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Do you know how you made it so the number of generals one can have expands with the size of their faction? I would love to be able to implement that. Just made a mod that unlocks general recruitment with longer recruitment times and the cap at 10, but I would love a dynamic cap like that. (Imagine it is tied to building chains?)
Also, would it be possible to chat with you on steam messenger or discord? So as not to clutter up the comments section...
The campaign is harder at least until late game then it gets easier. The battles are longer only because it's harder to break morale. You have to use hammer and anvil or take out their general to break their army.
The AI doesn't get 4+ stacks to spam until late game but you'll be lucky to field half a stack yourself. You have to rely more on your castles and garrison to win. Use winter to starve your enemy armies since nobody can transport their army very far and attrition is much worse in my mod. You're going to have a much harder time expanding.
Are the battles slower in this? Is the campaign much slower? Is it as challenging as MoSS for a very long campaign too? Does the AI just spam armies though?
I look forward to trying it, just don't have the time to now.
Thank you so much for putting work into this great game. Modded it is so much better.
No, I don't mind that the AI cheats. I didn't come in here to complain, I was looking for clarification as some parts seemed to be a little misleading.
So far I've been having a great time with your mod! I love the special units you've made. They are fun to use (though I'd argue that some a little bit BS xD).
Ok, well it is good to know that upkeep reduction tech isn't as good late game as it is in early game. I'll ahve to keep that in mind!
As far as the upkeep, it's a little misleading. When your power level increases, your upkeep increases. It can increase above and beyond 1000% so if you get a 50% reduction it would bring it to 950% instead of 50%. The upkeep reduction effects are much stronger early game and become negligible late game.
Turn 158 here. AI Yari Ronin (when moused over) costs 177 koku meanwhile mine cost 818 koku (per turn).
Our factions are roughly about the same size, me at 16 provinces and they are 18.
They are fielding substantially more armies than I am. I can just about field 2 full armies.
Also, local upkeep seems to be calculating in a weird way.
My cheapest general has a -57% reduction to local army upkeep costs. Yet here is what happens:
Otomo matchlock ashigaru standard upkeep: 881 koku per turn
Upkeep cost on my General: 801 koku per turn.
close to a 10% cost reduction than a 57% reduction.
I will mention that I also edited out inflation at one point when trying out this mod for the first time. But I did resubscribe to the mod and redownload the mod. I also check the pack itself to see if the code had been restored (which it had).
Is this working as intended or could I have b0rked the mod somehow?
On the questline stuff however, I encountered another crash that involved sending my Monk near the School in Yamanouchi's home province. (I THINK that's where the quest took me)
However your probably correct about it being PC spec issue, my PC isn't the greatest and could not properly render the Ikko Ikki's "Spirit Bomb" or the Takeda's "Grape Flavored Katyusha" so that's probably it.
The Tokugawa is another one that I'm having trouble duplicating. I was going to make a script where you could bring your general to a specific location so it would trigger a script that would force war between the clans. I just haven't gotten around to it. I have a save game with Tokugawa in the turn 400's and I'm still able to declare war on Oda if I want.
During my Metsuke questline he was supposed to go to the gold mine at the south of the island past Oki Strait (I forget the name of the province) However, everytime he would trigger the event the game would crash. Also, is Tokugawa meant to be played ? I could never break the alliance with Oda and I couldn't go to war against clans they warred against.
It's designed to spawn 1 supporting army per capital and shouldn't spawn more than 1 army unless you capture the capital and then lose it again and then attack it again.
Once It spawned new stack for each turn of siege of Aki, ended up with 6 full stack Mori vs My Otomo (one full army) on turn 40-50
Also I managed to overcome the economy, but I have to say I did not enjoyed the increasing "power tax", it's not only confusing, but outright diminishes planning and moving slowly, in one turn you have a good economy, next turn a -6000 gold and -11 food for no reason and forces you to go and conquer land only to stop inflation, a few years of reworking and repeat again.
Having said that, loved the cards, family system rework, new tier and coloring for units, loved the idea of unique legendary units, but hated the magical purle nuke guys, also loved the new visuals, UI, sounds and music.
https://www.reddit.com/r/shogun2/comments/1kw15xd/new_to_shogun_2/mudwjaa/
Do you think adding these fixes can break your mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=3354635861&searchtext=Shogun+2+Patch