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Thread: >>>Download<<< DarthMod: Shogun II v5.0 Finale Edition + Launcher HotFix (updated 25/3/2012)

  1. #1

    Icon2 >>>Download<<< DarthMod: Shogun II v5.0 Finale Edition + Launcher HotFix (updated 25/3/2012)

    DarthMod: Shogun II v5.0 Finale Edition
    The popular mod series for the PC game "Total War: Shogun 2"

    The DarthMod series of mods continues to improve the AI and gameplay of Total War games.
    As always, the mod’s main scope is to destroy the “weak” arcade factors and replace them with realistic features.
    Witness now Total War: Shogun 2 as you have ever wanted.

    Main features:
    In short you can call the mod “DMS” from now on. It focuses on gameplay improvements without changing too much the overall vanilla "flavour". Generally it tries to correct the "No Likes" of my review which you can read at this Link.

    1. The speed, accelerations and physics of the units are taken to realistic levels so not only the battles feel more realistic but now you must plan your tactics more carefully because the units do not rush like "Fast Forward Benny Hill" to cover your mistakes.
    2. Various changes to morale and battle mechanics create more lasting battles which are not only an enjoyable experience, due to the fantastic combat animations but also they are very challenging, because the AI benefits from carefully made modding techniques.
    3. Projectiles are not homing to the targets but more realistically spread and can miss. Their lethality and accuracy are not as high as in vanilla in a few words.
    4. Increased unit sizes for epic battles, if the user wants them.
    5. Removed all the insane cheats for the CAI, which provided a "fake" challenge and kept a moderate handicap system that reflects better the actual difficulty level.
    6. Diplomacy and campaign AI have been improved significantly to cover the gap of the reduced handicaps. For example the AI invades with large armies consisted of more samurai than archers (vanilla problem), uses ships better, allies are more trustworthy, realm divide effect is reduced so that the clans do not berserk against you, and so on.
    7. Autocalculation of battles works better.
    8. Fortifications have more garrison troops, so now the major AI clans can survive and become very powerful opponents, like the Oda clan.
    9. The economy system is slightly improved to encourage the recruitment of larger armies for both the AI and human player.
    10. Upgrade points for characters are increased from 2 to 3 for a better and quicker character creation.
    11. Several annoying things, for the majority of players, are removed like the projectile trails (laser trails) and the Horo (Balloon). The removal of laser trails in combination with the reduced speeds brings a significant FPS increase.
    12. Increased army and navy control radius in the campaign map for a more strategic positioning system. An army cannot so easily pass by another army and has to fight it, or several small armies can trap other armies.
    13. Better naval battles because now ships turn and accelerate not like motorships but like wooden vessels full of soldiers and also there are many other factors affecting the naval battles including the more realistic projectiles.
    14. Ships have much more movement points that makes AI to launch powerful naval invasions.
    15. Clans have more diversity for their special units, so the AI makes the right choice and builds characteristic armies, for example the Takeda raise powerful cavalry, the Date a lot of No-Dachi, Shimazu their deadly Katana, etc.

    Changelog and Features:
    Spoiler Alert, click show to read: 

    Thoal for gifting me the game through Steam, for his Rise of the Samurai DLC, for his Fall of the Samurai and his Saints & Heroes DLC gifts.
    "Total War Greece" for gifting me the retail version of Fall of the Samurai.
    PlacidDragon for too kindly gifting the game to... the wookie hip63 who abandoned the project.
    Syntax for our old and valuable forum cooperation.
    Mr Kami for his special donation, his Sengoku Jidai DLC gift, his Rise of the Samurai DLC gift, his very helpful feedback and the moderation of the forum.
    KERA_AK for gifting me the Otomo DLC and for his general support.
    Edward Reynolds for his very kind donation.

    Fracchione for gifting me the Ikko Ikki DLC.
    BayonetFodder-San for his always helpful feedback and his moderation of the forum.
    Le_Fred for his really fantastic battle stories with DarthMod images.
    Diadok, wrcromartie, VENNONETES, for their epic screenshots.
    aion2006 for his super screenshots.
    for his valuable mod tools.
    Lord Maximus, Porphyr, davidallen, daniu, DaFranker
    for the upgrade of the PFM Tool to work with Shogun 2.
    Crux3D for his genious Symphony Tool with which I repaired the dreaded mixed sounds bug that was caused by the official patch.
    Mech_Donald for making his special Battlefield Smoke Mod (BSM) for DarthMod.
    Swiss Halberdier
    for his all around assistance.
    =Vastator= for his so much needed unit variety mod "Vastator Unit Style" (VUS).
    Demokritos for his superb quality work "Alternative Clan Colours Mod" (ACC).
    ♔Noif de Bodemloze♔ for his splendid "Boshin War Mod HISTORICAL FLAGS, BANNERS & UNIFORMS Mod, "Modern Japan Army Mod", "Optional Faction Recolors [FOTS] and New Bows Textures.
    BullGod for his magnificent "Daimyos and Generals mod" and "Portuguese terços Unit Variety Mod".
    IGdood & kungfuserge for their relieving bayonet mod.
    Thorn for his Oda Boost mod (available only in the launcher version of DMS).
    ToonTotalWar for the usual perfect cooperation, his lite graphics mod and his special horo removal mod version.
    Voice of Treason for the beautiful artwork.
    JFC for the beautiful artwork and his excellent unit cards.
    The Hedge Knight for the Horo removal mod, the excellent Unit Variety Mod and his general support to all modders.
    Jane for the Clan Color Mod (no longer used because it is not updated).
    Wind for the Japanese Speech Fix.
    Ftmch for his fantastic and massive unit retexture mod.
    Superghostboy for his handy texture mod that increases perfomance and FPS.
    La De Da Brigadier Graham
    for his music mod and his all around assistance (Generic all around good music which can be found here
    Twosocks for his traditional music + sound mod (Based on atmospheric Japanese drums which can be found here
    Ying, Duke of Qin for his great portrait mod named Furinkazan.
    Gallus Domesticus for his Oda-Tokugawa alliance mod.
    Elvasat for his beautiful portrait and event mods.
    ordinary for his better encyclopaedia map (No longer used).
    CoconutFred for his unit icon mod adapted for clan retexture mod.
    Radius for his Sashimono removal mod and his other contributions to the TWCenter community.
    akp for his ambush deployment zone mod.
    freelancerX for his extra ambush & deployment zone mod.
    No Leaf Clover for providing his temporary sound fix for the DarthMod community.
    hip63 for his help at the early stages of the mod (The current DMS Launcher uses some of his ideas).


    5.0 Full Launcher Version
    It has the most options and submods
    Spoiler Alert, click show to read: 


    MAGNET LINK PirateBay Torrent (Offered kindly by Feallan)

    Small Launcher Hotfix:
    Fixes BSM Effects not enabling. It includes instructions how to apply.
    Thanks to Vennonetes for reporting.

    5.0 Minimal Pack Version
    The user can manually install it as per instructions ->Not advised for novices
    Spoiler Alert, click show to read: 

    Dowload Minimal Pack
    It includes installation instructions.

    5.0 Steam Workshop Version
    It includes only the necessary and has the best multiplayer compatibility
    Spoiler Alert, click show to read: 

    Also, please go to
    and leave your comments there.

    Basic Installation Instructions

    Installation instructions:

    How to install properly

    It is strongly recommended to uninstall the previous version before installing the new one. Then, run the exe and follow the simple installer guidance.
    If you browse to a wrong installation directory you will be prompted with a warning message advising you what to do to fix the problem.
    The mod does not affect your official game installation and you can use it whenever you want by enabling or disabling it. Read below.


    DarthMod: Shogun II Installation & Technical Support

    If the problem persists, enable your options, close the launcher and run the game by using the official game shortcut and not the PLAY button of the launcher.

    DarthMod: Shogun II Signatures:
    Spoiler Alert, click show to read: 
    by Voice of Treason

    by JFC

    by Matrix Storm

    by Pizza de Oveja

    Attached Files Attached Files

  2. #2

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.2)

    New version uploaded.

    Version 2.2

    • Archers should be slightly more powerful as requested.
    • Troops react better at first contact creating more lively melees.
    • Mangonels more accurate.
    • Missile troops can defend themselves more effectively (No unit stats changes).
    • Charge bonuses last more.
    • Ikko Ikki warrior monks no longer recruited in 1 turn but 2 so that AI Ikko Ikki do not spam them and become invincible.
    • CAI major clans more expansionists and effective than the minors who are now more defensive but not easy targets at all. This should correct the problem that came with the patch that some major clans fail to expand.
    • CAI eager to cycle war and peace through negotiation procedures.
    • CAI Agents a lot more active.
    • Renamed some CAI related files because there is a possibility that some of their values are overriden by vanilla (for example the Realm Divide Effect does not come sooner).
    • Chosokabe samurai and ashigaru archers slightly more powerful.
    • Katana samurai and hero got a slight +2 anti-cavalry bonus so as not to be so vulnerable to cavalry.
    • Oda yari, bow and matchlock ashigaru require now 0 recruitment points. This will make the Oda capable to raise quickly powerful Ashigaru armies, up to 6 units per turn per castle. (Needs testing if the Oda CAI understands that and can finally survive... new campaign needed for testing).
    • -1 defence for cavalry to balance it against infantry
    • CAI should examine better when to attack a castle.
    • Ship Movement points all 100 because the previous 120 movements points of trade ships may have favoured them too much in autocalculation of battles.
    • New DMS launcher addons:
      Option to enable/disable increased projectile damage.
      Option to enable/disable more starting units for the AI Oda (made by Thorn). This 2.2 version makes the Oda powerful and by enabling this it may make them invincible (have not tested the effects).
      Option to enable/disable ToonTotalWar graphics enhancements (Better looking bows, unit interface, loading screens)

      Many thanks to all the people who have participated in the open beta of this version 2.2 in this thread.

  3. #3

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.25) ///Fully compatible with the latest Official Patch\\\

    The new version optimises the mod after the new official patch.

    Version 2.25

    • Unit recruitment changes balancing the new patch: Ronin troops without unit limit but with even more high cost to make them resemble their "mercenary" character. Warrior nuns have higher cost/upkeep and unit limit 2 instead of 4, so that the CAI will not spam them. Ikko Ikki Warrior Monk hero no longer available to Uesugi.
    • Katana ashigaru now recruitable from Ikko Ikki temples (Vanilla had this disabled).
    • Tokugawa warrior ninjas cheaper to recruit and maintain to help the Tokugawa to build them more as the Hattori.
    • Experience bonuses from buildings reduced a lot (Vanilla had them too high). Now highly experienced troops are derived from the battles and not from the high level buildings. Chosokabe archers and Oda yari ashigaru and matchlock men maintained the previous building bonuses because of historic specialities.
    • Onna Bushi and Warrior nuns use now a new battle entity model. Because they are female they are fast, agile and light but their small mass makes them vulnerable to penetration effects by heavier troops.
    • The diplomacy file renamed to vanilla because, maybe, it was not read well by the game so it was overriden by vanilla. Those who reported weird diplomacy and heavy realm divide effects must test if now it is better.
    • Oda Boost mod gives now +1 yari samurai more, so that Oda have even more possibilities to withstand the other clans attacks in the first turns.
    • Added as an option the beautiful mod Elvasat's Event Minimod v.03 + Portrait Minimod v.04.

  4. #4

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.3) ///Fully compatible with the latest Official Patch\\\

    Version 2.3

    • Mangonel trajectory improved and this was done for other projectiles as well.
    • Ship turning rates improved and balanced for successful boarding attacks.
    • The new Ikko Ikki special monk agent gains 3 upgrade options instead of 2 (was done in previous version and was not mentioned).
    • All foot soldiers without spears/naginatas gained +2 anti-cavalry bonus to withstand better the powerful cavalry charges of DarthMod. No-Dachi still have +5 bonus.
    • Melee strength of archers/skirmishers improved because it was too low from vanilla:
      Ashigaru Matchlockmen +1 attack
      Ashigaru bowmen +1 attack
      Samurai bowmen +2 attack
      Samurai matchlock men +1 defence
      Warrior monk bowmen +3 attack
      Warrior monk bowmen +3 defence
    • CAI should built more fortifications than markers (needs testing).
    • Updates of the following DMS submods:
      Clan Retexture Project
      Elvasat's Mods
      UNIT CARDS 3
      by JFC
    • The Oda Boost Mod gives now the Oda enhanced version of Ashigarus.
    • New option in the launcher:
      Ashikaga Boost On/Off = The Shogunate will behave more aggressively in the map and they will try to retain their empire with their own army (Needs testing).

    The Ashikaga Boost modification must be extensively tested because I have not tried it nor do I know if it is enabled as movie type.

  5. #5

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.35)

    Version 2.35

  6. #6

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.4)

    Version 2.4

    • Events and missions more frequent (needs testing).
    • AI armies with general no longer teleport to human player borders. This was assumed as army spawn (needs testing).
    • Human player AI rivals will no loner get bonuses (Insane Vanilla setting). This caused madness in mid turns to AI clans against the human player who had to straggle against many (needs testing).
    • Ashikaga will no longer spawn too many units. With the Ashikaga Boost on, the Ashikaga will not spawn units at all because they behave as normal major clans. Thanks to The Hedge Knight for the tip.
    • Hattori now built their naginata in 1 turn and not 2, as they build their yari samurai.
    • Imported Matchlock Ashigaru are now much more expensive but have much less upkeep and can be built in zero turns, to be a better recruit option for both the player and AI.
    • The Japanese matchlock Ashigaru are now even more cheaper in cost and upkeep, to encourage the AI to build them more.
    • Warrior monk matchlock men no longer require level 3 siege building. Historically the Ikko Ikki monks favoured guns a lot so this simulates the early usage. The Uesugi warrior monks matchlock men have also this ability.
    • Takeda cavalry are now built in 1 turn instead of 2 to encourage the AI to build them more.
    • The radius of units is increased to lessen the clustering between troops, especially in sieges. This setting makes them slightly more vulnerable to projectiles. Charge and melee penetration is maintained.
    • New submod updates in DMS launcher:
      -Corrected the Oda-Tokugawa allies mod not working.
      -The Oda Boost mod is enhanced. Now Oda and Tokugawa start as friends instead of enemies. The conflicting mods Oda-Tokugawa alliance and Oda boost are disabled automatically according to the one used. Full credits go to Thorn.
      -New Ashigaru Boost option. The Ashigaru have increased size to make the AI recruit more of them and also to be a tougher opponent against the samurai. Thanks to diadok for the feedback.

  7. #7

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.45)

    Version 2.45

    • Much better penetration and melee effects (fine tuning of changes made in 2,4 versions).
      Battles should feel even more realistic. The charges will be more effective, melees will not create stagnant fronts but dynamic areas inside-out of the main battle line and many 1vs1 duels. As a result, cavalry charges will be very powerful but will be more vulnerable to prolonged melee.
    • CAI should support with armies their vassals/allies more (Needs testing).
    • New submod updates in DMS launcher:
      Repaired the Clan retexture mod unit icons not showing correctly in some occasions (empty white). I included the CoconutFred's unit icons especially adapted by ToonTotalWar.

  8. #8

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.5)

    Version 2.5
    • CAI has less repression bonuses so it can not blitz as easily and cannot overwhelm the human player as decisively. This will make it to leave some units in castles so the human player will have difficulty in attacking the AI as well. Also the Ikko Ikki will have significant disadvantage in conquering different religion provinces but also the advantage of fanatic resistance against those who attack them.
    • Warrior monk Naginata cavalry no longer requires a lot to be built just Ikko Ikki temple tier 3 and above.
    • CAI will not built so many samurai but will also built Ashigaru after middle campaign game.
    • Light cavalry not so strong any more.
    • Mori, Uesugi, and Date clans more defensive, and Tokugawa more aggressive. This should change the campaign balance and the survival ability of these clans.
    • Ashikaga no unit spam mod is less strong (The Ashikaga need more powerful armies).
    • Realm divide effect negated (will be put as an option in the launcher)!
    • Matchlock Samurai can be recruited sooner (Need now "Siege Powder Maker" building).
    • AI should send more trade ships in trade nodes.
    • Many diplomacy changes to calm down the CAI over aggressiveness against the human player after middle turns in the campaign game.
    • The realm divide effect is much softer: initial diplomacy effect is -1 and increased by -1 until it reaches the max=-25.
    • CAI recruitment balanced better than the previous version of the mod (The target is to force AI to recruit more Ashigarus and balanced armies).
    • Imported matchlock ashigaru cheaper (now cost only 450).
    • Changes in the DMS Launcher:
      -Toon Light graphics pack no longer includes the loading screens (shows samurai pictures of ancient, early medieval era).
      -Elvasat mod updated.
      -Replaced the Clan Color Mod of Jane with Alternative Clan Colours - over half of the game's faction uniforms plus the ronin and banners recoloured of Demokritos. It is a quality work and you can use it as an alternative of Unit Retexture mod of Ftmch if you notice fps drop downs.

  9. #9

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.55)

    Version 2.55
    • More cinematic havoc, melee penetrations and destructive charges in battles.
    • Yari Ashigaru Shield Wall braking prematurely fixed.
    • Cannons made more powerful.
    • Naval battles improved (turning rates optimized a lot).
    • Trade ships crew lowered (possibly the increased crew made them overpowered in autocalc).
    • AI clans not so unfriendly against the human player and between them.
    • Certain AI clans have been set so that they are more aggressive or defensive, to use funds more military wise or balanced with result Mori, Date, Tokugawa, Uesugi, Shimazu to have more survival possibilities and Takeda to build more balanced armies.
    • Hojo should be more aggressive and build more quality armies.
    • Oda should build more ashigaru.
    • Some new diplomacy settings lower the possibility of illogical break of treaties of the AI.
    • Fatigue affects more the troop abilities during battle.
    • AI should send more trade ships to trade nodes.
    • War negative diplomacy effects will diminish more rapidly and will have a minimum of -60 instead of -80 so that AI will not insist so much for war after many turns of continuous hostilities.
    • Realm divide will come sooner not only because of annexed territories but because of prestige effects (thanks to zowrath for sharing the relevant information in his thread here
    • -1 attack for light cavalry (because cavalry stable experience bonuses compensate enough).
    • Back stabbing penalty minimized (maybe this fixed the hard coded dishonouring treaties penalties that is applied).
    • Ships will have much more collision strength, especially the heavy ships, so now the ships with large size can curve their paths through enemy ship formations and provoke havoc, as they should do.
    • Sengoku Bune turning rates improved so that they are now much more useful light and medium ship hunters.
    • DMS Launcher changes:
      Oda-Tokugawa Alliance mod of Gallus Domesticus (updated).
      Elvasat's mod(updated).

  10. #10

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.6)

    Version 2.6
    • An urgent update which generally improves CAI and should correct some CAI recruitment choices.

  11. #11

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.65)

    Version 2.65

    • Turning rate of infantry increased and base density lowered to 1 for all. This creates penetration and chaotic melees to the maximum level possible. The base density column is the next to the left of Anti-Cavalry bonus column in unit_stats_land db file.
    • Battle Auto calculation is improved so that missiles have a more important role: affects castle storming which now has much more casualty cost and battles vs archers. Special balance has been made so missile troops do not have overpowered results in auto calc battles.
    • Traits gained much sooner. (Affects more the idle generals which cannot get bonuses unless they fight battles... wrongly balanced by CA).
    • Ashikaga will do much more balanced army recruiting.
    • Each infantry type will have a distinct melee penetration effect ability creating for example situations were katana break yari ashigaru formation and start to butcher them easily.
    • Some fine tuning in CAI recruitment choices.
    • Experience bonuses per building updated in many cases.
    • Date can build No-Dachi from 1st tier Swordsman Building (to give them the edge they required).
    • DMS Launcher changes:
      • Some script fixes which in rare occasions would cause Multiplayer incompatibility between DarthMod and even Vanilla players.
      • Realm divide option reversed (On enables the mod, off disables it).

      • Elvasat mod updated.

      • Added a new Boost option: Income Boost which is ideal for players who want to play very large battles and are not very good in economics.

      • Added new Multiplayer options. The MP Light Settings are the old Default Settings. The MP Heavy Settings are recommended by me for a very good battle experience. All players must use one of these settings to organise Multiplayer matches with DarthMod.

  12. #12

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.65)

    Replaced the PACK version of the mod with a new version including some settings of the DMS Launcher.
    (As per request of Mr Kami and other users).

  13. #13

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.7)

    Version 2.7

    • All Ashigaru bows archer units have lower charge value, not higher than 2. All Yari Ashigaru gained charge 3 instead of 1. This not only changes their battle value but the CAI recruitment (as I have set it) because now the AI should not prefer bow ashigaru so much instead of yari ashigaru.
    • Yari ashigaru have more tight formations by default.
    • Yari ashigaru in Ashigaru Boost mode have 1 more deployed rank so as not to stretch too much because of their increased size.
    • Unit formation "untidyness" increased for more realistic visuals and more chaotic melees.
    • Ikko Ikki incite revolt cost halved, so to make it more worthy.
    • Rebellions will be slightly more favoured to happen in a province because of new policing costs and caps.
    • Bow ronin unit values finally "Darthed" and balanced for the mod. Thanks a lot to Jaccez for the feedback.
    • Changes in the DMS launcher:
      • Unit Variety mod fixed to be compatible with Horo Removal mod and to show correctly the recruitment unit card of Loansword ashigaru. The JFC Unit card is loaded together with unit variety mod and the only side effect is that some ashigaru units have vanilla unit cards.
      • Elvasat Mod updated.

  14. #14

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.75)

    Version 2.75

    • The Sengoku Jidai DLC is adapted fully to DarthMod (various changes to stats and other projectile related things make the new units more useful according to their type). Also their secondary prerequisites have been changed so that the AI can built more of them and also unit limits have been set. Specifically, the new units remain exclusive to certain factions and need certain dojo buildings but now the secondary prerequisites are:
      • Hand Mortars: Level 4 Castle, Unit Limit 4, MP Unit Limit 3.
      • Mounted Gunners: Level 4 Castle, Unit Limit 6, MP Unit Limit 0.
      • Fire Cavalry: Region Speciality Horses Level 1, Unit Limit 5, MP Unit Limit 4.
      • Heavy Marathon Monks: Level 3 Fortress, Unit Limit 7, MP Unit Limit 4.
      • Missile Bandits: Level 1 Sake Den, Unit Limit 0, MP Unit Limit 0.
      • Daikyu Samurai: Level 1 Region Speciality Craftwork, Unit Limit 0, MP Unit Limit 6.
      • Heavy Gunner: Level 4 Castle, Unit Limit 0, MP Unit Limit 4.
      • Long Yari Ashigaru: Level 3 Fortress, Unit Limit 0, MP Unit Limit 0.
      • Yari Bullet Proof Samurai: Level 2 Armoury, Unit Limit 0, MP Unit Limit 4.
      • Wako Raiders: Level 0 Coastal Village, Unit Limit 0, MP Unit Limit 0.

      In addition, their stats have been changed a lot, for example the Yari Bulletproof Samurai have now armour 10 and not 9 which was the same with Naginata Samurai (They must have the best armour), the Long Yari Ashigaru have big attack and minimal defense to be very good at frontal defense and weak at flanks, Missile Bandits have more ammo than the usual, projectile factors balanced to create more realistic effects for the new gunpowder weapons etc.
    • The melee penetration is fine tuned and now the battles look and feel more real. The unit density values have been altered and the result is that the Yari Ashigaru will fight en mass (as they should be) while other units will fight more independently.
    • Garrisoned units will not have so much zone of control which can cause in some rare occasions a bug that traps units (cannot move/cannot attack).
    • Archers have reduced charge values so that the AI will not prefer them as much to built them in some occasions (Charge values affect CAI recruitment in my mod).
    • No Dachi have more attack strength and a new battle entity model special for them to make them swifter and more agile.
    • Probability to capture artillery is increased a lot.
    • Probability to have wife and children increased.
    • Diplomacy bonus and prestige gained from battles is increased and the penalty after losing a battle is much bigger.
    • Loyalty begins from 2 instead of 3 (so it is more important to monitor your generals).
    • Prestige values changed so that the Realm divide effect will happen sooner but other values should make it milder a lot. The Realm Divide will create a positive diplomacy effect to fine tune the hard coded aggressiveness of other clans after it. The option of DMS launcher to make it milder gives an even bigger positive effect.
    • Lethality factors increased slightly so that the new melee penetration and dynamics are more evident (for example the No-Dachi clear their path inside a unit more easily) and also charges are more decisive, cavalry is not over-enduring and the battles are more difficult for the human player.
    • DMS Launcher Changes: The MP Heavy Settings now enable among others the Oda-Togugawa Allies instead of Oda Boost.

  15. #15

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.8)

    Version 2.8
    • The Realm Divide comes much later (after wide request) and your allies will stick to you because of the positive diplomacy effects I have set for the effect. Unfortunately the remainder clans will still all attack you as this is a hard coded feature of the game.
    • Generals will not start with 2 loyalty but with 3 as previously, however there will be harsher penalties after defeats and alliance dishonours so it will be more difficult to control them.

  16. #16

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.8+)

    Version 2.8+

    • Income Boost option not working fixed.
    • DMS Launcher updates:
      • Demokritos mod updated (thanks Freiherr von Hahl for reminding).
      • JFC unit cards option bug when Demokritos mod was enabled fixed (it would make JFC unit crads to not work). Thanks bender30 for reminding.
      • JFC Unit Cards updated to include the Sengoku DLC Units (Please rep CoconutFred for his work here).

  17. #17

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.8+)

    I have uploaded again the version 2,8+ because of the DMS Income Boost option not working.
    Please re-download and sorry for the inconvenience.

  18. #18

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.85)

    Version 2.85
    • All units adapted to the newest DLC "Rise of the Samurai" and several repairs made that were needed (units_stats_file corrupted, double index entries making buildings not buildable, new projectiles, many new entries in many files added etc.). Also some old settings were removed:
      -Spot distances preserved as they are in vanilla.
      -Yari Ashigaru animation made again vanilla because the previous change (to use only yari) caused lag and spear wall not to work correctly.
    • Several changes in the battle gameplay make battles more intense and difficult for the human player. Watch the melees to be as chaotic and heroic as ever. The new realistic melee system of DarthMod creates extreme charge penetrations, instant unit interactions and 1vs1 confrontation in which the better man prevails. You will not be able to control a unit easily once it is engaged, as it was in real life. The troops are ferociously entering the fray of the battle at every corner and do not hesitate.... in a few words the battles now are cinematic, violent and spectacular to watch but not easy at all to win.
    • Ashigaru and Levy troops have increased size to compensate correctly their lack of fighting ability against samurai and elite troops.
    • Unit untidyness made more realistic and not as razor straight as in vanilla (Improved the previous version).
    • More dynamic morale changes during battles (projectiles and artillery fire affect more, winning or losing a battle make morale to get high or low etc.). The battle can now turn very quickly with decisive tactical manoeuvres and momentums.
    • Daimyo fighting abilities now vary per character (in vanilla all are the same).
    • Ancillaries reworked from scratch. Now they are more useful.
    • Skill points increased from 2 to 3 for Genpei units.
    • Skills for characters have been improved.
    • In Sengoku Campaign, all agents except Ninja and Geisha need now less points to reach a skill level. This was done because they mostly gain level by passive tasks, and this is coming much slower, so Ninja and Geisha with much more star levels could easily eradicate them in late turns.
    • Changes for the Launcher:
      • Ashigaru Boost option removed (It is on by default now)
      • Realm Divide Mild option removed (It is on by default now)
      • Demokritos mod option removed (I was not able to collaborate with the creator: he asked me to frequently request permission everytime he created his ABCD1234 version of his mod.....)
      • Gallus Domesticus Oda-Tokugawa alliance mod updated by me (he is absent a lot of time so I had to do this alone, but full credits go to him for his very good mod)
      • Every other setting is updated as necessary.

    It is advised to fully uninstall the previous version of the mod and then install this new one.

  19. #19

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.9)

    Version 2.9
    • Improved the battle animations. (Now the troops will not step back so often and will push forward and knock down more).
    • Removed the collision model "Dynamic Ellipse" and replaced it with "Ellipse". It should have been responsible for FPS decrease. Now the battles look more fluid and the melee much more thrilling.
    • Fine tuned the morale due to the new melee setting.
    • Increased the Genpei ships campaign movement points to encourage AI Naval Invasions and to follow the plain logic that ships should travel faster than the "turtles" (thanks to valky for continuous feedback and help).
    • Replaced the bow model of Ashigaru and Levy with the DarthMod Special weak bow model (to reflect their lack of training...).
    • Cost of Attendants lowered to compensate the increased unit numbers of the Levy.
    • Increased the minor faction base income to make the Genpei small clans valuable allies or worthy enemies. (Affects Sengoku campaign too).
    • Raiding has now much more impact to trade route income.
    • Added uninstall option before installation to prevent conflict of old files with new.

  20. #20

    Default Re: >>>Download<<< DarthMod: Shogun II (v2.9+)

    Version 2.9+
    • Repaired a bug that caused overflow of Trade Income after raiding (Needs testing).

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