Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.4 - updated 25.3.11
Originally Posted by ♔MASK OF GAS♔
Thanks swiss i meant upload it on my channel sorry not be your movie maker .
It will take a while as i need to book some holidays at work .
Thanks swiss have a nice weekend.
Thanks to you too!
Originally Posted by wolfbane751
would it be possible to add the european ships to the naval battle in custom battles?
Hello wolfbane, I answered this question one post above.
Originally Posted by ShogunTaisho101
what are the string names for the add-on units: i only need the names for the wako units and the naginata monk cav.
Welcome to our forum ShogunT! Here are the Unit_ID's:
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.4 - updated 25.3.11
Hey Swiss what did you do to add them, I really want to add the missing monk units to the Uesugi. Right now I'm using taws tool and just trying to figure out what the entry means.
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.4 - updated 25.3.11
Originally Posted by Kinjo
Hey Swiss what did you do to add them, I really want to add the missing monk units to the Uesugi. Right now I'm using taws tool and just trying to figure out what the entry means.
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.4 - updated 25.3.11
If I may make a suggestion Swiss about custom units in terms stats mostly (you probably already have this mind already). Two of these unit suggestions have been posted already and another request is from me.
Peasants -
Majority of their stats are low, special ability is throwing bombs (reference to Kessen 3 Mattock units), the cheapest units to recruit in the game. They should have a farming tool in be used as a weapon.
Xbow Ashigaru -
Recruitment cost, Range, and all other stats should be between/average of a bow and matchlock ashigaru, also has the fire arrows and fire rank special abilities. (Definately would like to see these units make a comeback)
Ashigaru/Light Skirmishers -
Never throw spears, primary weapons should be either a short spear or a katana, moderate in melee defence, low in melee attack, IF a short spear is the weapon then a spear wall special ability, they are slow wearing the lightest armor carrying a wooden shield and a bladed weapon. Mongol Invasion inspired. Visually just either use a light cavalry model (dismounted) or an ashigaru model and add a shield.
Or on a side note you could combine suggestion 1 and 3 visually and statistically.
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.4 - updated 25.3.11
hi i have question how i can check if the mod is working? i followed the instructions and did wut i was told. i went to customs but cant seem to find the new units, but i added other mods too. like 24 bit upgrade mode , realm divide mod. do u know if the other mod affected aumsho ability to work? because 24 bit i cant really tell because i already play on medium texture and everything on low. and realm divide i started new campaign but is not far enough for realm divide but which i already know new units dont work on campaigns. thnx
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.4 - updated 25.3.11
Originally Posted by Kinjo
I haven't used much hex editing but what I'm trying to do is add the following units to the Uesugi -
"Cav_Spear_Naginata_Warrior_Monk_Cavalry"
"Inf_Heavy_Naginata_Warrior_Monk_Hero_Uesugi"
"Inf_Missile_Matchlock_Warrior_Monks"
So yeah any help would be awesome.
Originally Posted by Kinjo
Hey Swiss what did you do to add them, I really want to add the missing monk units to the Uesugi. Right now I'm using taws tool and just trying to figure out what the entry means.
syntax
If you dont want to hexedit i can do this for you and if Swiss needs some help I could help him out either.
Originally Posted by Agostinos
If help is needed I'll be there
Hello Agostinos, yes of course I would be interested because at the moment I don't have time to hex-edit.
Originally Posted by Juuu
hi i have question how i can check if the mod is working? i followed the instructions and did wut i was told. i went to customs but cant seem to find the new units, but i added other mods too. like 24 bit upgrade mode , realm divide mod. do u know if the other mod affected aumsho ability to work? because 24 bit i cant really tell because i already play on medium texture and everything on low. and realm divide i started new campaign but is not far enough for realm divide but which i already know new units dont work on campaigns. thnx
Hello Juuu, there is a simple way to look if AUM-SHO works. Just play a single player custom battle and try to use the "pike_wall_formation" with the "Yari Samurai". In vanilla the Yari Samurai can't use this formation.
Originally Posted by aeoleron9
The matchlock monks are missing in every other clan too. Any chance to unlock them for all factions?
Hello aeoleron, they are unlocked now.
Originally Posted by Andreius Pretorianus
is this playable with DarthMOd?
Hello Andreius, yes please read my first page.
Originally Posted by rave_nick
Will loan swordsman also be recruitable?
Hello rave_nick, the answer is in the changelog below.
I will comment these suggestions below soon.
Spoiler Alert, click show to read:
Originally Posted by flopsies
I also reccomend adding more variety to ashigaru yari. Yaris didnt always have hooks, and ashigaru didnt always wear farmer hats, they also wore bandana things and zunari helmets. You also put sunburst standards in some units. Yari, matchlock, and yumi Samurai should also have the same attack stats, because all Samurai were very proficient with the katana.
Originally Posted by Camillvs
It's a civil war among the same nation, what did you expect? There are too many types of units in the game, from a historic perspective.
Originally Posted by Chevalier IX
I like the idea of recruitable female units,as recent archaeology has revealed this was indeed the case,as no less than 3 battlefield excavations DNA tests have shown that on the average out of every 100 bodies found upwards of 35 were women...and keep in mind these were field burials not a siege or otherwise
Originally Posted by flopsies
chevalier, it doesnt always mean that they were soldiers. Geisha arent just assasins...
Originally Posted by flopsies
oh, and swiss halberdier, you should add an ability to all units called onigidi (rice balls). They always carried around, so it could increase morale while reducing movement/fatigue speed (They'll get to chubby if they eat to many!)
Originally Posted by Shabby_Ronin
Is there anyway to make the matchlock monks recruitable?
Originally Posted by Baleurion
Taisho (sorry i cant write the line above the o on my swedish keyboard, but i can write たいしょう instead if it makes up for it? ;D)
Isn't what you are asking for, precisely what the Naginata Samurai is for? A middle between Yari samurai and Katana samurai, not as good as the katana against infantry, and not as good as the Yari against cavalry, bot very good against both in the sense that you can use the same unit for both roles.
A weaker version of Yari Samurai but better against infantry, not as good against cavalry as Yari
Unless you specifically request the Yari Samurai weapon model, rather than a unit with the stats you asked for
Originally Posted by ♔ brucedickenson♔
This is looking good so far! Some suggestions
Possible to add loan sword ashigaru?
Crossbow ashigaru (if someone can make it)
Dual katana samuri/hero?
Mounted matchlock samuri
Originally Posted by Taishō
ok, here comes another unrealistic proposal. Please refer from throwing stones at me before I get a chance to run away... ^^
Perhaps we could have a unit of Ashigaru using the Model of the current Ashigaru but with the animations and the weapon model (if those are seperate again?) of the Yari Samurai.
The Unit would be the weaker version of the Yari Samurai and better against other infantry, but not as good against cavalry as the Ashigaru with the longer Yari. Somewhere between the current Spear Ashigaru and the "Loansword Ashigaru"....
Originally Posted by soheisohei
YOU ARE AWESOME! THANKS!
Originally Posted by ShogunTaisho101
If I may make a suggestion Swiss about custom units in terms stats mostly (you probably already have this mind already). Two of these unit suggestions have been posted already and another request is from me.
Peasants -
Majority of their stats are low, special ability is throwing bombs (reference to Kessen 3 Mattock units), the cheapest units to recruit in the game. They should have a farming tool in be used as a weapon.
Xbow Ashigaru -
Recruitment cost, Range, and all other stats should be between/average of a bow and matchlock ashigaru, also has the fire arrows and fire rank special abilities. (Definately would like to see these units make a comeback)
Ashigaru/Light Skirmishers -
Never throw spears, primary weapons should be either a short spear or a katana, moderate in melee defence, low in melee attack, IF a short spear is the weapon then a spear wall special ability, they are slow wearing the lightest armor carrying a wooden shield and a bladed weapon. Mongol Invasion inspired. Visually just either use a light cavalry model (dismounted) or an ashigaru model and add a shield.
Or on a side note you could combine suggestion 1 and 3 visually and statistically.
Hello to all AUM-SHO players,
today I released AUM-SHO 1.5 and here is the changelog.
Spoiler Alert, click show to read:
AUM-SHO 1.5 - 28.3.11
- unlocked these vanilla units in the campaign
These units below can be recruited in thesingle player custom battle and the campaign.
I tried to unlock several other vanilla units like the "Loan Sword Ashigaru" and "Onna Bushi" too. But it didn't work and I know from my ETW/NTW experience that there is a column in the inaccessible "units_table" which controls the availability. The "Samurai Retainers" can be unlocked in the campaign but they have no costs, upkeep and unit limit. Therefore they would really mess up the recruitment of the CAI.
These units are locked in the "MP Avatar battle mode" at the moment and I have to search how I can make them available there too.
Katana Ronin
Yari Ronin
Both Ronin units are recruitable at the market-building-chain:
"SHO_Crafts_1_Market"
"SHO_Crafts_2_Rice_Exchange"
"SHO_Crafts_3_Merchant_Guild"
"SHO_Crafts_4_Kanabukama"
Katana Wako
Bow Wako
Both Wako units are recruitable at the pirate-building-chain:
"SHO_Region_Specialty_Naval_2_Pirate_Lair"
"SHO_Region_Specialty_Naval_3_Pirate_Fortress"
Naginata Warrior Monk Cavalry This unit needs the "Yari drill building" and a temple:
"SHO_Buddhist_2_Monastery"
"SHO_Buddhist_3_Temple_Complex"
"SHO_Buddhist_4_Legendary_Temple"
Matchlock Warrior Monks This unit needs the special "Matchlock maker building" and a temple:
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11
Hello, first thank you for great mod Sir.
I just want to ask something
1. Yari Ronin - i can create it only in last version of market - "SHO_Crafts_4_Kanabukama" Your post say they should be recruitable in all version, since katakubana can be build only once its not very good.
2. Is this normal that Ronin units have only 120 men?
3. Could you make Wako units buildable in some other buildings then just pirate nest? Very rare buildings.
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11
So is there the ability in STW2 to limit the number of a given unit that the player can recruit like in ETW? So that you can only have one of this unit and maybe 4 of that unit for example.
Also, are you saying that the sword ashigaru and Onna Bushi can't be unlocked ever or you just cannot yet? I find myself wanting a unit of Onna Bushi in my army just for uniqueness of the unit.
And how far away from being able to add custom new units to the game are you?