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Thread: Shogun 2 Mod Questions & Recommendations

  1. #501
    slyce's Avatar Foederatus
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    Default Re: Will there be a Viking mod using Shogun 2 ?

    but why 3 threads for a Vicking mod ?

  2. #502
    slyce's Avatar Foederatus
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    Default Re: Is there a Zulu mod for FoTS?

    but no campaign for this epic mod .

  3. #503
    VENNONETES's Avatar Vicarius
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    Default Re: Will there be a Viking mod using Shogun 2 ?

    Viking*

    Perhaps he had lags and the forum submitted the thread 3 times ^^


    Won the POTW Gold medal at 15 years, 7 months, and 198 days on 25/12/2013 ^_^

    Proudly one of the 5 who won the POTW silver medal! (won it at 14 years, 10 months and 24 days on 31/03/2013 at 03.03 PM GMT +1)


    OLD SIG

  4. #504

    Default Re: [TWS2] Mod Recommendations & Queries!

    Has anybody tried to make a mod that allows you to build forts like in Empire or Medieval 2 just asking

  5. #505

    Default "Unlock Clans"? Able to play Factions that are not playable?

    Hi Guys, im really new to this Forum as a speaker but i have downloaded a few mods for other Total War games and i think this is awesome.

    So i was hoping if someone could tell me, is it possible to make "non-playable" campaign factions playable?

    e.g. Imagawa clan, not playable on campaign, is it possible to make it playable on campaign and/or custom battles? i imagine it wouldnt be too hard if we are able to find and fight them during campaign and

    if there is a historical battle dedicated to them?


    and then maybe further take it and edit their units as if they are apart of it?


    cheers guys,
    WG.

  6. #506
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    Default Re: "Unlock Clans"? Able to play Factions that are not playable?

    There is some in Overhauls section, just search for it.

  7. #507

    Default Re: "Unlock Clans"? Able to play Factions that are not playable?

    Quote Originally Posted by weirdoascensor View Post
    There is some in Overhauls section, just search for it.

    Really sorry to be noob, but where is the Overhauls section?

    thanks

  8. #508

    Default Re: "Unlock Clans"? Able to play Factions that are not playable?

    Quote Originally Posted by weirdoascensor View Post
    There is some in Overhauls section, just search for it.

    Really sorry to be noob, but where is the Overhauls section?

    thanks

  9. #509
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    Default Re: "Unlock Clans"? Able to play Factions that are not playable?


  10. #510
    Demokritos's Avatar Domesticus
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    Default Re: "Unlock Clans"? Able to play Factions that are not playable?

    To play any minor clan for S2 in custom battles, try one the mods at bottom of post #2 here. There may be other options for this soon.
    GNOTHI SEAUTON (Know Thyself) - precept inscribed in the forecourt of the Temple of Apollo at Delphi, Greece
    MEDEN AGAN (Nothing In Excess) - another precept inscribed in the aforementioned place

  11. #511

    Default Does Darthmod add more units to the game?

    Does Darthmod add more units to the game and does it make as big of a difference in the AI as it did in Empire?

  12. #512

    Default Re: "Unlock Clans"? Able to play Factions that are not playable?

    Thank you guys! Really appreciate it!

  13. #513
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    Default Re: Does Darthmod add more units to the game?

    No, DM does not add new units.

  14. #514
    Herr Lindstrom's Avatar Semisalis
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    Default Russo-Japanese war/First Sino-Japanese war mod

    Are there any mods or works in progress that cover either the First Sino-Japanese or the Russo-Japanese wars for FoTS? Would be greatly appreciated of someone steered me in the right direction if there are such mods in existence. If not then I'd be willing to help with historical research and beta testing.

  15. #515

    Default Save game compatibility

    Are unit packs compatible with save games? For example, if i stick a load of modded units into the data folder, will I be able to recruit them in my current save game?

    Thanks

  16. #516
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    Default Re: Save game compatibility

    Unit Packs are always sage game compatibble, added...but not vice versa. If you play a savegame with unitpacks, you should not play savegame without the unitpack that are already added.

  17. #517

    Default Re: Save game compatibility

    Perfect, thanks for the reply!

  18. #518

    Default Re: Russo-Japanese war/First Sino-Japanese war mod

    There is a foreign powers mod in the compilations tab.

  19. #519

    Default Mikusa no Kandakara

    exist a mod that permit to build three legendary buildings for three holy items of japanese imperial clan ? it can be nice to obtain special bonus, why not ?

  20. #520

    Default Re: [TWS2] Mod Recommendations & Queries!

    Good day all,

    Does anyone know if there are any mods that enable all technologies to be researched at the start of the game? It's annoying waiting for the techs to research, even with some of the mods that increase the tech mastery rate. Alternatively, could anyone point me to where I can edit the tech mastery rate?

    Many thanks!

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