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Thread: Shogun 2: Total Clans - The 'all factions playable at any difficulty' mod! Playable ROTS Ashikaga available!

  1. #21
    Akaie's Avatar Sangi Ukon'e no Chūjō
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Two sets of 9 clans available

    Mod added: "minors_set5.rar" contains the pack file for the Honma and Urakami campaigns. They are the only available factions for this pack. I thought I'd do this before the third and fourth packs considering that a Honma campaign would be pretty unique.

    ----

    Quote Originally Posted by SaengsaWang View Post
    oh man! you're one hell of a modder.
    glad to se a dedicative guy. I'll try to keep up with your work.
    There seem to be a bright future ahead of this.

    P.S. after all this hard work please don't forget to ask Erwin about his campaign ideas , they're cool!

    Toyotomi campaign: begin right after Nobunaga assassination.

    +Rep
    Thanks for the kind words .

    Yep. I'm pretty much set on doing a late Sengoku campaign. After all, the current campaign is set a tad too early .

    Quote Originally Posted by Megalos View Post
    Looks cool!

    Would I have a problem running Darth mod/clan textures and banners mod with this?
    The only downside with this mod is that some mods would not be compatible. It shouldn't cause a crash or anything, its just things like texture packs will need to have their db entries tweaked. This shouldn't be too hard. With a user script, have my all clans playable pack at the top, followed by a tweaked db entry, and then the mod in question. That will ensure compatibility for most mods, if my understanding of user scripts is correct. Stat-based mods should not need any tweaking in order to get them working.

    To note a few mods that would be compatible, DarthMod or any of the Radious mods that is not the visual or unit pack mod (db files in clan-specific units need to be tweaked) should be fine.

    To account for this lacking of mod support, I think a compatibility project may be in order. Tedious, but for people that like a heavily modded game, it will be necessary. Of course, anyone that is decently acquainted with db files could help here.

    It would also help if people note if particular mods work or not.

    Quote Originally Posted by Carthago View Post
    If you want you can use my Ashina Advanced Naginata Samurai for the Ashina as bonus I read something about them, they were the strongest power in the north until Date Masamune conquered their territory, so I think they deserve f.e. a bonus like -10% building cost or something like that (because they weren't militaristic but civilistic orientated at all).

    When I have time I'll create a Naginata Cavalry which replaces the Light Cavalry for the Ashina, if you want you can use them
    Thank you for the offer! That can be the Ashina's unique unit, and I'll compliment it with cheaper buildings. I just need to find where I can do that in the db files, as I don't believe I have done that before. If anyone can nudge me in the right direction instead of me figuring it out myself, that'd be neat.


    Ah! Almost forgot! If you do contribute, I will put you in a special box called "Credits". Once I finish up the clan packs, I'll start putting that together.
    Last edited by Akaie; October 16, 2011 at 11:10 PM.

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  2. #22
    Erwin Rommel's Avatar EYE-PATCH FETISH
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Imagawa Beta Available

    Quote Originally Posted by Anton93 View Post
    Ok. First set is up. Have at it!

    -----



    Y'know, I'm still interested in that as well. I'm not sure how well I'd bode in regards to time, but if you're up for a collaboration, I'm in. I'll probably still pick your brain and so on, but if you could lay out what regions would go to who, I could at least start to work on it. For the larger clans, if I can't simply give lots of provinces to a single clan, maybe do a ROTS-esque thing where you have more than one clan under a parent clan. I must say... sounds quite interesting .




    I'll get me a detailed map showing the all minor and major clan positions in Shogun 2 then another with 1600 sekigahara clan positions and I'll try to look at how they can be switched. But for now, I'm enjoying a cracking campaign thanks to one of your mods.

    (Its clickable by the way....An S2 overhaul mod.)

    Seriously. Click it. Its the only overhaul mod that's overhauling enough to bring out NEW clans
    Masaie. Retainer of Akaie|AntonIII






  3. #23
    Akaie's Avatar Sangi Ukon'e no Chūjō
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Imagawa Beta Available

    Quote Originally Posted by Erwin Rommel View Post
    I'll get me a detailed map showing the all minor and major clan positions in Shogun 2 then another with 1600 sekigahara clan positions and I'll try to look at how they can be switched. But for now, I'm enjoying a cracking campaign thanks to one of your mods.
    Sweet .

    ---

    I just spent a little time getting started on the third set of clans and I tested the Ashikaga clan. Everything loaded fine, the Ashikaga was in Kyoto as they should be, but... they were not the "Ashikaga Shogunate". Just the "Ashikaga". I attribute this to something in the chunk of startpos data I swapped. Anyway, four turns later, the whole "you have kept Kyoto, so here, it turns out you're shogun" script kicked in, as did the RD diplomatic penalty. Personally, I like the challenge this presents. It made me feel as if I had no control over the country and was about to get royally owned by the entirety of Japan. Fortunately, unlike the historical Ashikaga, I could opt out by means of closing the game .

    Thanks to that 'feature' with the Ashikaga clan, I was able to pick up on a potential bug: shogunate name variants, for example "Oda Shogunate". When the Ashikaga shogunate kicked in, they were actually named 'Oda Shogunate'. I can easily change all the major clan 'x shogunate' entries in the factions.loc table, but I find this odd. Clan names were something I didn't have to concern myself with, because all clan names showed up appropriate to what territorial division they had. But once a clan becomes shogun, the old major clan name that the minor clan replaces kicked in. Hmm!

    Anyway. I will most likely upload the third pack tomorrow. I also have some updates I will roll out soon. They would be save-game compatible, so if you are already playing a minor clan campaign using this mod just replace the pack files and keep playing.
    Last edited by Akaie; October 17, 2011 at 07:35 AM.

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  4. #24

    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Three sets of clans available

    Well now both units are ready. First unit is the Ashina Naginata Samurai, second the Ashina Naginata Cavalry. The only little problem is that both units are working fine and so on but they don't have a name ingame. I couldn't find the .loc-file in the german local_ge pack file, so if you're interested in inserting this unit you might have to fix this. For the Naginata Samurai I was working with the loc file in the local_en pack file, but it doesn't work...

    Naginata Samurai:
    http://www.file-upload.net/download-...nits.pack.html

    Naginata Cavalry:
    http://www.file-upload.net/download-...alry.pack.html

  5. #25
    Akaie's Avatar Sangi Ukon'e no Chūjō
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Three sets of clans available

    Set 3 is up. There are seven clans available in the clan selection menu for this pack: the Asai, Shoni, Ouchi, Anegakoji, Takaoka, Ashikaga and Sogo.

    After noticing the aforementioned "x shogunate" bug, I actually managed to fix the problem where a single clan would use two sets of faction name variants. Instead of the major clan names showing up, you will now see the proper minor clan name in the clan selection menu. I have yet to update the other packs in order to fix this, although it is done for set 3. For an example, have a look at one of the two screenshots I attached to the first post in the thread.

    Another thing: the Ashikaga campaign. I love how this one turned out. You basically get hit by realm divide four turns in. Don't be too worried, though, as there are a few things that even things out: more units can be recruited in a single turn, plus you have the biggest castle and castle garrison! Even with this, I'm not sure what effects this will have on the game down the road. I implore users of the third set to tell me whether everything went with or without a problem.

    The last pack will be put up tomorrow or the day after.

    After that, the customizing will begin. One thing I really want to deal with is those pesky daimyo. It is horribly time consuming to find the unit variant used as the daimyo for a minor clan, but I will change the helmets and helmet crests in order to make them look different. I can figure out what unit card I should be using quicker than it would take to find the minor clan daimyo unit variant, so I'll use that as a reference point. The thing is I may not put the Tokugawa daimyo unit back into the Tokugawa clan. I don't consider it to be of much importance, so if I do change it back, it won't be soon. Hell, on most occasions, the Tokugawa will probably die before you even see the daimyo, anyway!

    ---

    Quote Originally Posted by Carthago View Post
    Well now both units are ready. First unit is the Ashina Naginata Samurai, second the Ashina Naginata Cavalry. The only little problem is that both units are working fine and so on but they don't have a name ingame. I couldn't find the .loc-file in the german local_ge pack file, so if you're interested in inserting this unit you might have to fix this. For the Naginata Samurai I was working with the loc file in the local_en pack file, but it doesn't work...

    Naginata Samurai:
    http://www.file-upload.net/download-...nits.pack.html

    Naginata Cavalry:
    http://www.file-upload.net/download-...alry.pack.html
    I'll have a good look at them soon. If you want, I can add their name to an individual unit .pack file for you to use on your thread when I have had a gander . Here, have some +rep for your work . Nourishing, isn't it?
    Last edited by Akaie; October 18, 2011 at 07:23 AM.

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  6. #26

    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Four sets of clans available

    Haha yeh it definitively is but it will be more nourishing to play a fully unique Ashina faction

  7. #27
    Akaie's Avatar Sangi Ukon'e no Chūjō
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Four sets of clans available

    Quote Originally Posted by Carthago View Post
    Haha yeh it definitively is but it will be more nourishing to play a fully unique Ashina faction
    Definitely. I'm interested in an Otomo campaign. With some christianization of their campaign, it will be awesome!


    So, here are a few ideas I have been throwing around. They involve unique things to each faction.

    Otomo
    -Can more frequently recruit cheaper matchlock units
    -Can build themselves a black ship later in the game (this is due to the developed comprehension of such a creation)

    Ashina
    -Unique Naginata Samurai and Naginata Cavalry (Carthago's units)
    I also wouldn't mind cheaper buildings here. I'll see how it is done for the Hojo. Another idea was a faction-specific yari building.

    Yet again, I implore people to put forth a somewhat historically justified idea for a unique factions. If there isn't much to go on, I'll just find a part of the game that I can buff up and apply it to a single faction.

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  8. #28

    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Four sets of clans available

    Or, other idea if it's possible, they could get a +3 economic growth bonus. This is something no faction has before so it would be more unique
    But the Yari Building is another idea that seems good... what's your imagination for this? (what bonus in comparison to the normal Yari building?)

    EDIT: Maybe this http://www.twcenter.net/forums/showthread.php?t=481979 could get inserted in your Mod, if Charsi agreed...
    Last edited by Carthago; October 19, 2011 at 06:22 AM.

  9. #29

    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Four sets of clans available

    Quote Originally Posted by Anton93 View Post
    Definitely. I'm interested in an Otomo campaign. With some christianization of their campaign, it will be awesome!

  10. #30
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Four sets of clans available

    Can you not modify the wrong Daiymo appearing by changing the entries in Uniforms tables for the daiymos or changing the variants?

  11. #31

    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Four sets of clans available

    Quote Originally Posted by Carthago View Post
    EDIT: Maybe this http://www.twcenter.net/forums/showthread.php?t=481979 could get inserted in your Mod, if Charsi agreed...
    Feel free to consider me in agreement; if you wish to use the units you're more than welcome.

  12. #32
    Akaie's Avatar Sangi Ukon'e no Chūjō
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Four sets of clans available

    Quote Originally Posted by The Hedge Knight View Post
    Can you not modify the wrong Daiymo appearing by changing the entries in Uniforms tables for the daiymos or changing the variants?
    Yeah that's not a problem. In fact, there are already a few unit variant files that CA created for historical battles. The tedious bit is, for the sake of polishing, is figuring out which one of the campaign general unit variants goes with what minor clan daimyo; "campaign_samurai_gen_camp_gen_xx.unit_variant".

    Quote Originally Posted by Charsi View Post
    Feel free to consider me in agreement; if you wish to use the units you're more than welcome.
    Oooo. Very nice . This takes care of the unique matchlock unit bit. The contents of your mod in combination with an Otomo Black Ship, which I'm thinking of making just a bit weaker than the original for balancing, should be all I'll need as the vanilla Otomo is already pretty damn unique.
    Last edited by Akaie; October 19, 2011 at 03:32 PM.

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  13. #33
    Akaie's Avatar Sangi Ukon'e no Chūjō
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available

    The last batch of clans are up, with a screenshot I might add. I intend to update these soon, but diversifying every single clan might not be as awesome as I first thought. When I roll out those few updates, I will roll out a 'unique-ification' - that isn't even a word - of the Otomo clan. This is just to see how well it is received. They don't really need much, as they are already pretty cool. The custom additions will be Charsi's Otomo units and a slightly crappier version of the black ship - the Otomo Black Ship!

    I will do a similar change to the Ashina upon Carthago's awesome suggestion (his Ashina-specific units as well as x% off all buildings), but I need to sift through the game files because I am not yet sure how I would do that faction-specific cost cut.

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  14. #34
    rawghi's Avatar Decanus
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available

    Hi Anton!
    great job you made! do you know if it's compatible with extended timeframe mods and 12 tpy mods? Becausa if I mind correctly they chare the same starting files right?

  15. #35
    Radious's Avatar I came, I saw, I modded
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available

    Excelent work good Sir, will you do same for RotS minor clans? There is even less playable clans.

    Winner of the 2011, 2012. 2014, 2015, 2016 and 2017 Modding Awards in Total War Shogun 2, Rome 2, Attila, Warhammer 1 and Warhammer 2.
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  16. #36

    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available

    How to Install

  17. #37

    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available

    Quote Originally Posted by Radious View Post
    Excelent work good Sir, will you do same for RotS minor clans? There is even less playable clans.
    But how would you figure it out with allegiance? I mean it's a bit unlogic if Takeda can capture provinces because they have Minamoto allegiance.

  18. #38

    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Four sets of clans available

    Quote Originally Posted by Anton93 View Post
    Oooo. Very nice . This takes care of the unique matchlock unit bit. The contents of your mod in combination with an Otomo Black Ship, which I'm thinking of making just a bit weaker than the original for balancing, should be all I'll need as the vanilla Otomo is already pretty damn unique.
    I was originally thinking of a Sengoku Jidai unit for the Otomo, and it was a tossup (in my head) between cannons that shot fire projectiles (a mix of fire projecting mangonels and cannons) and basically, the Black Ship.

    If you do give them the Black Ship, I wouldn't make it more powerful than the existing one. In fact, i'd make it the same or weaker, cut the upkeep, and limit them to one of the darn things. My Otomo-specific Nanban Trade Ship is just a clone of the Mori Nanban Trade Ship. I cheated a whole heck of a lot in my sourcing, cloning vanilla units of other clans, which is why i'm not fussed if someone borrows what i've done

    You may just give them a jumped up Trade Ship instead. My fleets of Nanban Trade Ships just wrecked whatever came against them anyway..

    Wako: trade ships with no escort!
    Otomo: trollface.jpg
    Wako: ffffffffffffffffffuuuuuuuuuuuuuu

    Was there supposed to be a cap on the # of Nanban Trade Ships you could build? Because I think I totally forgot to put one in on the Otomo version...
    Last edited by Charsi; October 20, 2011 at 12:10 PM.

  19. #39
    Akaie's Avatar Sangi Ukon'e no Chūjō
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    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available - Four sets of clans available

    Quote Originally Posted by rawghi View Post
    Hi Anton!
    great job you made! do you know if it's compatible with extended timeframe mods and 12 tpy mods? Becausa if I mind correctly they chare the same starting files right?
    Thanks . Unfortunately, they would be incompatible. I was thinking of extending the end year anyway, as it won't affect anyone that wants to complete a campaign by 1575/1600. I'll add that in my upcoming wave of updates.

    Quote Originally Posted by Radious View Post
    Excelent work good Sir, will you do same for RotS minor clans? There is even less playable clans.
    Thanks, mate. I'm thinking I will have a good go at the Rise of the Samurai minor clans. Once I polish up the Sengoku clans, I'll see what neat stuff I can do there .

    Quote Originally Posted by artza2129 View Post
    How to Install
    Steps for installation:
    -Save the .rar file onto your computer.
    -Open the .rar file (I use WinRAR; here's the Wiki list of file archivers: http://en.wikipedia.org/wiki/Compari...file_archivers).
    -Copy the .pack file to Shogun 2's data folder. For most people that install Steam on their C: drive, the file path will be "C:\Program Files\Steam\steamapps\common\total war shogun 2\data".
    -Run Shogun 2. You will notice a change when you try to start a new "Shogun 2" campaign. Depending on what set you have chosen to use, you will see some new minor clans. Start a campaign like you would have before.
    -Enjoy!

    How to deal with the fog of war covering up your town-fort/s and army/armies:
    When the introduction video has finished (press space, enter or esc to skip the intro video; I forget which one) your camera will focus on a part of the Shogun 2 map that is generally covered up.
    -In the top-right hand corner, view your armies. When you select one, a yellow circle will show up. -Right-click somewhere near that circle. It may not work a few times, but you'll eventually find an area to which your army can move. If you successfully moved your army out of the town-fort, you should see the town-fort and the army you moved.
    -Repeat the previous step if the particular minor clan you choose has more than one town-fort. CA deploys an army in each town-fort, making this work-around very effective (dear god, thank you CA!)
    -Some clans have an army deployed outside the fort. You will need to use a unit that you can already see and move to their position.
    ---Saito's main army is found to the north-east of the Saito town-fort. Scout the forest in that direction (assuming you do not change the orientation of the camera).
    ---A Miyoshi general or daimyo is standing around in Settsu province. Scout the north-east to find him.
    ---The Matsuda army is waiting in the bushes . Scout the east to find them.

    Things to remember:
    -Do not copy more than one set at a time.
    -Remember to leave the .pack file for the duration of your campaign.

    Get back to me if you have any problems, mate.

    Quote Originally Posted by Carthago View Post
    But how would you figure it out with allegiance? I mean it's a bit unlogic if Takeda can capture provinces because they have Minamoto allegiance.
    Don't worry. I didn't have a problem with Otomo being christian, so similarly we shouldn't have a problem with incorrect allegiances .

    Quote Originally Posted by Charsi View Post
    I was originally thinking of a Sengoku Jidai unit for the Otomo, and it was a tossup (in my head) between cannons that shot fire projectiles (a mix of fire projecting mangonels and cannons) and basically, the Black Ship.

    If you do give them the Black Ship, I wouldn't make it more powerful than the existing one. In fact, i'd make it the same or weaker, cut the upkeep, and limit them to one of the darn things. My Otomo-specific Nanban Trade Ship is just a clone of the Mori Nanban Trade Ship. I cheated a whole heck of a lot in my sourcing, cloning vanilla units of other clans, which is why i'm not fussed if someone borrows what i've done

    You may just give them a jumped up Trade Ship instead. My fleets of Nanban Trade Ships just wrecked whatever came against them anyway..

    Wako: trade ships with no escort!
    Otomo: trollface.jpg
    Wako: ffffffffffffffffffuuuuuuuuuuuuuu

    Was there supposed to be a cap on the # of Nanban Trade Ships you could build? Because I think I totally forgot to put one in on the Otomo version...
    Yeah. It felt very unfair to give a more powerful Black Ship than what seems to be something created by the Portuguese. On top of reduced stats, its upkeep will be a little bit less, they will only be able to recruit one, and the recruitment waiting time will be 12 turns - damn right I'm going to make you guys wait for it!

    An interesting idea may be to introduce a weaker Nanban trade ship for the Otomo. They are already powerful, but if we introduce something more closer to those dinky trade ships (and knock down the recruitment/upkeep costs) it might encourage a bit of thought as to their deployment. After all, with the vanilla/Mori Nanban Trade Ships, they'll just soak up any japanese craft in sight.

    I'll look into the recruitment cap. If there is one, I'll mirror it on the Otomo variant.
    Last edited by Akaie; October 20, 2011 at 06:39 PM.

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  20. #40

    Default Re: All Clans Playable Through Clan Selection Menu; All Difficulties Available



    How can I fix it.
    Last edited by artza2129; October 20, 2011 at 07:57 PM.

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