Total War: SHOGUN 2

Total War: SHOGUN 2

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Weierstrass Garrison Units for Vanilla (optional)
   
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Tags: mod
File Size
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2.537 MB
Jul 10, 2021 @ 2:45pm
Jul 13 @ 6:17am
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Weierstrass Garrison Units for Vanilla (optional)

In 1 collection by RavenBuster
Weierstrass Units for Vanilla [complete Install]
5 items
Description
"The mod's hidden garrison units have been discovered, my lord!"
-Unknown Retainer

As promised I hereby present you the left-out garrison units from the original mod plus some of my own units. Please consider giving feedback regarding the mods balance.

Goal of this mod:
-make defense viable (increased numbers of spawned garrison units with different quantity and quality).
-different buildings spawn different units e.g. Archers for archery dojo etc.
-unit quality is determined by building levels. (The higher the better units)
-upgrading the castle increases retainer unit size and spawns additional retainer units.
-Some province specializations like ninja hideouts or holy grounds will spawn additional troops with varying amounts and quality based on the chosen building route.

Reminder/FYI:
-the campaign will become overall slightly more challenging (since you won't be able to steamroll so hard anymore, due to AI having more gold/koku for most of the campaign).
-only a generic spawned garrison unit set due to lack of restriction possibilities.
(Restriction for normal/field units doesn't seem to work for garrison units i.e. Ikko can spawn samurai units and other clans could spawn Ronin during my test runs. Only working methods are either unique building chains like Ikko temple / Otomo church or technology. Both options would result in a major overhaul for their respective category, which is honestly too time-consuming for me to do.)
47 Comments
RavenBuster  [author] Oct 11 @ 4:50am 
Adding this mod during a playthrough should work without any issues but disabling might cause issues (i.e. don't disable the mod when besieging or getting besieged since that probably causes a crash) but it's generally recommend to never disabling mods midgame unless you have backup savefile from before enabling the mod(s).
Der Preußen Mann Oct 10 @ 9:40pm 
Will there be any problems if I add this in the middle of a playthrough?
RavenBuster  [author] Jul 23 @ 11:00am 
Thank you for the kind words. This mod is also entirely optional and as reported by ME!ME!ME! can be used even without the Part1+2 mods to some degree. All added units were in the orginal MoSS to base S2 port by Engineer Weierstrass (MoSS dev who also was kind enough to let me use his work), but I decided to seperate them since garrison units are really utilized in Shogun 2.
Oojax Jul 23 @ 5:47am 
Thank you for all your hard work with these mods, they really bring new life to the game. I was just wondering if this mod in particular is required, for the unit pack to work, or if it was optional like the Tercos one.
RavenBuster  [author] Mar 14 @ 4:35am 
Well large parts of this mod are standalone. However some garrison units (e.g. Portuguese units or Nagamaki units) actually require [Part 1] + [Part 2], since they rely on them for data, model or equipment files. Without them the game might cause issues (i.e. crashes, units looking weird or are invisible, etc.).
ME!ME!ME! Mar 13 @ 1:30pm 
This work alone without the required items : Weierstrass Units for Vanilla [Part 1] and Weierstrass unit models for Vanilla [Part 2]. Is it normal? Anything that does not get added if so?
RavenBuster  [author] Aug 11, 2024 @ 4:57am 
@popcs18(TW)
I tried to include clan-specific units, but I faced quite an issue. All garrison units will spawn regardless of any clan or religion restrictions, unlike field/normal units. Hence the generic (same for all clans) unit set. Getting clan-specific units to work correctly would require overhauling the building system, which is probably not worth the time and effort.
popcs18(TW) Aug 10, 2024 @ 6:24pm 
Thanks bro ~ I would like to ask if it possible to increase takede fire cavalry , PLEASE~~~~~~Because you added other cavalry cause takede fire cavalry Unlike the elite troops. Are there can be donate~
salvador242 Apr 26, 2024 @ 10:44am 
Thanks for the help and advice, I'll be sure to bear this in mind for the future!
RavenBuster  [author] Apr 26, 2024 @ 10:02am 
I might have found the issue. Both ES units and my mod both have a file named nearly the same (on lowercase and one uppercase) and thus are causing a mod conflict regarding naming some units. It's generally a good idea to disable FoTS mods when playing standart S2 and vice versa since it will prevent conflicts and issues.