Hello Gentlemen, this is my third mod for S2TW. This mod is similiar to perfect mod from Swiss Halberdier and his AUM mod. Actually without his help this mod would not existed. So great thanks for him. This mod is made for compatibility reasons with my mods and i made many tweaks which i prefer more.
As always my mods not telling you how to play the game, my mods letting you choose how to play the game. If all my mods are put together they create large overhaul mod, but i prefer to cut it to many pieces and each piece is offered in many different versions so YOU decide how your game will look like. Have fun.
This mod is fully compatible with latest Shogun 2 patch and all dlcs !!!!
Changes:
Main changes are:Unlocks 8 vanilla units and 4 vanilla ships, adds 11 new custom units and 3 customized vanilla units.
Unit stats are made to match with latest version of my Stats mod.
1. Unlocks these vanilla units in campaign/custom: Katana Ronin, Yari Ronin, Katana Wako, Bow Wako, Loansword Ashigaru, Matchlock Warrior Monks, Naginata Warrior Monk Cavalry, Samurai Retainers, Onna Bushi, Great Guard
2. Unlocks these vanilla ships in campaign/custom: Black Ship, Caravel, Red Seal Ship, Wako Trade Ship
3. Changes in experience given by buildings - low level buildings gives small or none exp bonus, higher level buidlings give bigger exp bonus. (With most buildings it works like level 1,2 give no exp bonus, level 3,4 give higher exp bonus)
4. Different recruitment for unlocked vanilla units - Sword Ashigaru can be created in all 5 levels of your castle, Onna Bushi from level 3 castle, Samurai Retainers from level 3 castle, Ronins from level 3 markets, Wako units from level 3 ninja buildings, Monks from level 3 temples - this prevents AI to spam these units at early stage of the game, they need to at laest upgrade their city a bit (same as player) to get these new units.
5. Added some new abilities to all units - many units had lack of any abilities so they got some nice stuff to be more balanced. Warrior Nuns got 2 abilites - rapid advance and second wind
6. All unlocked vanilla units can be created unlimited times - no need to worry to have some annoying limits.
7. New Custom units added in V3 - Yari Warrior Monks, Bow Warrior Monks Cavalry, Naginata Ronin and custom versions of Samurai Retainers and Onna Bushi (Great thanks to Swiss for these awesome units, his own mod can be found here - http://www.twcenter.net/forums/showthread.php?t=429938)
8. New units cards added from V3 - Many thanks to JFC to create such a great unit cards. All units supported.
9. New Custom units added in V4 - No-Dachi Warrior Monks, Great Guard Bow Cavalry, Bow Ronin + Uesugi and Takeda versions of new cavalry an monk units)
10. New Custom units added in V5 - Naginata Ashigaru (+ Oda version), Arquebusiers Samurai,Christian Matchlock Samurai, Tachi Samurai (+ Shimazu version)
11. New Custom units added in V6 - Nanban Matchlock Mercenaries, Sword Ashigaru
12. Ikko Ikki clan reworked - Ikko Ikki have now all samurai units, all custom units + new Warrior Nuns (vanilla Ikko Ikki had no samurais, custom units and no nuns)
13. Sengoku Jidai units unlocked for all clans - All clans are now able to create all 10 DLC units. Each of the playable clans keep its own unique version of the DLC unit + got 9 classic ones.
New loading screens fromfamiglia_ducale added, enjoy this excelent stuff.
14. Saints heroes dlc reworked - Units are no more heroes but "just" Elite units. Can be recruited unlimited times but they are weaker (still one of the strongest units but price is high). Size and stats are balanced properly to fit with my mods. Units can be recruited in latest (legendary) Dojos.
rank_fire
rapid_volley
bamboo_wall
longer range and damage than normal matchlocks but decreased accuracy and increased re-loading times
Christian Matchlock Samurai (Siege level 3,4) + Christianity
Spoiler Alert, click show to read:
rank_fire
rapid_volley
bamboo_wall
Nanban Matchlock Mercenaries (Nanban port level 3,4) + Christianity
Spoiler Alert, click show to read:
rank_fire
rapid_volley
bamboo_wall
Sword Ashigaru (Castle level 2,3,4,5)
Spoiler Alert, click show to read:
For proper balanced units costs, upkeep and stats play this mod with my Upkeep and Stats mods !!!!
DLC Units Recruitment:
Bulletproof Samurai - Yari Dojo (level 3-4)
Marathon Monks - Temple (level 2-4)
Hand Mortars - Siege (level 3-4)
Heavy Gunners - Siege (level 3-4)
Wako Raiders - Pirate special region building
Mounted Gunners - Stable (level 3-4) + Horse resource
Bandits - Pirate special region building
Long Yari Ashigaru - Castle (level 2-5)
Fire Cavalry - Stable (level 2-4) + Horse resource
Daikyu Samurai - Bow Dojo (level 3-4)
Number of Units in each building:
Yari Dojo - 5 Units (Naginata Samurai, Yari Samurai, Bulletproof Samurai, Onna Bushi, Yari Hero)
Bow Dojo - 3 Units (Bow Samurai, Daikyu Samurai, Bow Hero)
Sword Dojo - 4 Units (Katana Samurai, No-Dachi Samurai, Tachi Samurai, Katana Hero)
Temple - 10 Units (Naginata Monk, Bow Monk, Warrior Nuns, Monk Hero, Marathon Monk, Bow Cavalry Monk, Naginata Cavalry Monk, Rifle Monk, Yari Monks, Nodachi Monks)
Siege - 7 Units (Fire Rocket, Mangonel, Firebomb Thrower, Hand Mortar, Heavy Gunner, Arquebusier Samurai, Rifle Samurai)
Stable - 8 Units (Katana Cavalry, Yari Cavalry, Light Cavalry, Bow Cavalry, Guard Cavalry, Bow Guard Cavalry, Fire Cavalry, Mounted Gunners)
Castle - 7 Units (Yari Ashigaru, Bow Ashigaru, Sword Ashigaru, Naginata Ashigaru, Long Yari Ashigaru, Rifle Ashigaru, Samurai Retainers)
Version Info:
Radious_UnitsV9 - All changes mentioned above + Sengoku Jidai units unlocked for all clans Radious_UnitsV9 - Special - All changes mentioned above + Sengoku Jidai units unlocked for all clans + realistic unit cards to fit with Unit Pack 2.
This is created by Crux3D (many thanks goes to him) - Its automated tool for fixing corrupted sounds in the game after FotS release. (Arrows sounds like cannons, etc). Simply run Sinfonia Semplice after installing your mods and corrected sound packs will be built and activated in your user script. To remove the sound packs created by Sinfonia Semplice edit your user script found at APPDATA/The Creative Assembly/Shogun2/scripts/user.script.txt' and remove the line 'mod "Sinfonia Semplice.pack";' and also remove 'Sinfonia Semplice.pack' from your 'total war shogun 2/data' directory
- Added many abilites to RotS units
- Balanced projectile ranges
- Rebalanced recruitment buildings
- Moved Bow Levy to Goverment building level 2 (Ai again loved to spam them completely)
- And much much more things and features
- 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.
- added chevrons boosts in buildings according to this mod (level 1 - 0, level 2 - 1, level 3 - 2, level 4 - 3) - Famous Radious Fire by Rank returns !!!!! (new ability for all Elite and Line infantry - more firing mods to choose from = better)
- Square formation for Elite and most Line infantry
- Unlocks all units for all clans
- Added special abilites table and change cooldowns for most abilities.
- Changed unit recruitment buildings
- Added many abilites for all traditional units to make them usefull
- And much much more things and features
- Use this only if you going to play FotS Campaign
Important info:All my mods created until today are fully compatible together and no matter which version from them you will use. You can use them seperately, but for best gaming experience i recommend to use them all together. There may be some problems with other mods which modding same files. I hope you will enjoy them and they will bring you better times with S2TW.
This mod is fully compatible with latest Shogun 2 patch !!!!
Choose one version which you want to use and place file in your Shogun 2 Data folder. This can be found here - Drive X:\ProgramFiles(x86)\Steam\SteamApps\common\total war shogun 2\data
(so extract the .pak file to the above location, OR extract the file, then copy and paste to the location in bold above)
For upgraded encyclopedia with new custom units copy files to appropriate encyclopedia folder in Drive X:\ProgramFiles(x86)\Steam\SteamApps\common\total war shogun 2\data\encyclopedia
What about the upkeep of the retainers and bushi ? they are supposed to be 0 upkeep as they are mainly garrison. What about the ronin ? the yari ronin were only 100 koku upkeep in my AUM-SHO Oda campaign while the katana were 150. How are the upkeeps now ?
are the onna bushi and samurai retainer listed for custom battle? I dont see them.
Custom and MP is bugged by CA since they didnt put in the game scrolling for more units as its in campaign, they are ni but yo ucant see them. Thanks CA for that.
Last edited by Radious; April 30, 2011 at 01:14 AM.
What about the upkeep of the retainers and bushi ? they are supposed to be 0 upkeep as they are mainly garrison. What about the ronin ? the yari ronin were only 100 koku upkeep in my AUM-SHO Oda campaign while the katana were 150. How are the upkeeps now ?
Upkeep and cost for Ona Bushi and Retainers is fixed in my Upkeep and Limit mods. Yes in vanilla they have 0 upkeep and Retainers had 0 cost aswell. Fixed it, but as i said you need to combine this with my other mod.
Thanks for unlocking these units for use in my custom battles and extra rep for adding the spear-wall and square formation abilities to Yari Ashigaru and Yari Samurai.
Pleased to find out that it is also compatible with Hedge Knight's Unit Variety mod.
Thanks for unlocking these units for use in my custom battles and extra rep for adding the spear-wall and square formation abilities to Yari Ashigaru and Yari Samurai.
Pleased to find out that it is also compatible with Hedge Knight's Unit Variety mod.
A quick post to say that your trilogy (even more if i get what you said before ?) is really appealing to me, i'm surely going to put it somewhere in my mod folder for when i'm going to play a campaign with quick tech up and insane battle. Thanks for those
Aside of that, as you're making a lot of mods who are simplifying / easing / quickening (take is on the good side) the whole game pace can you do something for the Arts ? I think i've read that it is hard or impossible to do so for now but that is can be bypassed with some editing to add traits who gives the +100% in one of each arts or the one that gave 50% in both. So i'm thinking, is that possivle for you to make those 2 bonuses permanent with a little modding ?
I would love to see a campaign insanely started with all that and the surely hard fight / units / techs it would make.
Great mod, one thing i would add is more aggresive balancing of the new units, when it comes to the cost and stats of them. For example bow wakos have insane upkeep cost, and ronin have some incosistencies with their stats compared to samurai.
A quick post to say that your trilogy (even more if i get what you said before ?) is really appealing to me, i'm surely going to put it somewhere in my mod folder for when i'm going to play a campaign with quick tech up and insane battle. Thanks for those
Aside of that, as you're making a lot of mods who are simplifying / easing / quickening (take is on the good side) the whole game pace can you do something for the Arts ? I think i've read that it is hard or impossible to do so for now but that is can be bypassed with some editing to add traits who gives the +100% in one of each arts or the one that gave 50% in both. So i'm thinking, is that possivle for you to make those 2 bonuses permanent with a little modding ?
I would love to see a campaign insanely started with all that and the surely hard fight / units / techs it would make.
Yes usually my mods are aimed to bigger and larger battles with more armies on the map and longer battles. I like it like that since Rome: Total War.
About techs, there is one file which should make it easier to change turn time for techs, but sadly that file is right not not possible to mod, maybe with hexediting, but i cant do that. But i heard that very soon will be all files fully modable so then i am planningto do something with techs aswell.
Dont forget that all those mods and changes i am doing are for AI aswell, so its not main purpose to make it easier and as i already said i recomend playing campaigns on Hard or Very Hard difficulty.
Great mod, one thing i would add is more aggresive balancing of the new units, when it comes to the cost and stats of them. For example bow wakos have insane upkeep cost, and ronin have some incosistencies with their stats compared to samurai.
I'd really like to have more units available, but you've tweaked quite much additionally. I use darth vaders mod for balance, so would it be possible to cooperate with him so the additional units fit into his mod somehow? Or could you just make these units recruitable without any others changes? That would be awesome!
Dont forget that all those mods and changes i am doing are for AI aswell, so its not main purpose to make it easier and as i already said i recomend playing campaigns on Hard or Very Hard difficulty.
Yep i've got that in mind, and that's make it appealing, no cheat who would ruin the game, just quicker & bigger.
I'd really like to have more units available, but you've tweaked quite much additionally. I use darth vaders mod for balance, so would it be possible to cooperate with him so the additional units fit into his mod somehow? Or could you just make these units recruitable without any others changes? That would be awesome!
90% of the changes must be together because all those files contains new units, you need to unlock them, put them in proper buildings where they can be created etc etc, so if i remove something mod will stop working.
Only thing which is standalone is additional units abilities. Rest must stay together. But i recomend to let them stay together.
Last edited by Radious; April 02, 2011 at 03:05 PM.