 100% SUPPORTED. RUN OTHER MODS AT YOUR PERIL.


UEFC is an overhaul that combines the battle mechanics of Field Command Sengoku with the Expanded Japan map, Ashina's Buildings/Units, and a Portuguese faction including new units and artillery. The whole system has been fit together better, with better balance and cohesion of design.

UEFC is for people who enjoy content maxxing, and playing all the battles. Very Hard is "balanced" and Legendary is a true challenge! (doomstacks)

It contains the work of Chewie, Fuwuvi, Ashina, Fourstrider, The_Yogi, uanime5, JasonXIA and more. Without their hard work this wouldnt exist! I am but a humble battle mechanics guy. Big thanks to Who_ci, who gifted me the Ikko DLC.

See below for the list of all mods included and unique features of UEFC.

Features:

-Expanded Japan map with 142 factions

-12 Turns per Year, diplomacy is rebalanced to work with 12 turns per year, thinking of it in terms of YEARS and not TURNS.

-Removed Realm Divide, since the AI has plenty of reasons stab you in the back already!

-Full Portugal faction with Arquebusiers, Pikemen, armored Knights, and even ships crew armed with sabres and pistols.

-Portuguese Jesuits are highly invested in the conversion of Japan. Portugal can have up to 25 missionaries from churches. Optional Ultimate Jesuits submod gives koku for every Church.

-Period-correct artillery pieces for Portugal. Japanese factions get access to European artillery through the Dutch Factorij port.

-General units using Bows and Teppo are available to recruit!

-Changes basic Samurai as skilled archers in addition to melee combatants. Bow Samurai become "Kachi Samurai," a unit with limited ammo and high melee stats with their katana. The AI uses these troops as a second line that softens up your defenses as the first wave of melee units attack, then charges into the fray.

-Likewise, sword-wielding Cavalry has been removed. Instead it's Bow and Sword cavalry. This reflects a more historical order of battle during Sengoku warfare. They have higher melee than vanilla.

-Additional recruitment buildings and units, such as garrison buildings and professional Ashigaru troops distinct from the standard "Kumi" groups of armed peasants. The names reflect a more historical distinction between professional and levied peasants.

-Additional Trade buildings by Ashina, which give different assortments of imported goods. Finally, a way to get that stone for your castles.

-Castle towers now ALL shoot guns, and all factions can recruit Teppo units from the castle chain. Both of these changes reflect how the Teppo was prevalent at sieges and how Daimyo would have kept their Teppo units close.

-All factions get some number of Long Yari Kumi, not just Oda.

-Raised perceived AI trade value of imports/exports that are not Warhorses, so they are more likely to enter trade agreements with you and each other.

-Additional ships, such as Teppo (gun) versions of Sengoku Bune, O Ataka Bune and Nihon Maru, and Red Seal Ships with 10 cannons. Japanese can recruit "Captured Galleon" with 24 cannons if the province has both a Dutch VOC Factorij and a Pirate Fortress. Of course, The Black Ship is still sailing around for whomever wants to catch it...

-Improved sailing: The optimal angle of tacking across the wind now matches the value for real galleons and caravels. Sailing directly into the wind is much slower and the only time the boats reef their sails. Maintain momentum when turning across the wind. For some reason, the AI sends Red Seal Ships charging straight at you, but I like that because they get in close and unleash their cannons, it's an interesting tactic.

-Improved ship combat from Lenny's More Fun Boats. Archers and Gunners now RUN to their stations, and archers loose arrows much faster.

Overall this is one of the best Total War experiences I have ever had the pleasure to play, and actually challenging for this old veteran. Legendary difficulty is BRUTAL with how many castles are close enough to support each other in battle, the doomstacks are terrifying.

HOW TO START PORTUGAL:

WARNING: DO NOT DISBAND UNITS AT THE START WHILE GENERAL DE SOUZA IS IN THE ARMY. IT WILL CRASH. MOVE HIM OUT OF THE SETTLEMENT IF YOU WANT TO DISBAND.

There are two ways to start as Portugal. One way is to use your starting army to begin instant conquest, so that you can pay for the army, taking a coastal settlement on the first turn should be trivial. This is your basic "paint the map" style, and good luck to ye!

The other is to delete some or all of your starting army and focus on grabbing as many trade nodes as you can early on. However, it will take 5 turns to make your first trade ship, so grab one node with your Galleon, and race the AI to the others as fast as you can build the merchant caravels. This is a good strategy if you want to play Portugal historically and influence Japan with your money. Trading or not trading with the AI can make or break them in a war with other AI.


Included Mods:
Lenny's EJP+FCS Compatch balancing and units
Lenny's More Fun Boats
Lenny's Sengoku Autoresolve Fix
Chewie's Field Command Sengoku + Lennys FCS Tweaks and balance
Fuwuvi and uAnime5's Expanded Japan 12TPY + Portugal
Fuwuvi's AIO Mod pack containing...
Ashina's Markets, Ports Produce Food, Garrison Buildings, Building Expansion with Units
Fourstrider's Portraits and Retainers
Historical Banners by JasonXIA
The_Yogi's Sengoku Artillery Pieces and Ships
Will's Colored Morale and Fatigue Text
Danylo's Pike and Shot 2 (portuguese weapons)

KNOWN ISSUES:

-all factions get a +20 "hostages" diplo bonus, not sure why, but game plays okay
-Portuguese voice lines are in Japanese
-Names of Portuguese Generals and Merchants use a Japanese name. IF ANYBODY KNOWS HOW TO FIX THAT, PLEASE LET ME KNOW!
-Pistols are still the FOTS revolver. There is a file name conflict with the Crossbow. If there are any Modders who know how to change the address and key for a weapon, contact me!




Recommended additional mods:

-Lenny's Battletech 1 Turn Per Technology: get to the good stuff faster, but still have an option early game to specialize in something a little faster than your neighbors. https://steamcommunity.com/sharedfiles/filedetails/?id=3304970603

-Lenny's Ship Campaign Realistic Movement: Completely changes how players and AI interact with ships and shipping. Sailing ships can move about 1/3 of the length of Japan, and rowing ships 1/4. As in reality, you cant know where the AI ships will be or where they are going. The way to control the waves is to station blockades at choke points and dont forget to defend your trading ports, and the trading ports of your allies, for them! https://steamcommunity.com/sharedfiles/filedetails/?id=3304964710

-1.5X Unit Size for UEFC. Does what it says on the tin.
https://steamcommunity.com/sharedfiles/filedetails/?id=3461240995

-Lenny's Ultimate Weather: https://steamcommunity.com/sharedfiles/filedetails/?id=3463621631

-Strongholds of the Samurai Parts 1-5 by Sorinel1991. Adds more castle types to the game, highly recommended!
https://steamcommunity.com/sharedfiles/filedetails/?id=1507085670

If you have Pharaoh: Dynasties, check out my excellent lethality based battle mechanic submod for Radious: Killing Blow!
https://steamcommunity.com/sharedfiles/filedetails/?id=3397569403&searchtext=Killing+Blow






Komentarzy: 534
MaybeStirk 3 godz. temu 
Going to head to bed rn but for the last hour or so I've been getting constant crashes on the turn change at turn 17.

I disabled all non-compatible mods and it still crashes for me no matter what. I'll keep trying to figure it out tomorrow since there's a good chance I just messed something up.
yukki56 11 godz. temu 
awesome thanks for the quick fix :D
Lenny_Froggins  [autor] 11 godz. temu 
@yukki56 You are correct, I left a field blank and the game hates that. Doh! Just careless of me. Should be fixed now. If it isnt working for you unsub and resub to the mod.
yukki56 14 godz. temu 
Hey i think your recent patch might have broken the mod and game i cant lunch shogun when i have the mod selected, but when i lunch the game with no mods it lunches fine. I also validate the files to see if maybe it was something on my end but they came back fine.
Lenny_Froggins  [autor] 14 godz. temu 
@MajorEarl12 I honestly have no idea about multiplayer de-syncs, wouldnt even know where to start.
Hoonting Richard 15 godz. temu 
Interesting...i'll switch to your sandbox mod instead of those 1 turn mods. Tought it modified a game mechanic, instead of tables, being it only for player.
MajorEarl12 16 godz. temu 
I'll try to send the save from my POV and just start it over to see if that helps. Just wanted to put that out there in case there was any other scripting things that happen. As I saw with Portugal, a whole army is spawned on Kyushu first turn that allows you to take two provinces, but by turn 6 you can have your economy under control with three provinces and trade (with two trade nodes).
MajorEarl12 16 godz. temu 
To add more to the issue I had with my friend in a co-op campaign.
I was playing Portugal and he is playing as the Chosokabe.
The issues are desynced at random times and is loading fine, one was turn 6 when I had the Shoni as a vassal and it froze on the Kono who my friend was at war with, even though he already had denied anything with them (which was stuck on the Shoni for me).

The next time was the East Tosa rebels attacking, it jumps to me to be able to click Spectate (common Shogun 2 bug of showing me as my friend never had an affect before), but my friend did not see a pre-battle screen, just was letting him do his turn.
Lenny_Froggins  [autor] 17 godz. temu 
Also "Unlimited Movement" also affects the Units table. So...maybe I need to put a disclaimer: use any other mods at your own peril. Always test bugs with UEFC and maybe 1.5x only.
Lenny_Froggins  [autor] 17 godz. temu 
So the problem is just that those units are not unit capped? Does the AI spam them? I havent seen that.

I did see that there is a missing line for the unit cap system for the Mortars, but that line is there for the fire projecting mangonels. So...IDK is thats the fix or not. But total unit cap is contained in the units db table and 1 turn recruitment will change that.

And no mods affecting units? lol what

1 Turn recruitment overwrites the Units table and will change the price/upkeep of units. Same with the 1 turn construction. That is not causing the unlimited units, though. I've uploaded a potential fix.