全面战争:幕府将军2

全面战争:幕府将军2

评价数不足
SJCR Bowgun Switch
   
奖励
收藏
已收藏
取消收藏
标签: mod
文件大小
发表于
12.038 KB
2023 年 2 月 25 日 下午 11:49
1 项改动说明 ( 查看 )

订阅以下载
SJCR Bowgun Switch

在 Octavia1124 的 1 个合集中
Sengoku Jidai Campaign Rework Complete
13 件物品
描述
Part of my Sengoku Jidai Campaign Rework, but designed to work on its own as desired, this mod makes two changes.
One, it takes the two Teppo techs and brings them up a level, making the late game gunpowder and siege unit available much faster.
Secondly, it switches the placement of the Teppo line and the Bow line to directly attach Attack by Fire to Strategy of Attack, unifying the siege line.
This also has the side effects of meaning that both weapons needed for monks, the naginata and bow, are now much more closely connected. The extra arrows on Five Elements is now directly attached to the bow line. Cavalary and Siege are now much easier to get into together for a more active playstyle.
What felt like a very minor shift has actually made the game feel far more enjoyable for me, as I feel it enables new approaches to army composition.

Designed to work with my Sengoku Jidai Campaign Rework, and that collection assumes this to be the first mod enabled, but is completely usable on its own.
6 条留言
Mr. Tarzan 2023 年 4 月 19 日 上午 6:48 
Ah, you actually saw my comment. I removed when I realized why you did it, but thanks for the reply anyway.
Octavia1124  [作者] 2023 年 4 月 19 日 上午 2:51 
(Part 1)
The switching of the main and Ikko techs wasn't a mistake, that's the only way the mod works.
When trying to edit tech trees, the game insists on retaining existing connections. Adding in new connections works fine, but it will still retain the original ones, even if you swapped them over to something else, resulting in a tech requiring both the old requirements, and your new ones, so that a single tech might need 4 different techs to be taken. This game's modding tools are really picky about trying to keep things vanilla.
Octavia1124  [作者] 2023 年 4 月 19 日 上午 2:51 
(Part 2)
The only way to break the techs connections from where they were originally was to remove them from the tech *tree* that they came from, so that they would have no existing possible connections, and then I could hook them up as needed. The actual effects of the techs are completely unchanged, and there's actually zero reason for them to be duplicated for the Ikko Ikki, but it made it convenient for me.
Since they tech IDs actually reference the exact same tech effects, if you use another mod that changes the effects of those techs, but doesn't mess with the tree itself, it will actually be compatible. Unintended, but nice anyway.
Mr. Tarzan 2023 年 4 月 11 日 下午 11:06 
This is almost exactly what I wanted to do as well. I would just move 'Form' down one tier and move 'Horse Mastery' to left under 'Gunpowder Mastery'. It always seemed weird to me that you essentially *have* to master horse riding in order to get to 'Shih', but not the others.

Then I would replace the location of 'Form' from before with 'Heaven and Earth', because I think that one feels the most relevant to attacking and gunpowder. Instead I would create a new tech where 'Heaven and Earth' was before.

Like this: https://imgur.com/a/dqrcWTx
Octavia1124  [作者] 2023 年 3 月 15 日 上午 12:08 
Thanks! It felt like such a small change when making it, but I really like the end result so much more.
ThunderWarrior 2023 年 3 月 14 日 上午 7:30 
This is actually quite clever and makes a bit more sense when investing into gun units.