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Thread: Shogun 2 Realism + (S2R+) | Update v3.0 - 25th October 2013

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    Default Shogun 2 Realism + (S2R+) | Update v3.0 - 25th October 2013

    Opener


    A major modification for Total War Shogun 2 - Sengoku campaign






    This mod offered here is the extended Shogun 2 Realism (S2R) - its name is simply Shogun 2 Realism + (S2R+)

    S2R+ has not the approach or attempt to make a historically accurate modification of TWS2, but is a massive overhaul of the vanilla game.
    The modification provides a more challenging and immersive campaign with a special combination of realism and gameplay consideration.

    Enjoy



    ***

    Features

    Spoiler Alert, click show to read: 

    [Premark: The combat balancing has been the initial focus and base of the starting S2R modding project, with some (small) campaign balancing changes.
    The S2R+ modification goes heavily into depth, offers a whole new battle and especially campaign experience]

    # Battle balancing: Battles are more realistic, last longer (but not too long), the mod makes the fantastic martial art animations viewable.
    # Battle balancing: Samurai and Monk Warriors show proper elite skills without being uber units. Ashigaru progress to proper soldiers within the campaign.
    # Unit additions: 40 units have been added (for balancing purposes and increased realism), this is including the AUM-Sho custom units. Ownership dependent on faction.
    # Flavour: Japanese derived unit names for a better immersion into the period (requires english language version).
    # Campaign balancing: Buildings and arts deeply modified (properties, requirements, impacts changed for more realism and challenge).
    # Campaign balancing: Factions develop properly, survive longer, minor factions don't steamroll over majors anymore.
    # Campaign balancing: Restructured cashflow, the game shall be a financial challenge throughout the campaign.
    # Campaign balancing: AI shows a less unrealistic behaviour and acts smarter.
    # Campaign balancing: Cultural influences (via buddhist, ikko, catholic factors) play actually a relevant role.
    # Campaign balancing: A revamped unit recruitment system, besides gameplay decisions also with a focus on historical realism consideration.

    # Since v1.98 customised/implemented content: Universal AI mod (UAI)
    # Since v1.99.5 customised/implemented content: Additional Units Mod (AUM-Sho), custom units mod
    # Since v2.4 implemented content: No Red Border mod, battle borders invisible

    # With v3.0: Compatible with latest CA patches and DLC's (provided by Destin Faroda).


    ***

    Description

    Spoiler Alert, click show to read: 

    The S2R+ modification aims to provide a completely different gaming experience to TWS2 vanilla, Sengoku campaign.

    It focuses on a new campaign play as well as on a new feel within the battle mode since both modes are modified
    with deep and complex alterations.

    What has been done, what does this modification aim to represent?

    Many common valid "triggers" are set in such a way that 1:1 ratio battles now become really dangerous for the
    human player (as well as for the AI) in the battle mode. The real action on the field feels much more realistic,
    from the army structures to the length of the fights. Samurai can strike heroically, but can also fail, Ashigaru
    actions can rescue certain situations, but can also be responsible for the defeat. It’s really hard to predict
    outcome with certainty, when odds are approximately equal (under the circa 1:1 ratio).

    A lot of emphasis has been done on the campaign mode which is completely unique and really stands out.
    Realism as well as gameplay aspects have gotten highest considerations. Ever since publicly released 2.9 version,
    possible army compositions per faction got historical relations to real army compositions, ie. which faction
    deployed which kind of unit a lot, which in less numbers or not at all and also the quality of those units is
    properly depicted. Many unit types are bounded to "resources" or certain kinds of buildings. There is the "Inaka"
    pool unit, which is recruitable everywhere. All other pool units have a kind of dependence that might be a certain
    kind of dojo and/or structure. Those units are tagged with the "Han" pool, or other according pool names. Only a
    few units are recruitable uniquely for certain factions, but they are still in the mod. These have the faction pool
    name. All units, except the "Inaka" pool units, are in principle ZoR units (zone of recruitment).

    Art and building requirements, its properties and impacts have been completely redesigned. While the player
    (and the AI) will get quick access to quality units, one must really think what structures to build first in order
    to set a solid ground for a future expansion. Initial battles will be comprised mostly by Samurai class units,
    as it was the case in history where predominantly skirmishing wars rather than mass deployments took place. Players
    will be able to experience mass deployments of "soldiery" in the mid-late phase of the campaign when historically
    Daimyos adopted new approaches to waging war on the Japanese battlefields. The typical Yari Ashigaru is a unit type,
    which is not available in the starting 5 years (circa) and these types (which actually appear in many different
    iterations) come into play when the requirements are reached (respective arts and building structures).
    But does that mean that campaign stalls?
    No, not at all. AI factions are pretty active from the first turns onwards and region ownerships will change a lot
    in this initial first years' phase. Rebellions against new oppressors are the usual cause for an unruly early phase
    which can in turn also ignite the Ikko movement. That movement grows when the player doesn't take care of it.

    All in all, the player can experience a lot of action from the get go. The ones who survive these initial struggles
    have the chance to secure their position and to grow. A huge amount of tweaking has been done in order to enable major
    factions (the playable ones) to survive. Those are also the ones who left a true footprint in historical Sengoku period.

    Another special feature shall be mentioned here - the dual faction support: Oda and Tokugawa offer nearly the exact same
    unit recruitment. You can try a "roleplay" campaign, ie. playing the campaign on "historical paths" aka expanding either
    with Oda or Tokugawa in the historical extension.

    Now, start your campaign to find out the countless new details ... on the way to become Shogun.

    ***

    DaVinci, with a lectorate by Hister


    ***

    Installation

    Spoiler Alert, click show to read: 

    Preparation:

    Install vanilla S2, disable all major S2 mods if in usage (see more under "combatibility/other mods").

    ***

    S2R+ Installation:

    Use the S2R+ download-link of this thread. It needs winzip or winrar or 7-zip installed on your system (7-zip is perfect and fully free to get via internet-search, recommended) to decompress the file ie. onto your desktop.
    Decompressed, you'll get a folder Shogun2Realism+ which includes the S2R+.pack mod file and txt files (readme, changelog, credits).

    -> Since v3.0, this is solely the S2R+ pack file, so following no. 3. is obsolete.

    1. Download the compressed file.
    2. Extract it onto the desktop or elsewhere.
    3. Open the extracted S2R+ folder.
    4. Copy and paiste the S2R+.pack file into the TW Shogun 2 data folder. Example path:
    C:\Program Files (x86)\Steam\SteamApps\common\total war shogun 2\data
    5. Ready, start the game as usually.

    ***

    Updates:

    Same as above. Replace the S2R+.pack file (remove a former used one). Always use only one S2R+.pack file.

    ***

    Uninstall the mod simply by removing the according S2R+.pack file from the data folder.

    ***

    At last the hints:

    - S2R mod variants: Do not merge the S2R+ mod files with the S2R mod files (don't use the S2R mod and the S2R+ mod at the same time).
    - Save game compatibility: S2R+ is not S2 vanilla saved game compatible. If you have installed a S2R+ update, then it is recommended to start a new campaign, although
    it might be possible that a save of a former version is technically compatible.



    ***

    Changelogs

    Spoiler Alert, click show to read: 

    CHANGELOG

    Moved from this thread section, because it is way too massive.
    The changelog is always a txt content of the downloaded mod file, as well as displayed in this extra thread.


    ***

    Other Mods

    Spoiler Alert, click show to read: 

    1. Hints about known non-compatible mods or similar issues,
    because according codes/files/mods are part of the S2R+.pack file:


    ... means, avoid to use them with S2R+.

    Gameplay
    - Increased Morale mod
    - Larger Spawned Garrisons mod
    - Archer Reload Rate mod
    - Unit Movement Reduction mod
    - Realm Divide mod
    - Universal AI (UAI) mod

    Units
    - Additional Units Mod (AUM-Sho)

    Graphics
    - No Projectile Trails mod
    - No Red Borders mod

    Again, these mod properties are part of S2R+, no need to care about them once more.

    Of course, not at all compatible are other major mods (Darth Mod, TROM3, and such).

    2. Hints about compatible mods:

    In general, many mods are technically compatible, but if they are gameplay mods,
    the impacts on the S2R+ gameplay can be pretty damaging or even have potencial for bugs.

    Also note, S2R+ contains all possible AI and diplomacy files.

    Since the recent S2R+ versions, startpos (esf) or scripting (lua) files aren't content anymore,
    and S2R+ contains no traits and ancillary files, means, you can try such explicite mods.

    All visual effects, music and sound mods should work without any issues, as well the most, if not all, graphics (fx) mods.

    Visual and audio mods should be all applicable and exchangable on S2R+, at least it is not the fault of S2R+ files, if issues occur.



    ***

    Relevant Notes

    Spoiler Alert, click show to read: 

    # Permission: Personal use of S2R+ is free.
    Submodding on S2R+ or a particular usage of modified files isn't allowed if you wanna publish that result, as this S2R+ is already a side-project to the original S2R startup modification.

    # Balancing base:
    Game type - Long campaign
    Difficulty - H campaign, H or M battle
    Unit size - Ultra (setting in preferences file: unit multiplier is default 1); should work with every other unit size setting.

    # S2 language versions: The english language version will make all changed S2R+ unit names visible. No clue about other language versions.
    You can always switch a non-english language version to the english language version (and vice versa).
    This via Steam: Right-click on your S2 game in your Steam game list, choose properties, and there you go for language switch/updates.

    # Important to know: The enzyclopedia is not updated and shows the vanilla values.

    # S2R+ is not designed to play online in Multiplayer (MP) mode, it's designed as Singleplayer (SP) campaign mod.
    Players reported though, that applying the MP mode with S2R+ brought not a single issue, if the MP participants apply
    all the same game structure (same vanilla, same mods).


    # S2R+ has no changes for the RotS and FotS DLC expansions.
    If a player is going to play these DLC's, he should simply disable or remove the S2R+.pack file from the S2/data folder, means, playing without the mod, as it makes not at all sense to have the mod pack included in this case.
    Use the S2R+.pack only if you play the Shogun 2/S2R+ campaign (installation and deinstallation of S2R+.pack is extreme easy, see Installation section above).

    # S2R+ plays without Mod Manager application, because it is just saved as movie file format.

    # S2R+ is also playable with Mod Manager application, ie. to keep multiple mods in the S2 data folder. For this, the user has to change the S2R+ pack file format from movie to mod by applying the PFM-tool.


    ***

    Credits

    Spoiler Alert, click show to read: 

    1. S2R Mod

    Team:

    Agostinos - hexediting
    DaVinci - initiator, project director
    Drtad - betatester, advisor
    St. Cyr - betatester, advisor, S2R banner maker.


    2. S2R+ Mod

    Team:

    DaVinci - creator
    GShock - betatester, advice, inspiration
    Hister - betatester, advice, moderation help
    dbzvl - betatester, advice, design understanding

    Destin Faroda - since v3.0 (provided the 3.0 file S2R+ CA patches compatibilty and more)

    Others:

    for various help ...

    Drtad - testing an early S2R+ version
    vuvihu - public testing/reporting
    tan zhi han - public testing/reporting
    TylerX5 - public testing/reporting, some researchment
    Poulp - tested one internal version
    and player reports (public threads)

    Lately ... 2013 ...

    Destin Faroda - Having the bollocks to make S2R+ v2.97.5 compatible with CA's patches, tons of thanks and credits to him for doing v3.0!


    3. Special Thanks

    for modding contributions & permissions ...

    tan zhi han - temporary used his start unit script mod
    Radious - temporary used one of his garrison mod versions
    skullman86 - as for his tutorial of arrow dust removal
    Yarkis - temporary used his Unit Movement Reduction mod
    Gallus Domesticus - temporary used his Oda-Tokugawa vassal mod
    Ralendil - temporary used his Sengoku Unit Card mod
    Demokritos - temporary used his Alternative Unit Colours and Banners mod

    customised and implemented contents ...

    Hedge Knight aka Josst - Universal AI mod (UAI)
    Swiss Halberdier, et al - Additional Units Mod (AUM-Sho)
    Hedge Knight aka Josst - No Red Borders mod

    last but not least ...

    davidlallen - S2R+ v2.0, my editing land_units_stats file for the Jidai DLC unit pack is in debt of him,
    as for his excellent PFM-issue workaround tool/tutorial.
    Gallus Domesticus - with S2R+ v2.3, using his values for Realm Divide code.
    tan zhi han and DeMolay - for publicly posted historical information about Sengoku army structures.

    to the S2R+ teammates once more ...

    GShock, Hister and dbzvl.


    4. Misc

    TWS2 tool authors at twcenter.net incl. tutorials and comments, in particular the S2-PFM thread.
    Moderators, Admins and Contentmanagers of totalwar.org and twcenter.net forums.
    Total War community for inspiration, player reports and discussions.
    Creative Assembly (CA) for the creation of the TW vanilla games.


    ***

    Support + Team

    Spoiler Alert, click show to read: 

    1st support: S2R+ forum on tw.org, and 2nd support: S2R+ thread on TWC

    S2R+ Team:

    DaVinci - creator
    GShock (since 1.97.x versions) - beta tester/advisor, inspiration
    Hister (since post release 1.98 version) - beta tester/advisor, public moderation help
    dbzvl (since post 2.91 version) - beta tester/advisor, design understanding

    Destin Faroda - since v3.0 (approach him for any points since v3.0)


    ***

    Download Section
    With gratitude to Destin Faroda, version 3.0 is available ... compatible with CA patches and all dlc's, stage 25th October 2013.

    Download

    Link (TWC server)

    Latest version:

    S2R+ 3.0

    File is high-compressed with 7-zip and a .7z format; make sure that your installed decompressing/extracting tool can operate with this format - use proper archive-tools like: 7-zip, winrar and perhaps also winzip (7-zip is recommendation).

    ---




    Attachment (Hotfixes)

    None.


    ***

    Misc

    ... more info: S2R+ forum (Org)

    ... submods, to find via the above link (S2R+ Org forum), ie. an Encyclopaedia for S2R+ v2.96.3 has been published (should be valid/applicable as well for higher versions).

    ... spanish translation mod for S2R+: UPC - Spanish

    ... a Rise of the Samurai Realism+ mod is available here: RotS R+






    Thread by DaVinci


    -
    Last edited by DaVinci; May 13, 2014 at 05:41 PM. Reason: Version updated, info updated

  2. #2
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    Default Re: Shogun2Realism+ (the extended S2R version)

    S2R+ is hosted on totalwar.org, for perhaps some more detail infos, you can visit the S2R+ forum there as well.
    Back on TWC ... as the S2R+ mod is close to its final version (2.0), i offer it here directly.

    I hope for a bit more feedback for the remaining 5 modding updates (now it's v1.95).

    Quick-info:
    S2R+ is just updated, compatible with the latest patches by CA and also with the Ikko Ikki dlc.

  3. #3

    Default Re: Shogun2Realism+ (the extended S2R version)

    Hi,

    Pls help me: how can I replenish the general bodyguards? After battle, I see: can't replenish because not in town, altough, there is no change in the town too.

  4. #4
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    Default Re: Shogun2Realism+ (the extended S2R version)

    Quote Originally Posted by erdoszb View Post
    Hi,

    Pls help me: how can I replenish the general bodyguards? After battle, I see: can't replenish because not in town, altough, there is no change in the town too.
    If you upgrade your settlements (castle tiers and some certain other buildings), the replenishment will change (increase and decrease). You can find the building properties (the impacts, here meant the replenishment rates) always in the mouse-over tooltip of the buildings. Background: The replenishment is something like a cheat imo.. In vanilla all units are replenished in 1-2 turns like a miracle, this is extreme unrealistic and also boring for me, so this is also changed in this mod.

  5. #5
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    Default Re: Shogun2Realism+ (the extended S2R version)

    Update available, v1.96. A breakthrough version.

    I think i have finally fulfilled my self-proclaimed mission to getting the key factions Shimazu, Mori and Oda in the game.
    This is done without a script file, just pure db file balancing. In my recent playtest (always using Chosokabe on H/H, long campaign, ultra unit size), at spring 1549 these three key factions were on a very good shape: (the map in the whole looked pretty good)

    Oda has wiped out Tokugawa, Saito and Imagawa, also Hattori was destroyed (by Tsutsui and Oda), and is the most powerful faction at this point besides Hojo (both 5-6 regions), Ikko Ikki looks good as well so far i could view.
    Shimazu just wiped out Ito and owns now 3 regions.
    Mori has conquered one northern region of Amako and owns 2 regions, hope is there they can hold that (or even expand).

    In effect though, vice versa, if a human player chooses to play Oda, Shimazu or Mori, he'll have of course an easier game.

    Btw., atm. i don't use the RealmDivide mod or any other gameplay mod, except the unit speed reduction mod (which is a must-have mod), else i apply a lot of graphic mods and Grahams music mod.

  6. #6

    Default Re: Shogun2Realism+ (the extended S2R version)

    Hi DaVinci,

    I have a question on why your Samurai Archer (Daikyu) units only have ammunition of 3 which quickly runs out? I'm playing as Shimazu and recruiting them from Buzen.
    Thanks!

  7. #7
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    Default Re: Shogun2Realism+ (the extended S2R version)

    Quote Originally Posted by PeteAce View Post
    Hi DaVinci,

    I have a question on why your Samurai Archer (Daikyu) units only have ammunition of 3 which quickly runs out? I'm playing as Shimazu and recruiting them from Buzen.
    Thanks!
    In my build, the Yari and Daikyu Samurai represent the standard Samurai. In reality, Samurai were equipped with bow, yari and their swords, multiple capable fighters.

    In this mod: The Samurai equipped with a bow in the game are the standard Samurai which prefer to shoot some deadly arrows before joining the melee fight, they are not skirmishers or something like that.
    However, ammo is upped via Bushi art researchment.

    You might read a bit more over at my org. forum about it (see link in 1st post or signature).

  8. #8
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    Default Re: Shogun2Realism+ (the extended S2R version)

    V 1.97 uploaded. See changelog.

  9. #9

    Default Re: Shogun2Realism+ (the extended S2R version)

    Quote Originally Posted by DaVinci View Post
    In my build, the Yari and Daikyu Samurai represent the standard Samurai. In reality, Samurai were equipped with bow, yari and their swords, multiple capable fighters.

    In this mod: The Samurai equipped with a bow in the game are the standard Samurai which prefer to shoot some deadly arrows before joining the melee fight, they are not skirmishers or something like that.
    However, ammo is upped via Bushi art researchment.

    You might read a bit more over at my org. forum about it (see link in 1st post or signature).
    I agree with that logic but I don't think it works in a practical sense. While the player might know how to best use the unit, the AI doesn't seem to. When assaulting castle walls, it would use up its ammo and then fidget outside until near the end of the battle. Why not just eliminate the unit altogether or maybe just increase the ammo to around ~10?

  10. #10

    Default Re: Shogun2Realism+ (the extended S2R version)

    Quote Originally Posted by Wismer View Post
    When assaulting castle walls, it would use up its ammo and then fidget outside until near the end of the battle. Why not just eliminate the unit altogether or maybe just increase the ammo to around ~10?
    I have noticed this also.

  11. #11
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    Default Re: Shogun2Realism+ (the extended S2R version)

    The replenishment feature is terrible, i wish you mentioned that in the notes, that way i would not have wasted my time.

  12. #12
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    Default Re: Shogun2Realism+ (the extended S2R version)

    Quote Originally Posted by Steforian View Post
    The replenishment feature is terrible, i wish you mentioned that in the notes, that way i would not have wasted my time.
    Ok, taken the "terrible"

    I have put the info into the 1st post now under "Features" as extra-points.

  13. #13
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    Default Re: Shogun2Realism+ (the extended S2R version)

    Quote Originally Posted by Wismer View Post
    I agree with that logic but I don't think it works in a practical sense. While the player might know how to best use the unit, the AI doesn't seem to. When assaulting castle walls, it would use up its ammo and then fidget outside until near the end of the battle. Why not just eliminate the unit altogether or maybe just increase the ammo to around ~10?
    Iirc., not in my experience. They loose their deadly arrows and assault, even before or circa parallel to the general/bg's, they enter the walls, and make piecemeal of Ashigaru-defenders. Thus their role is like a second wave of attacking quality units, and can win the siege-battle for them if you have an empty castle (without additional garrison), in case your retainer Samurai is already reduced.

    Do you use the unit-movement-reduction mod? Maybe that's your issue, the quick battle speed of vanilla. The movement mod is essential for S2R+.

  14. #14

    Default Re: Shogun2Realism+ (the extended S2R version)

    Hi, thank you for this great mod.
    May I ask: does Ikko Ikki has Loan sword ashigaru because it seems i can not find them anywhere.
    I think in this mod Ikko Ikki is a bit weak, they does not have samurai to counter attack other clans.

  15. #15
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    Default Re: Shogun2Realism+ (the extended S2R version)

    Quote Originally Posted by Silver View Post
    Hi, thank you for this great mod.
    May I ask: does Ikko Ikki has Loan sword ashigaru because it seems i can not find them anywhere.
    I think in this mod Ikko Ikki is a bit weak, they does not have samurai to counter attack other clans.
    Ikki Ikkki is supposed to have Sword Ashigaru, yes, but you've found a bug, that slipped through with the current version, thank you! Missing recruitment code lines will be there in the next public release.

    As for weakness, i experience the contrary: If i play my campaign-test-faction Chosokabe, Ikko Ikki is going to be one of the 2-3 mightiest factions and even is threatening Oda (even without dojo Samurai access, Sword Ashigaru, but have access to Ronin).

    Edit: Damn, i just forgot, the Sword Ashigaru for Ikko Ikki thing, i have removed them from the recruitment file since the DLC was announced with them as ikko Ikki content (because it is illegal to unlock them then for Ikko Ikki in a mod), and now i can play them in custom battle mode, but not in campaign recruitable so far i could see (1st and 2nd castle building tiers) - i think my S2R+ recruitment lines might overwrite the recruitment lines via the ikko Ikko DLC for these units in campaign mode. However, i've enabled both Wako units for Ikko Ikki (as for all factions), they are not too weak, also because they have the best Monks in the game.

    Edit2: Update, vanilla or Ikko Ikki DLC doesn't make Sword Ashi Ikko Ikko recruitable in campaign. Forget the above thing about Sword Ashi Ikko Ikki, i've just enabled them for recruitment in S2R+ (upcoming version), of course it needs the purchase of the Ikko Ikki DLC to play with them.

  16. #16

    Default Re: Shogun2Realism+ (the extended S2R version)

    I can not wait to get the new version from you because for the current one, Ikko Ikki kinda lack sword unit compare to other clans which can recruit both Ronin,Wako and Samurai Katana units

  17. #17

    Default Re: Shogun2Realism+ (the extended S2R version)

    Very impressed with the mod but for one thing. Somehow, "yari" ashigaru units exist in two sorts in my version: The costly, weak, fewer and two turns to build unit and the cheaper, better, many and one turn to build unit.

    Also, would it be possible to make you able to recruit a unit depending on the number of towns/building needded to build it, and not by a set number? Early faction has as many samurai of a set type than late-game faction, witch is kinda annoying (especially when your recruitment centres are far away)
    In FRAY's alpha
    "When one dies, it is a tragedy. When a million die, it is a statistic."
    -The mods, try them all!-

  18. #18
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    Default Re: Shogun2Realism+ (the extended S2R version)

    The mod is currently in an overhaule phase.

    Quote Originally Posted by Tepok View Post
    Very impressed with the mod but for one thing. Somehow, "yari" ashigaru units exist in two sorts in my version: The costly, weak, fewer and two turns to build unit and the cheaper, better, many and one turn to build unit.

    Also, would it be possible to make you able to recruit a unit depending on the number of towns/building needded to build it, and not by a set number? Early faction has as many samurai of a set type than late-game faction, witch is kinda annoying (especially when your recruitment centres are far away)
    Basicly not possible by number of settlements (castles), but workarounds with different units are possible which reflect to some degree this background via buildings (and art researchment), and is already part of S2R+ to a (small) degree, and i plan to expand this system.

    Everything else would need a big modding effort, ie. via local resources per region, which could steer unit availability - i won't go this way.

    In general though, i must tell you, that S2R+ shall reflect history to a degree, and Samurai availability in the late game (late Sengoku period) decreases relative to regions in control, and Ashigaru have partly to fulfill the tasks of region maintainance to a good part - this is part of the realism-gameplay design, and probably not after the taste of the casual TW player who likes rather unlimited Samurai.

  19. #19
    DaVinci's Avatar TW Modder 2005-2016
    Patrician Artifex

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    Default Re: Shogun2Realism+ | Extended S2R

    Version 1.98 lifted. Which is a major update, see changelog 1st post.

  20. #20
    Hilarion's Avatar Vicarius
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    Default Re: Shogun2Realism+ (S2R+) | Extended S2R

    Thank you very much for all the great work, this is certainly my favorite Shogun 2 mod. Already played through a campaign on vanilla and got bored, but this mod is making me interested again.

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