Is this mod still in development?
Is this ashigaru unit (with these white balls) found in this mod too?
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“He who turns the other cheek is a cowardly dog -- a Christian dog.”
― Ragnar Redbeard
As a player who really enjoys Shogun2 and has a significant modding and development background, I compliment all of you who are engaged in this project. I know it takes a ton of work to create anything of quality in the gaming world first-hand! Let me know if I can help with anything. I am semi-retired and have some time to devote if you are interested, guys!![]()
Hi, I'm just checking on the progress of the mod I'm sure everyone would like to see or hear of something new or you're working on
Work in progress maps. All siege battles will be land battles and the battlefield will include several forttresses or forts that defenders can use. These screenshots will give you some ideas of how the battles will look.
Spoiler for Work in Progress images:
Last edited by sorinel1991; January 31, 2023 at 02:53 PM.
The maps looks amazing! I am very much looking forward to this mod! MOSS is tiding me over, but this mod looks like its going to be next level STW2. This thread is on my daily check list.
Official name of the mod will be: Tenka Seihitsu - from chaos to steady
言語道断の次第成り。抑々世上の儀、言うに戦国の時の如し。
"How unspeakable it is. Nowadays in the world, has become a world of war (World of Sengoku)"
何れの日にか、安堵の思いを成さんや"
When will the world go back to steady?"
”言語道断の次第成り。抑々世上の儀、言うに戦国の時の如し。何れの日にか、安堵の思いを成さんや。”
Join the discord for regular updates!
Easier to post screenshots on discord.
Great mod!
Can you create wayland between honshu and shikoku
New update 0.0.2 released. DOWNLOAD
Please delete old version.
Changelog
Version 0.0.2 - release date [07.05.2023]
- Fixed possible campaign end turn crash after 60+ turns
- Fixed auto-resolve against an army of generals that resulted in general always winning with 1 man and attacking army being wiped out.
- Fixed missing units from recruitment tab on some castles.
- Fixed ashikaga ashigaru units having nobori as weapons.
- Fixed clan names not appearing at clan selection screen for 1570 campaign. Uragami clan is now playable.
- Fixed tech tree not showing for ikko ikki clan.
- Fixed pathing for mountain castles.
- Kyoto map is now available in custom siege battle: [TS][Kyoto]Kyoto South.
- Added camps for all siege maps, camps are now garrisonable.
- Added +1 food for all farms related tech.
- Added +town growth for village chain buildings.
- Clan tax bonus from tech tree increased to +5.
- Tech Warhorse Expertise now linked to Chi tech.
- Tech Tea Ceremonies linked to Todofuken
- Added additional bonuses in the tech tree.
- Building cost furthered reduced for tech Traditional buildig, Expert Builder, Epic Architecture.
- Workshop building chain and Encampement building upgrades now have added +1 repression.
- Cannons artillery unit now available also from Siege Workshop building.
- Trading ports now gives +1 food.
- Unit movement speed decreased.
- Increased range for artillery units.
- Added new shaders file.
- New preferences file that removes the shaky camera effect when zoomed in on units running.
Hello there!
I've got to say, I love what I'm seeing here having tried the (1542) mod for just over a day already, and it's still in beta(!) which gives me really high hopes! This project of yours has the potential to be the historical Shogun 2 mod we never got. So yeah, no pressure!
So, here's a little mini-review that I decided would make for a good first post on the forum lmao. Let's start with the things I love the most. The re-textures are of fantastic quality. They bring an authenticity and polish to the look of the units that's seldom seen, and I'd never had the pleasure of playing a Shogun 2 mod that cares for historical immersion on the battlefield so deeply. I think the removal of fantasy units like katana samurai and ninja (gods...) serves only to better the game, rock-paper-scissors be damned (that's not how warfare works anyway). I'm also a big-big fan of the new map and factions. Firstly, the strat map is now appropriately dense whilst not feeling overwhelming as with some other mods. Furthermore, the added factions - whilst not as personality-filled as the vanilla roster, though that's actually more appropriate in my opinion - finally give justice to the varied and tumultuous Sengoku era. It's also fantastic that you included historical generals of the age, after all it's these samurai's temperaments and personalities that shaped the clans' strategies and fates within the complex political system - and climate - of the time.
Now, the problems I'm about to list from here onwards are either personal nitpicks or growing pains of early development. The siege maps are truly amazing, as was expected given their creator, but the AI isn't really the best at handling multiple manned outposts and forts. They usually just gang up on the one where my leading general is stationed, disregarding the existence of other forces and the risk of outflanking that they pose. Nevertheless, the cities finally feel truly lived in and not as artificial video game levels they had been in the original, and this poses tactical problems that both the generals of the period and the player must face. The cities not being upgradeable is also not at all a bad choice, but their development is a little too slow for my taste. This is also the case with the tech tree. I'm aware it's more realistic that way given the new 12 tpy timescale - expecting the technological progress of fifty years to occur in ten would be preposterous in real life. But nevertheless, spamming End Turn whilst waiting for stuff to finish doesn't make for riveting gameplay. On the other hand, that's probably because I'm being too passive in my campaigns, but there's a reason for this as well. Whilst I do commend you for using the AOR system to increase the diversity of units and try to portray vassal clans as they were in history, it does make unit replenishment a pain in the arse. Remembering which unit came from where in order to not have it replenish, like, two dudes lost every turn is fine when you have two, three castles - but when you ow fifteen, it starts to get annoying. Personally, it deterred me from entering any sort of conflict, which is probably a realistic mindset for a daimyō concerned with his domain, but it's not exactly the kind of fun Total War strives for.
Now, I'm aware the problems section has been a tad long and I don't want it to sound like I'm panning the mod, or like I don't enjoy it. It's good. And it's still early in development, which means it can only get better from here. I like playing it. I just wanted to share some thoughts on the parts I could see getting better.
In any case, keep up the good work! You're great at what you're doing. And here's hoping you do get the scripter you said you need on board! Coupled with an apology for not being able to help myself lol!
Finally got around to playing the new update. Very impressed so far; I personally dont mind the slower pace. It makes victories more decisive, towns more valuable etc.
NEW update 0.0.3 released. DOWNLOAD
Delete old version. Read readme. Follow instructions.
Spoiler for IMPORTANT:
Changelog
Version 0.0.3 - release date 14 June 2023
- Fixed general tech tree effects.
- Fixed military buildings effects.
- Fixed General unit equipment. General now has correctly equipped weapons.
- Fixed equipment for artillery units.
- Imported teppo ashigaru and teppo sohei units now have 100 men.
- Random personality for all AI clans at the start of campaign and it randomly resets again when Daimyo dies.
- Personality of AI clans is randomly changed when the Daimyo dies.
- Metsuke bribe action is removed. Bribery tech now replaced with +bushido arts % bonus effects.
- Fixed starting regions religion percentage for Otomo and Sagara clan.
- Improved AI army composition.
- Improved AI economy growth and province development.
- Added +1 religion conversion for Zen tech tree chain.
- Improved AI tech tree path.
- Improved AI general tree path.
- Fixed group formations for armies. Armies allign better for their respective formations.
- Added new icons and names for all 8 new group formations.
- Added new decorations for all siege maps. (Small tents, camps, wood stakes)
- Fixed small errors on maps and improved pathing for mountains.
- Improved AI defensive positions for siege maps.
- Fixed small icons not appearing to their respective clans.
Spoiler for Group Formations pictures:
Google drive download link
NEW update 0.0.4 released. DOWNLOAD
Delete old version. Read readme. Follow instructions.
Spoiler for IMPORTANT:
Changelog
Version 0.0.4 - release date 12 July 2023
- Season effects now appear at clan management tab under clan traits.
- New clan traits for all clans.
- Missions and Dilemmas are now active.
- Cavalry/General units less likely to suicide charge in land battles.
- General gains new governor trait for each regions +bonux tax and passive +xp gain while inside their governed settlement.
- General morale reduced from 80 to 70
- Daimyo gains passive +xp when inside a castle
- Tech tax bonus reduced
- Yumi samurai and Yumi ashigaru units have reduced chance to hit
- Yumi samurai and Yumi ashigaru units have reduced melee defence
- Teppo units have greatly reduced reload time when rain or snow condition.
- Generals with loyalty 2 stars or lower have a greater chance to betray.
- Fixed vassal units that would cause game to crash.
- Fixed regions: Hanamaki, Uzou, Tsurugaoka, Oyama-gabou, Kunimi and more not having recruitable units (not save-game compatible)
Recommended to start new campaign for all fixes to work.
Spoiler for New features:
Google drive download link
Excellent work sir!![]()
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"No problem can withstand the assault of sustained Dufferism"
So glad to see this game still getting love.
New update released V 0.0.5 DOWNLOAD
Changelog
Version 0.0.5 - 25 August 2023
- New playable clans 1542: Asakura, Wakasa Takeda, Mogami, Mori
- New units: Bow Cav, Teppo Cav now available
- New special garrisons units:
Slingers (regional Stone and Gold buildings),
Bow Monks(regional temple buildings, holy ground)
- New regional units.
- All Kyushu clans can recruit Wako ships.
- Modified group formations: Gyourin, Houen, Chouda and Kouyaku
- Stables now requires Warhorses resource.
- Fixed Villages buildings effects instead of 1% increase growth now is +1 growth per turn.(as intended)
- Fixed Coastal Village now provides +1 food.(as intended)
- Fixed clan traits, more diverse effects and display correctly in-game.(not save-game compatible)
- Fixed tech effect dispaly for ammo for basic logistics tech.
- Upkeep debuff from ashgaru training and soujutsu techs reduced from 25% to 5%
- Fixed Kunimi castle, Matsugashima castle and Himeji castle not having recruitable units
- Fixed ikko ikki clans teppo sohei unit number from 30 to 100 for custom battle.
- Banzai enable tech now linked to the Advanced battle tactics tech
- Added 6 loading screens images.
- During battles, when zoomed out, units now retain their sahshimono and armor colors and are not tinted in clan color (ex: unit becomes all blue or yellow etc.)
- Morale will decrease faster during combat. More units will rout and not fight until they die.
- General xp required for level up increased by 25%
- Agents xp required for level up increased by 30%
- Armour stat is stronger against missles and melee attacks.
- Minor fixes to the siege maps, added new flag decorations for some maps.
- Special elite units available only in a few regions:
Oko castle (Tosa province) - Yumi Ashigaru (Ichiryo Gusoku)
Saika Castle (Kii province) - Teppo Samurai (Saikashu) and Teppo Monks(Negoroshu)
Tsutsui Castle (Yamato province) - Bow Monk Cav(Kofukuji Sohei)
Kyoto (Yamashiro province) - Yari Monks (Mt. Hiei Sohei)
Ichijoudani Castle (Echizen province) - Yari Monks (Hirazumi Sohei)
Oyama-gobou Castle (Kaga province) - Bow monks (Kaga Sohei)
Muranaka castle (Hizen province) - Heavy Teppo Samurai (Bizenshu)
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Last edited by sorinel1991; August 25, 2023 at 06:13 AM.
I have launched the mod, and wow... this is thing is BIG. No wonder it has a very long loading times. More powers of patience and resilience to you guys! I hope this gets to the finish line, no matter how long it will take. I am rooting for you~!
as soon as I get finished working with Master of Strategy's encyclopedia, is one is next