Well, what I have to ask is how to prevent a certain script. The thing I've done is change the multiplier, in the user script, to .01 which brings down the unit's numbers to nearly 2 - 1. That has been working great for me because I just wanted to roam Japan as a lone samurai with a band of brothers wrecking havoc or protecting the prosperity of the people. It is cool.
The problem is after battles, units will disperse due to being too few, even when I am victorious with no in-battle loses the resolve is still disbanding my units for being diminutive. Example, the starting armies of a new camp, which consists of; a general (1 man), yari samurai (2 men), 2 units of yari ashigaru (2 men each), and a bow ashigaru (2 men who can't shoot.) I engage with the clan's rebellion army, win the battle without a single lose but, the resolved battle indicates that each unit (except the general) is too few and is considered a lose. This happens either way, I could run a single general into a whole enemy army of yari and die honorably but, those yari will simply disappear due to being too few. You can recruit them with no problem but, after a battle, they are used up.
Another thing I discovered is that when I tested this in custom map with just a general, the resolve after winning was that my man had -1 casualty, which is like saying I gained a man from that fight.
Please lemme know if anyone has anything on their mind about this, even if just input or casual "wtf?" for me to elaborate on this.
There is one variable in "campaign_variables" db table called "unit_minimum_strength" with value of 0.05.
I haven't checked this - i don't have time to do so, but I suppose that changing that value might do the trick.
I've attached a small zip file for you. Unzip the pack file inside your Shogun2/data folder and try it. All this mod does is change the value mentioned to 0.
Let me know how it went.
I must say, that your gaming idea sunds quite fun, actually, and I must try this. Especially with some mods, that will make fighting little longer
There is one variable in "campaign_variables" db table called "unit_minimum_strength" with value of 0.05.
I haven't checked this - i don't have time to do so, but I suppose that changing that value might do the trick.
I've attached a small zip file for you. Unzip the pack file inside your Shogun2/data folder and try it. All this mod does is change the value mentioned to 0.
Let me know how it went.
I must say, that your gaming idea sunds quite fun, actually, and I must try this. Especially with some mods, that will make fighting little longer
This didn't seem to work for me. Strangely, I have the unit multiplier set to .05, and I've made units that only have 20 men in them, so they have 1 man on the field. But, once the battle ends, they unit is marked as dead.
Any ideas?
Just to say, I'm using the mod that has unique units for each faction so you can edit them differently.
[UPDATE] I changed the variable in your mod to 0.01 instead of 0, and went into battle with an army of 2 units, each having only 1 soldier. One of the units was fine (Oda Naginata Samurai), while the other (Oda Katana Samurai) was disbanded... Odd.
[2nd UPDATE] I made every thing that wasn't attack/defense related the exact same for both the Naginata and Katana samurai I mentioned above. Yet, the same thing still happened. Why is it that the Naginata S. can withstand being disbanded, but not the Katana S.?
Last edited by Xorte-Renshe; June 03, 2011 at 12:24 AM.
I've checked campaign variables again, and found another variable, that might be responsible for that: "losing_unit_minimum_strength" with value of 0.2. It doesn't sound quite right, but there is another:"autoresolve_unit_wipe_out_threshold" with the same value of 0.2. It might apply only to autoresolve battles, but as both of them have same value, and i see no other candidate I've changed losing_unit_minimum_strength to 0.
I've tried one battle on campaign map, as Date against rebels- with one unit of yari samurai of 2 (If you want to have one man units, you must delete flag bearers from unit stats i think).
I've lost 1, killed 4, won, and my unit survived. It would require little more testing though, because my fear is, that those rules don't apply to general's unit, so it might explain why my unit survived, as one of yours, Xorte-Renshe, while others were disbanded.
Sadly, if it doesn't work, I don't have any more "bright" ideas on the subject. It would be nice to have someone with little more experience in modding TW look into it, but i fear those modders don't show in these parts of forums too often.
Ah, I'll try it out. Thanks. ///_^
But you also brought up an interesting point. It might have been because the Oda Naginata Samurai was my general unit. That might have been why it survived. Before I try out your new mod, though, I've set the unit count for the Oda Katana Samurai to 15, instead of 20, which means even with one soldier, it shouldn't fall below the threshold, hopefully. (I'll technically have 0.75 soldiers on the field, lol, but the game rounds up, thankfully).
And I already have 1 man units without flag bearers (since .05 of 20 is 1), so I dont need to worry about deleting them.
---Okay... Here's my comedy of errors for you.
Problems over the last 4 hours (since I first made this post till I've last editted it):
Spoiler Alert, click show to read:
[UPDATE] Okay, my plan didn't work, haha. Now to try your mod. However, I did find out that units with fewer soldiers run faster than units with many soldiers. (When they both had 20, they ran the same speed, but once the Katana S. had 15, it ran much faster).
Ah, nevermind. Actually, I'm not sure why the Katana S. is running faster now (I'm testing it at the moment, and I've set the unit numbers back to 20, but the Katana S. is still faster.) ///_o
[2nd UPDATE] Hmmm... the new mod still didn't save the Katana S. from being disbanded. Thanks for your help so far, by the way! Incidentally, I wonder what happened to Shibata. Anyway, I'm going to go search through the db files a bit to see if something catches my eye.
[3rd UPDATE] Just fought a battle where the Katana S. was my general unit (the Naginata S. wasn't there). He still got disbanded.
[Probably Final Update] (Since, after this, I'm out of ideas). I set the unit multiplier to 0.30, and then went through every unit in the game and resized them so that there'd be only a 5 to 10 guys in each unit at 30%. I made sure to set the Oda Naginata and Katana S. to have a unit size of 4, thereby getting 1 unit on the field. The Katana Samurai was still disbanded.
That makes it seem like the 0.5 or .2 that you changed is not in control of whether or not the unit is disbanded.
Honestly, I'm lost at this point. ///_=
Solution that just came to me:
Spoiler Alert, click show to read:
I've been doing all these tests on units I had already created. When I tried to create new units of the Naginata and Katana Samurai, they came up as having 0 soldiers in the units. This gives me an idea. Now, there are multiple ways I can handle this, but I'm going to do it this way: I'm going to put the unit multiplier at 1.00, then just put exactly how many soldiers I want in each unit. Then, I'll just start a new campaign.
(Oh, and even though they came up as having 0 soldiers in the unit, they still have 1 soldier on the battle map. Hmm... actually, since this battle isn't over yet, this might already be the fix I needed. We'll see...)
Okay, now that the battle's over, the only ones that weren't disbanded were the ones that technically had 0 soldiers. I'm going to see if they can withstand another battle. (This is just weird).
Well, it seems to have worked. Neither of them disbanded. But, I'm not sure now what caused it. Probably setting the unit multiplier above either .05 or .2, depending on which one regulates it, and then resizing every unit in the game. Holy crap. However, it also might work using your second mod to get the .2 to 0... I should try that by probaby putting .1 or something into the unit multiplier to see if it still works.
Here's a picture (you'll notice I changed the Oda Katana Samurai to be classified as heavy Naginata ones. That was from my early attempt to see if making the Naginata and Katana exactly the same would fix it):
Last edited by Xorte-Renshe; June 03, 2011 at 03:01 PM.
Still here but, been working and handling the affairs of the house plus-family.
This is a neat conundrum, eh?What might be registering the fielding troops could result in their wipe-out.
At least we have a simple answer to some questions. The battle map has spawned units from nowhere due to a non-existing factor, the general and flag-bearers, hence there is going to be an odd resolve in the battle report.
I will have to watch more closely the differences being made from the mod and changes made as we go along.
I really appreciate the assistance and not being alone on this thus.
I've wanted to have single guys in a unit since Medieval 2 (but in that game, 4 was as low as I ever saw it go). So, this is a perfect opportunity!
And, oddly, while both my Naginata and Katana Samurai are no longer disbanded, other units (such as the Onna Bushi, acquired through a mod, or Hero units) are disbanded even if they haven't lost anyone. But, again, this is after resizing every unit in the game and setting the multiplier to be at 30%.
I believe that I did everything you had but, the result is being the same as with losing those units at the end of a victory. What might I have done wrong?
Spoiler Alert, click show to read:
The recruited units are the only ones being one man but, as you can see, still get shafted after a battle.
Last edited by Shibata; September 25, 2011 at 11:45 PM.