Total War: SHOGUN 2

Total War: SHOGUN 2

Gempei Campaign Rework
20 Comments
Octavia1124  [author] Jan 7, 2024 @ 9:31pm 
I've not actually testing running this with any AI mods, so I wouldn't know! But I would assume it could handle it.
CS_frankenbite Jan 7, 2024 @ 2:51pm 
Do you recommend using campaign AI mods with this? I currently play with UAI Revived
WackyPeanut Mar 17, 2023 @ 2:59am 
Thank you for being so supportive. Your answers have saved me precious time. You are a gem!
Octavia1124  [author] Mar 17, 2023 @ 2:34am 
For the monk training time, you'll want to go into the effects themselves (specifically the link between the effects and units) and see which units are bundled under that effect, to make sure you aren't dropping unit training times to zero. I've never tested that, but it seems like an easy way to break something. Making a custom effect to choose what it targets yourself would be the best way forward with that.
As for garrisons, I've not messed around with that, so I have no idea.

Also, for crashes on start-up, make SURE that your mod name doesn't contain a space, only underscores. That by itself will cause a crash.
WackyPeanut Mar 17, 2023 @ 1:27am 
I've reached a point where I am able to set up units nicely.

I found that the effect to reduce monk training time causes the game to crash on startup.

I am not 100% sure how to convert an existing unit to become a garrison. Getting crashes when I try to add the tetsubo monks as garrison.
Octavia1124  [author] Mar 16, 2023 @ 11:08pm 
(Posts not in order cause Steam yelling at me for writing too much)
Octavia1124  [author] Mar 16, 2023 @ 11:07pm 
The Key is the id that the game uses to remember all the unit-to-building connections, and you'll notice if you try to change any of these, it'll yell at you. It doesn't like the key being messed with, but that's actually a good thing for us. Cause it means that if you go and find where the unit is SUPPOSED to be build at, and change THAT one, then it'll retain the key, so the game will forget where the unit was originally trained at, and instead use the new building that you swapped away from the original.
So if you're just switching a unit from one building to another, then go find the original unit-building connection, and just change the building over to what you want. If you want to remove a unit entirely, to where it can't be built, you can simply dump all the existing connections onto a building that can't be built in that campaign, so that it doesn't link to anything that can actually show up.

Took me a while to figure all that out on my own, so hopefully that helps you!
Octavia1124  [author] Mar 16, 2023 @ 11:07pm 
The prefix before the files is just that so nothing from my mod tries to overwrite stuff from other mods. It still does, from my testing, and I'm honestly not sure why it's important to have one, I just follow the advice from where I read how to get started. Which was just a collection of random notes from all over the place. No idea if it ACTUALLY matters.

As for changing where units are made, that part is thankfully simple. Over in the files that control where units are trained at, in 'building_units_allowed', is where all that is done.
If you simply add a NEW line, and set up a unit at a building, then it'll add that, but still keep the original, as well. This is because in that particular part of the data, you'll notice that the columns are listed for the building, the unit, the starting XP value, conditions (which is unused as far as I can tell), and then, most importantly, Key.
WackyPeanut Mar 16, 2023 @ 12:41pm 
I would like to ask for your wisdom once more.

I noticed you added the word "octavia" at the beginning of each file in the pack. Is this a tool to get the game to ignore the original files?

How do I make it so that I can add a unit to a building, but remove it from the original? That's where I'm lost.
WackyPeanut Mar 15, 2023 @ 8:05am 
Thank you! This gives me great inspiration for my own project! Big love.
Octavia1124  [author] Mar 15, 2023 @ 12:07am 
Oh, no, I wasn't saying that the AI disregards build limits at all. Actually, that's one of the things that Shogun 2 is really good about, is that the AI doesn't cheat in that regard.
The comment below on that was that the AI tends to prioritize keeping a sizable stack of military units around, before getting around to working on the economy. Since upgrading your farms in this mod drops the max limit of levy, this was a concern I had when working on the mod, that single province clans might have too little army to properly defend themselves.
But on the contrary, they seem to train as many levy as the cap permits, and THEN upgrade the farm, which reduces that cap. This makes it hard for them to replenish those levy if they get killed, but at least it means they're properly defended before they try to fight someone.
It was a concern that really only matter for single-province clans, but no, the AI handles it quite well.
WackyPeanut Mar 14, 2023 @ 3:51pm 
Hi! I was just reading through the patch notes. Based on previous comments, you are saying that the AI disregards unit build limits in general?

If I were to add a hard cap to levy units do you think the AI would just bypass this limit?

Thanks in advance for replying.
Octavia1124  [author] Feb 20, 2023 @ 11:15pm 
Of course, thanks for checking it out! I know there's a lot of people who aren't fans of this campaign, and I guess I'm somewhat unusual for liking it, so I'm glad I can help out others who do!
hailmyself Feb 19, 2023 @ 6:51pm 
It's rare to see a mod for RotS. It's rarer for a mod to be on this scale for it. Thank you for your hard work. It's great to see someone interesting in the Samurai warfare of this era.
Freya Dec 21, 2022 @ 9:05am 
HEY THERE
Octavia1124  [author] Dec 20, 2022 @ 9:43pm 
Yeah, I just went and grabbed a couple cosmetic mods, both unit cards and the units themselves, and tested them, and it still works fine on my end with no issues.
Only thing I can suggest is redownloading the mod and trying again.
Octavia1124  [author] Dec 20, 2022 @ 9:14pm 
Not sure what to tell you on that. I've just tested it for myself, even taking out my own version and grabbing the one from the workshop just to see if something broke in the upload, and it works perfectly fine for me.
Only thing I could suggest is to try unsubscribing and resubscribing to download it again?
Cosmetic mods shouldn't conflict with it, I wouldn't think. Which mod were you using specifically, so I can try to take a look?
Ligon Flarius Dec 20, 2022 @ 10:29am 
I've applied the mod but literally nothing changed. I had only cosmetic mods working along with this
Octavia1124  [author] Dec 20, 2022 @ 1:38am 
From my own testing, minor clans will make a bunch of levy troops before they get around to upgrading their farms to where it would be difficult to field that many, so one-city minor clans still tend to have a decent stack. And if they get taken over, and then reinstated as a vassal (as often happens) then the game will just give them a new army, ignoring the limit, so they tend to always have a decent levy stack.
For major clans that actually hold territory and produce troop buildings, then yes, you do see them start to slow down on how many levy they use, and focus a bit more on actually using other troop types. The AI doesn't seem to like building pastures as often as I'd like, but I've not dived into AI code to learn how to tweak that just yet, but they do actually make a decent job of spicing up their forces with mixed attendants and firebombs now. And clans that just make temples actually have decent armies where before they didn't.
Ligon Flarius Dec 19, 2022 @ 10:34am 
Very interesting mod, actually. Have you seen how the AI behaves with this? What do we see as a consequence of this mod? Does the AI end up having less levy troops by the end-game - as compared to vanilla?