[Released] Additional Units Mod - Shogun (AUM-SHO) 2.8 - updated 31.12.17

[Released] Additional Units Mod - Shogun (AUM-SHO) 2.8 - updated 31.12.17

Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11

hi this mod kinda ruined my campaign

After i installed the mod the next turn i had -4000 income got bankrupt and the food was -21

is the mod doing something to the ukeep ?
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11

Thanks for this great mod, I can recruit Yari Ronin in any market level, so what is the problem with who can't ?
Anyway, I just wanted to tell you that Yari Ronin are better than the normal Yari Samurai while they are just like 100 koku upkeep. I tested some custom battles to see if they can really beat the samurai and they beat them. the upkeep for the Yari Katana is good, but I find the Yari Ronin upkeep too low as they can beat 3 Yari Ashigaru units. So is there anyway to change their upkeep ?
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11

Hey Swiss, thanks for the quick mod. I've installed it and am now planning a new campaign to play. We needed this badly. I have a couple of quick nit picking questions that I hope you have the patience to answer. Regarding these units:


Naginata Warrior Monk Cavalry

requires the "Yari drill building" and a temple:
"SHO_Buddhist_2_Monastery"
"SHO_Buddhist_3_Temple_Complex"
"SHO_Buddhist_4_Legendary_Temple"


Matchlock Warrior Monks

requires the special "Matchlock maker building" and a temple:
"SHO_Buddhist_2_Monastery"
"SHO_Buddhist_3_Temple_Complex"
"SHO_Buddhist_4_Legendary_Temple"


In the historical battle that contains the Uesugi matchlock warrior monks, why is that these two unlocked units above don't have their own special Uesugi versions of the same unit, IE Uesugi naginata warrior monks and Uesugi warrior monk bowmen? I know from the historical battle there is at least a special Uesugi matchlock warrior monk unit, so is this unlockable? I wanted to go for a playthrough with Uesugi if it was possible to have an all "Uesugi" warrior monk army.

Again, cool mod and can't wait for new updates.
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.3 - updated 18.3.11

That's the annoying thing, I've downloaded 7-Zip but when I download the file it says I don't have the required software to open it. Instead of 'Open' there is 'Find' and that takes me to a new internet window which tries to make me buy Microsoft stuff. Should I use Save instead of Find?
Real sorry to be a pain guys, I'm not good at computer stuff.

for Dalkar - these are files you want mate download & save (should end up in your downloads folder) view readme file should be fine
hope this helps mate:thumbsup2
 
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Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11

Yeah 1.5 thanks swiss you are on the ball :) i can't wait to try the units for campaign +REP:thumbsup2
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11

what about the yari ronin upkeep?
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11

Great mod, got a question, do ronin units have a recruitment cap? Also think Naginata monk cav needs to have stables as a requirement as other cav units.
 
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Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11

I think my replies are invisible
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11

Yeah 1.5 thanks swiss you are on the ball :smile: i can't wait to try the units for campaign +REP:thumbsup2
Nice work I'll try this right away. Can't wait to see my monks in action :)
Awesome, thanks! That's just the news I wanted to hear.
Thanks a lot to all of you!

You think it can be savegame related? Or other mod related?
I am using Morale mod + Real Divide mods. And yours ofcourse. 2 savegames - both already when i am shogun and have about 30+ provincies. (One is Oda, second Mori)

I can post screenshot, really in market when i move mouse over it i see only Katana Ronin with 2 chevrons, no Yari. Same in recruitment tab. Yari Ronin only in Kanabukama.
Strange:smile:
Thanks Radious for your valuable feedback via pm. :thumbsup2 I fixed it now.

Thanks Swiss, any luck with the monk hero units? They seem to almost be impossible to unlock.
Hey Swiss, thanks for the quick mod. I've installed it and am now planning a new campaign to play. We needed this badly. I have a couple of quick nit picking questions that I hope you have the patience to answer. Regarding these units:
Naginata Warrior Monk Cavalry

requires the "Yari drill building" and a temple:
"SHO_Buddhist_2_Monastery"
"SHO_Buddhist_3_Temple_Complex"
"SHO_Buddhist_4_Legendary_Temple"

Matchlock Warrior Monks

requires the special "Matchlock maker building" and a temple:
"SHO_Buddhist_2_Monastery"
"SHO_Buddhist_3_Temple_Complex"
"SHO_Buddhist_4_Legendary_Temple"

In the historical battle that contains the Uesugi matchlock warrior monks, why is that these two unlocked units above don't have their own special Uesugi versions of the same unit, IE Uesugi naginata warrior monks and Uesugi warrior monk bowmen? I know from the historical battle there is at least a special Uesugi matchlock warrior monk unit, so is this unlockable? I wanted to go for a playthrough with Uesugi if it was possible to have an all "Uesugi" warrior monk army.
Again, cool mod and can't wait for new updates.
Hello Kinjo and ian, yes that's really strange that these unique units aren't available.

The related entry in the "units_to_exclusive_faction_permissions" table is there:
"Inf_Heavy_Naginata_Warrior_Monk_Hero_Uesugi" "uesugi" true

And the building is assigned in the "building_units_allowed" table too:
"SHO_Buddhist_4_Legendary_Temple" "Inf_Heavy_Naginata_Warrior_Monk_Hero_Uesugi"

I will look at this again.

Aww, hex-editing. That explains it. Thanks for letting me know, I was curious.
Save game compatible?! That's great news.
Regarding the good news, what exactly is available now? What new things are available due to the recent access to it? Will we be seeing a new version shortly, and if so; any ideas on what you will include?

Sorry if I ask a lot of questions, but I am really into Shogun 2 more-so than any other total war game thus far and I've also been getting into mods more so I have a lot of questions. If I'm pestering you, just tell me to stop! :laughter:

*edit* Also, I think Wako units are a great idea to include at 'Sake' buildings. I would be very happy to see this! Going off this... is it possible to create your own building? Is that table accessible yet? If you could, it would be very cool if you could somehow make it so if you have a 'Sake' building in the province, and a harbor as well that you could upgrade the harbor into a "Pirate Harbor" or something. That way it's harder to get them than simply the 'Sake' buildings, but also would make it interesting to turn your harbor into a pirate domain.
I don't know, just an idea I have. Probably impossible to do at the current state of the tools but maybe something along those lines to look at for the future? Or maybe a new tech that you have to research to allow you to upgrade the harbor into the pirate harbor.

Additionally.... Maybe you could include the provinces that have "Pirate" buildings so the player knows where to go.
Looking forward to hearing from you! And sorry for the long post, but this gets me so excited! :smile:
Hello zorphon, no I don't create new buildings, because this would make AUM-SHO incompatible to other major compilations and gameplay mods.

I design my AUM mods that they are as compatible as possible and can be used with other mods and compilations.

Thanks for this great mod, I can recruit Yari Ronin in any market level, so what is the problem with who can't ?
Anyway, I just wanted to tell you that Yari Ronin are better than the normal Yari Samurai while they are just like 100 koku upkeep. I tested some custom battles to see if they can really beat the samurai and they beat them. the upkeep for the Yari Katana is good, but I find the Yari Ronin upkeep too low as they can beat 3 Yari Ashigaru units. So is there anyway to change their upkeep ?
what about the yari ronin upkeep?
I think my replies are invisible
Boba your replies are not invisible but my time to mod and to be online is very limited at the moment. Yes I know this problem with the costs/upkeep of these units and the related change must be made in the new accessible "units" db table. I will look at this soon.

hi this mod kinda ruined my campaign
After i installed the mod the next turn i had -4000 income got bankrupt and the food was -21
is the mod doing something to the ukeep ?
Hello Andreius, you're using a gameplay mod that changes these values. AUM-SHO doesn't change anything income or food related.

Great mod, got a question, do ronin units have a recruitment cap? Also think Naginata monk cav needs to have stables as a requirement as other cav units.
Hello Kambe, the "Naginata Monk Cavalry" needs the resource horses of course.


Hello to all AUM-SHO players,

today I released AUM-SHO 1.6 and here is the changelog.

- unlocked the "Loan Sword Ashigaru" unit in the campaign (thanks to Agostinos for his valuable informations)

requires a sword school building:
"SHO_Sword_1_Sword_School"
"SHO_Sword_2_Nodachi"
"SHO_Sword_3_Master_Dojo"
"SHO_Sword_4_Legendary_Dojo"

- fixed the "Ronin" unit recruitment (thanks to Agostinos for his information about the related db table and thanks to Radious for his valuable feedback)
"SHO_Crafts_1_Market"
"SHO_Crafts_2_Rice_Exchange"
"SHO_Crafts_3_Merchant_Guild"
"SHO_Crafts_4_Kanabukama"

- both "Wako" units can be recruited at the "Pirate" and "Sake" buildings:
"SHO_Region_Specialty_Naval_2_Pirate_Lair"
"SHO_Region_Specialty_Naval_3_Pirate_Fortress"
"SHO_Stealth_1_Sake_Den"
"SHO_Stealth_2_Gambling_Hall"
"SHO_Stealth_3_Criminal_Syndicate"
"SHO_Stealth_4_Mizu_Shobai"

Thanks a lot to Lord Maximus, Porphyr and husserlTW for their new Pack File Manager for Shogun.

Today I released the updated Unit Pack Compatibility Project - Shogun (UPC-SHO) 1.1.

- contains the complete localisation of the last patch
- several minor text fixes by Swiss Halberdier

Please report any vanilla text errors that you find and I will include these fixes.

I updated the first page with all new information.

Cheers and enjoy AUM-SHO 1.6!
Swiss Halberdier
 
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Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.5 - updated 28.3.11

Thanks a lot to all of you!


Thanks Radious for your valuable feedback via pm. :thumbsup2 I fixed it now.



Hello Kinjo and ian, yes that's really strange that these unique units aren't available.

The related entry in the "units_to_exclusive_faction_permissions" table is there:
"Inf_Heavy_Naginata_Warrior_Monk_Hero_Uesugi" "uesugi" true

And the building is assigned in the "building_units_allowed" table too:
"SHO_Buddhist_4_Legendary_Temple" "Inf_Heavy_Naginata_Warrior_Monk_Hero_Uesugi"

I will look at this again.


Hello zorphon, no I don't create new buildings, because this would make AUM-SHO incompatible to other major compilations and gameplay mods.

I design my AUM mods that they are as compatible as possible and can be used with other mods and compilations.




Boba your replies are not invisible but my time to mod and to be online is very limited at the moment. Yes I know this problem with the costs/upkeep of these units and the related change must be made in the new accessible "units" db table. I will look at this soon.


Hello Andreius, you're using a gameplay mod that changes these values. AUM-SHO doesn't change anything income or food related.


Hello Kambe, the "Naginata Monk Cavalry" needs the resource horses of course.


Hello to all AUM-SHO players,

today I released AUM-SHO 1.6 and here is the changelog.

- unlocked the "Loan Sword Ashigaru" unit in the campaign (thanks to Agostinos for his valuable informations)

requires a sword school building:
"SHO_Sword_1_Sword_School"
"SHO_Sword_2_Nodachi"
"SHO_Sword_3_Master_Dojo"
"SHO_Sword_4_Legendary_Dojo"

- fixed the "Ronin" unit recruitment (thanks to Agostinos for his information about the related db table and thanks to Radious for his valuable feedback)
"SHO_Crafts_1_Market"
"SHO_Crafts_2_Rice_Exchange"
"SHO_Crafts_3_Merchant_Guild"
"SHO_Crafts_4_Kanabukama"

- both "Wako" units can be recruited at the "Pirate" and "Sake" buildings:
"SHO_Region_Specialty_Naval_2_Pirate_Lair"
"SHO_Region_Specialty_Naval_3_Pirate_Fortress"
"SHO_Stealth_1_Sake_Den"
"SHO_Stealth_2_Gambling_Hall"
"SHO_Stealth_3_Criminal_Syndicate"
"SHO_Stealth_4_Mizu_Shobai"

Thanks a lot to Lord Maximus, Porphyr and husserlTW for their new Pack File Manager for Shogun.

I updated the first page with all new information.

Cheers and enjoy AUM-SHO 1.6!
Swiss Halberdier

This is such great news! Wow! I am downloading this right away, and I can't wait.
Loan Sword Ashigaru in campaign?! Yes, made my day.
Nice to see Ronin and Wako are easier to recruit now, and I will be downloading this shortly.
Thanks Swiss for another great update.
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

I have tested it yesterday (version1.5);

So far i've only seen both Wako units and Ronin units.
Katana Wako: Seems fine, upkeep and price wise.
Bowmen Wako: Useless with the 300 upkeep. Same stats as the ashigaru bowmen, except for morale 3->6, so an upkeep of 100 would be better.
Ronin price should be higher. Stats are fine.
Yari Ronin: Upkeep should be at least 125.

Aslo i would change the Ronin building requirement to:
Caslte and Up.

Overall Nice job, keep up the good work!
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

1.6 gives me an error when trying to open with PFM (i always change it to Movie format, as i'm too lazy for using the scripts file since the load order is irrelevant at this point with only a tiny few mods).
Any ideas? :/
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

Swiss - thanks for 1.6 +rep

gonna get it implemented in your mod today? Don't want katana ronin spam in my new legendary campaign. :tongue:
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

Is the reason you didn't unlock onna bushi because they act the same as samurai retainers in that they have no cost or upkeep? I'd like to see a new onna unit made into a larger unit somewhere between 60-120 with slightly nerfed stats but still good, only recruitable through a castle and fortress, if possible only 1 unit per castle or fortress, but if that's not possible maybe a max of 4 or something.

Maybe that's just me though, I really want more unique diverse units like i had in my Empire army and in shogun nothing is more unique than the onna bushi.
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

rapid advance for Katana Samurai would be nice to could you add this ?
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

I always download your additional units mod but i never actualy say thank you or anything .. :$
So a big thank you from me for working so hard and thank you for adding new awesome units to the game! :)
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

Unfortunately, the CAI just keeps only recruiting wako bowmen. I think I need the previous version but I just deleted it :(
Can someone please upload version 1.5 for me ?
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

Swiss - thanks for 1.6 +rep
Thanks a lot my friend and it's great that AUM-SHO is in your All-in-One pack! :yes:

This is such great news! Wow! I am downloading this right away, and I can't wait.
Loan Sword Ashigaru in campaign?! Yes, made my day.
Nice to see Ronin and Wako are easier to recruit now, and I will be downloading this shortly.
Thanks Swiss for another great update.
Thanks zorphon!

Glad i could help a bit. Great mod.
Thanks Radious! And I appreciate detailed feedback. :thumbsup2

I always download your additional units mod but i never actualy say thank you or anything .. :$
So a big thank you from me for working so hard and thank you for adding new awesome units to the game! :smile:
Hello SuperPippo, thanks a lot and nice to see so many veteran AUM-ETW and AUM-NAP fans here. :yes:

1.6 gives me an error when trying to open with PFM (i always change it to Movie format, as i'm too lazy for using the scripts file since the load order is irrelevant at this point with only a tiny few mods).
Any ideas? :/
Hello Baleurion, do you use the latest Pack File Manager?

rapid advance for Katana Samurai would be nice to could you add this ?
Hello Tribunprimus, at the moment I don't want to add more abilities to the units.

I will make a AUM-SHO tutorial how to do this after the PFM can properly edit the db tables and all users can customize AUM-SHO. I did that for ETW/NTW too and lots of tweaks can be used for Shogun too.

TWC WIKI - Customize unit packs

gonna get it implemented in your mod today? Don't want katana ronin spam in my new legendary campaign. :tongue:
Hello Mr. Os, it's very easy to remove AUM-SHO from ToonTotalWar's All-in-One mod.

1. download the latest Pack File Manager
2. open the file Toons_Shogun2.pack
3. open the db folder
4. remove all tables with this prefix "aum_"

I have tested it yesterday (version1.5);
So far i've only seen both Wako units and Ronin units.
Katana Wako: Seems fine, upkeep and price wise.
Bowmen Wako: Useless with the 300 upkeep. Same stats as the ashigaru bowmen, except for morale 3->6, so an upkeep of 100 would be better.
Ronin price should be higher. Stats are fine.
Yari Ronin: Upkeep should be at least 125.

Aslo i would change the Ronin building requirement to:
Caslte and Up.

Overall Nice job, keep up the good work!
Thanks BlackNeurot for your thoughts! Yes I saw this vanilla "upkeep bug" too. :whistling

Is the reason you didn't unlock onna bushi because they act the same as samurai retainers in that they have no cost or upkeep? I'd like to see a new onna unit made into a larger unit somewhere between 60-120 with slightly nerfed stats but still good, only recruitable through a castle and fortress, if possible only 1 unit per castle or fortress, but if that's not possible maybe a max of 4 or something.

Maybe that's just me though, I really want more unique diverse units like i had in my Empire army and in shogun nothing is more unique than the onna bushi.
Hello Puerkl, unfortunately the "Onna Bushi" don't show up even with the same technique used as for test-unlocking the "Samurai Retainers".

It's possible to set an unit limit, but not to specific buildings.

Unfortunately, the CAI just keeps only recruiting wako bowmen. I think I need the previous version but I just deleted it :(
Can someone please upload version 1.5 for me ?
Hello Boba, the AUM-SHO 1.5 version is still on this site here available because it takes between one to three days until the uploaded content is authorized by a Moddb-admin.

http://www.moddb.com/mods/additional-units-mod-shogun-aum-sho


I would like to have some feedback from AUM-SHO players regarding the "campaign AI" (CAI) recruitment of the unlocked vanilla units. Please report it too if you use a gameplay mod like DARTHMOD, Shogun2:Realism or TROM3.

Cheers
Swiss Halberdier
 
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Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

hi i started new campaign with 1.5 and i see that now u updated with 1.6. I dont need to keep restarting my campaign right? and for installiation do i need to replace the text file also? or can i just replace the pack file in the data folder?. and for the feedback of unlocked vanilla units i think its fantastic and is the reason why im playing shogun campaign again because i feel it needs more units to play with. thnx
 
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Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

hi i started new campaign with 1.5 and i see that now u updated with 1.6. I dont need to keep restarting my campaign right? and for installiation do i need to replace the text file also? or can i just replace the pack file in the data folder?. and for the feedback of unlocked vanilla units i think its fantastic and is the reason why im playing shogun campaign again because i feel it needs more units to play with. thnx
Thanks for the feedback Juuu and it's great that you enjoy it! AUM-SHO can be used with all save-games and it isn't needed to start a new campaign. You need to replace only the "aum_sho_mod.pack".
 
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Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

I greatly appreciate it...But what about the Monk Hero? Is there a problem in unlocking it?
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

Thanks for the latest update Swiss, looking forward to more! :smile:
Thanks a lot for your awesome screenshots for my projects! Huge +rep my friend! :thumbsup2

I greatly appreciate it...But what about the Monk Hero? Is there a problem in unlocking it?
Welcome to the forum Kvictor! I answered your question here.
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

"4. create the user.script.txt in this directory:

XP > C:\Documents and Settings\USER NAME\Application Data\The Creative Assembly\Shogun2\scripts"

can anyone point me in the right direction? this application data\the creative assembly is nowhere to be found. i looked in documents and in the steamapps areas, even did a search on the C: drive for it. please any help would be great.
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

hello, i'm new to this forum and i'm eager to use your mod
does it work fine with Shogun 2 Realism mod? sorry if this question is a repetition one :)
 
Re: ADDITIONAL UNITS MOD - SHOGUN (AUM-SHO) - 1.6 - updated 30.3.11

Good job Swiss:thumbsup2
Thanks a lot for your valuable modding informations! +rep :thumbsup2 I listed you in the changelog and credits section of course! :yes:

"4. create the user.script.txt in this directory:

XP > C:\Documents and Settings\USER NAME\Application Data\The Creative Assembly\Shogun2\scripts"

can anyone point me in the right direction? this application data\the creative assembly is nowhere to be found. i looked in documents and in the steamapps areas, even did a search on the C: drive for it. please any help would be great.
Welcome to the Forum Frank! The files are probably hidden in your Windows Explorer. Open the options of the Windows Explorer (Extras > Folder Options > View Tab) and activate "Show all hidden files".
hello, i'm new to this forum and i'm eager to use your mod
does it work fine with Shogun 2 Realism mod? sorry if this question is a repetition one :smile:
Welcome to the Forum nmlsslbrty! I will check that properly and answer you soon.
 
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