should i need to type the pack file name in the user.script to run the mod?
should i need to type the pack file name in the user.script to run the mod?
well theres a lot more money available than in vanilla, so yeah plenty of fights, imo (and rads too obviously) there wasnt enough ai armies, this fixes that and then some!also if you dont wanna take on about 3 or 4 armies that are "converged" together, then make sure you work on getting the "night fighter" trait/skill in the skill tree for generals...as you can cut all the other ai armies out of the battle as long as their general doesnt also have night fighter! very handy!
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pls,i need just slots...
I would like to get some suggestions on what to do with trade. Some ideas what to change, improve etc are very welcome.
New versions uploaded:
RadiousV7 - Food + Slots + Replenishment + Economy + Taxes (food + slots changed + slightly faster replenishment with roads + higher bonuses from unique province buildings + taxes rebalanced)
RadiousV8 - Food + Slots + Replenishment + Economy + Farms + Taxes (food + slots changed + slightly faster replenishment with roads + higher bonuses from unique province buildings + more food from farms + taxes rebalanced)
Taxes rebalanced - Taxes have less negative impact on town growth (low and minimal taxes gives small bonus to town growth), negative effect on town happiness is slightly smaller on high level taxes. These changes helps AI aswell, since AI used to overtax its cities and kill its town wealth very quickly before.
Enjoy.
Mod Updated:
Radious Food and Slots Mod - Rise of the Samurai version
- Added 1 more recruitment slot
- Castles require 1 less food )other food changes like more from farms will be decided after proper testing if its required)
- Economy buidlings giving sligtly more money
- Use this only if you going to play RotS Campaign
- Other changes in all of my mods are working without issues same for original Shogun 2 campaign and Rise of the Samurai campaign, so these things didnt need changes and are included in both campaigns.
Enjoy.
RotS version Updated:
Increased income from few buildings
Unique province structures more valuable
Preparations for my Unit Pack V2
Enjoy.
RotS version Updated:
Minor changes in some buildings effects.
Enjoy.
Is it savegame - compatible? Because in my current campaign I've got a HUGE problem with my food because these damn enemies built so big castles in their towns before I conquered them...
Great work in this mod. Love it. Play it ALL the time. Have a few comments though:
By the time I have captured 15-20 provinces, and have 3-4 trade ports fully loaded with trade ships, my economy goes out of control, all within a couple turns into the game. At this point I'm usually rolling around 20,000 per turn, not kidding, and that's all while building constantly and having 2-3 full stack armies and 2 strong navy fleets.
Its very normal for me to stockpile hundreds of thousands of koku around turn 100+. At which point I just know I gotta spam, let alone strategy.
Right now its turn 148 and I'm rolling on 35,000 per turn. With about 7 stacks and 6 full fleets.
I see 3 reasons for this.
Reduced upkeep costs- They might be too low? Even if upkeep costs went back to vanilla's I think you'll still be a millionaire because...
Economic buildings- They are 20% more profitable, which in a game like this, doesn't necessarily translate into having 20% more profit, it has a compounding effect, so we're talking at least 30% overall profitability.
Legendary Building Duplicates- I love the idea of "If you can pay it, you can get it", but those legendary buildings that give bonuses to province's wealth such as the ninja, metsuke, or even monk, might be too much when you have about 7 of each. Maybe keep all their bonuses but the extra cash?
On another notes, I'm getting christian and nanban matchlocks available to me so long as I have the required art and a port in town without Christianity. Is this intended?
Last request: Please PLEASE add mass volley fire to gunners! I think I saw a mod somewhere around that makes all gunners fire at the same time and not just by rank or only the foremost rank. I did read however that, it changes the mechanics and effectiveness of all gunners, so balancing their stats must be needed.
When you have time please take a look at this. Thanks
Thank you Sir for very nice feedback.
I have plans for further changes.
First about the income and money, trade routes are basicaly very important in the game, if you have all of them or most of them you will get a lot money from them and it will allow you to build up your cities and armies faster.
Goal in my mods is to make more armies not just for player, but AI aswell, lower upkeep in other mods is made on purpose, its Total War game so you should be able to create Total armies and not just 1-2 stacks. With lower upkeep is player same as ai to control much more armies and in my opinion it brings juice to campaigns.
But my way is not to make it easier or something like that at all. Campaigns should be always palyed on H or VH difficulty.
I am currently rebalancing some costs of few buildings and it will definitely touch some of those you mentioned. Mainly level 4 will be more expensive and will take slightly longer to build because you are right you can build them anywhere and bonuses from them are pretty large.
About Christianity units - yes i allowed some of those units to get even without being Christian, simply because there are so many custom units added (wait on upcomming Unit Pack) that switching for Christianity is bit pointless so players and ai should be able to get some of those units aswell.
About mass volley i will think, if it will be possible to make it as ability (so its not always on) i may include it, but not as permanent option only. Currently matchlock units are very well balanced in my mods and they work perfect. Making them crazy OP is not my intention.
So far I've noticed that when you select fire by rank, most gunners will do it accordingly, but if their formation is disturbed for the slightest bit and for whatever reason, it glitches. The front row tries to kneel, then glitches back, and so forth, they will not fire unless you cancel fire at will and then back on and don't know what else.
how do you keep track of how all your Mods are compatible with each other. I've noticed you overlap stuff. For example, your Buildings Mod also adds slots. Its a bit confusing because all your Mods are compatible, so does that mean, this mod adds Recruitment Slots and your Building Mod adds Recruitment Slots?
If so, that's crazy. I don't know how you keep all these mods in order. It would be so much easier for you to just keep anything related to buildings in the Buildings Mod. I have over 16 mods in my game. I don't think it matters how many mods you have, such as loosing performance. Anyways, if you do, you probably need a better computer anyways.
It would be so much easier if you had each one of these a separate mod. Instead of updating all 8 versions of this mod, you'll only have to update which ever changes where made in patches. This will also be more appealing to people because they can pick and choose which ones they want or don't want:
1. Food requirements for all Castles and Markets are 1 point smaller (Castles: Level 1 - 1 food, level 2 - 1 food, level 3 - 2 food, level 4 - 3 food, level 5 - 4 food, Markets: Level 1 - free, level 2,3,4 - 1 food)
2. Castles from Level 2 got 1 additional recruitment slot (Means you can recruit 1 squad more)
3. More food from farms - each farms gives 1 bonus food.
4. Replenishment changes - Roads got small additional bonus to replenishment, no need to wait so long to get troopers ready for fight again.
5. Economy changes - This makes unique province buildings more important and valuable. Income bonuses and other are 15-20% higher. (only economy changes - weapon smith etc wont give you bigger armor or damage)
6. Taxes rebalanced - Taxes have less negative impact on town growth (low and minimal taxes gives small bonus to town growth), negative effect on town happiness is slightly smaller on high level taxes. These changes helps AI aswell, since AI used to overtax its cities and kill its town wealth very quickly before.
Last edited by Bad213Boy; January 22, 2012 at 05:05 PM.
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