全面战争:幕府将军2

全面战争:幕府将军2

Fourstrider's Japan: Power & Influence
651 条留言
REITERPALLASCH 12 月 9 日 下午 5:45 
Enjoy your break bro Happy Holidays
fourstrider  [作者] 12 月 9 日 下午 3:12 
I may at some point in the future but I'm taking a break from modding right now.
REITERPALLASCH 12 月 7 日 下午 6:22 
Would you consider making a mod that adds your regular new units to the game? Like you did for the legendary units?
fourstrider  [作者] 11 月 22 日 下午 10:17 
It's going to conflict with most mods. A money mod should work.
Baddy Nala 11 月 21 日 下午 7:10 
will this work with other mods? like stronger units or more money mods?
fourstrider  [作者] 11 月 6 日 下午 2:01 
Thanks! Wako are recruited from the Market chain.
Makha Kian do Jogos 10 月 24 日 下午 2:37 
Great work mate, how do you recruit wako units?
fourstrider  [作者] 10 月 3 日 上午 6:51 
Not sure what you're asking.
第86战区指挥官 10 月 3 日 上午 5:13 
ls there a big Chinese?
fourstrider  [作者] 9 月 24 日 上午 7:16 
That's by design. I like pretty colors.
JOHN_WARNO 9 月 24 日 上午 1:18 
for some reason certain effects like flames smoke from bombs and arrows are green or purple
Isha 9 月 22 日 上午 11:43 
Yes, with the game in french for example ​​there is many missing texts, thank you for your fast reply
fourstrider  [作者] 9 月 22 日 上午 8:39 
It should still work but you wouldn't have any text in most parts of the game.
Isha 9 月 22 日 上午 7:15 
Hello, the game need to be in english for work properly ?
fourstrider  [作者] 9 月 17 日 上午 11:03 
Steam is the best way, you can send me a friend's request. I think I tied it into the all tiers of the castle get you +1 general recruitment so it will count as +1 per province owned. I can't look right now to know for sure.
Totanakur 9 月 17 日 上午 10:42 
Well thank you for the information. I will give it a try sometime. Currently I have been creating mods for MoSS and my time is already quite limited.

Do you know how you made it so the number of generals one can have expands with the size of their faction? I would love to be able to implement that. Just made a mod that unlocks general recruitment with longer recruitment times and the cap at 10, but I would love a dynamic cap like that. (Imagine it is tied to building chains?)

Also, would it be possible to chat with you on steam messenger or discord? So as not to clutter up the comments section...
fourstrider  [作者] 9 月 17 日 上午 5:13 
I haven't played moss in a decade so I don't remember it that well.

The campaign is harder at least until late game then it gets easier. The battles are longer only because it's harder to break morale. You have to use hammer and anvil or take out their general to break their army.

The AI doesn't get 4+ stacks to spam until late game but you'll be lucky to field half a stack yourself. You have to rely more on your castles and garrison to win. Use winter to starve your enemy armies since nobody can transport their army very far and attrition is much worse in my mod. You're going to have a much harder time expanding.
Totanakur 9 月 17 日 上午 1:24 
Wow, I must say without having played this yet the list of features is VERY impressive. I have played lots of Masters of Strategy and like it very much for it's much slower and strategic campaign. Also very important that the battles are much slower. I am wondering how would you say this compares to MoSS? (Not better or worse, just in terms of similiarities and differences).

Are the battles slower in this? Is the campaign much slower? Is it as challenging as MoSS for a very long campaign too? Does the AI just spam armies though?

I look forward to trying it, just don't have the time to now.
Thank you so much for putting work into this great game. Modded it is so much better.
Zman 9 月 2 日 上午 7:20 
Ah, I see. Thank you for explaining it to me!
No, I don't mind that the AI cheats. I didn't come in here to complain, I was looking for clarification as some parts seemed to be a little misleading.

So far I've been having a great time with your mod! I love the special units you've made. They are fun to use (though I'd argue that some a little bit BS xD).

Ok, well it is good to know that upkeep reduction tech isn't as good late game as it is in early game. I'll ahve to keep that in mind!
fourstrider  [作者] 9 月 2 日 上午 6:36 
Zman, it's working as intended. The AI is bad at making money so their upkeep isn't as high. It's modified so that a clan with a small amount of provinces can be strong enough to defend and expand. It's much harder for the AI to take over half the map until late game. Usually if they expand too fast they'll collapse like the player would. It's definitely a challenge. If you're the type of player that doesn't like the AI getting cheats then you're probably not going to enjoy this mod.

As far as the upkeep, it's a little misleading. When your power level increases, your upkeep increases. It can increase above and beyond 1000% so if you get a 50% reduction it would bring it to 950% instead of 50%. The upkeep reduction effects are much stronger early game and become negligible late game.
Zman 9 月 2 日 上午 1:01 
Is the AI not supposed to be affected by inflation?
Turn 158 here. AI Yari Ronin (when moused over) costs 177 koku meanwhile mine cost 818 koku (per turn).
Our factions are roughly about the same size, me at 16 provinces and they are 18.
They are fielding substantially more armies than I am. I can just about field 2 full armies.

Also, local upkeep seems to be calculating in a weird way.
My cheapest general has a -57% reduction to local army upkeep costs. Yet here is what happens:
Otomo matchlock ashigaru standard upkeep: 881 koku per turn
Upkeep cost on my General: 801 koku per turn.

close to a 10% cost reduction than a 57% reduction.

I will mention that I also edited out inflation at one point when trying out this mod for the first time. But I did resubscribe to the mod and redownload the mod. I also check the pack itself to see if the code had been restored (which it had).

Is this working as intended or could I have b0rked the mod somehow?
sally 8 月 29 日 上午 8:21 
OK, thank you for your reply:steamthumbsup:
fourstrider  [作者] 8 月 29 日 上午 8:12 
No that's correct. You cannot learn blast arrows on the general skill tree.
sally 8 月 29 日 上午 8:11 
The general's technology only shows that whisting arrows and fire arrows .Could this be a problem with the order of the mod? thx u .
fourstrider  [作者] 8 月 29 日 上午 7:53 
Flaming arrows can be unlocked on the general skill tree. You can highlight each skill and it will show which ability is unlocked when you learn every tier of that skill. Blast arrows is only found on a couple traits. The only one I remember is alchemist or chemist which a general can learn if they're in a castle with a gunsmithing chain building.
sally 8 月 29 日 上午 7:35 
How to unlock flaming arrows and blast arrows skills ?
fourstrider  [作者] 8 月 27 日 下午 7:02 
Chase the dragon is what I play and what the game was finely tuned to. Use your legendary units at bungo. Let them crash armies against those wheelocks and build a small army to either head towards ito or shoni so you have 2 fronts. 1 is your legendary garrison and the other is a small force of troops.
JOHN_WARNO 8 月 27 日 下午 6:36 
also my arrows and fire is like purple and green
JOHN_WARNO 8 月 27 日 下午 5:13 
Also can anyone give me an early game guide on the otomo Chase The Dragon first like 10~ turns because I have smashed my head against a brick wall trying to win the first 10~ turns and it ends poorly because 1. I either literally cannot field an army because of unit upkeep/low money start and the AI cheats like a ♥♥♥♥♥ as per usual shogun2 gameplay and the second it turns winter my army mid-winning against Sagara will always just end up getting deleted by attrition no matter what I do because they'll take like 7 turns to arrive at their castle
JOHN_WARNO 8 月 27 日 下午 3:54 
What is so special about Chase The Dragon difficulty?
fourstrider  [作者] 8 月 26 日 上午 9:01 
All agents start at 100k, you need to learn techs and they get cheaper. It's designed to push agents to late game.
JOHN_WARNO 8 月 26 日 上午 8:28 
why does metsuke cost a billion dollars bro
fourstrider  [作者] 8 月 26 日 上午 7:36 
I have to edit the startpos to do that which could break save games. For now the best option is to start war with oda earlier.
Muster Muckee IV 8 月 25 日 下午 7:04 
fourstrider, When it comes to Tokugawa you could just make them allies instead of vassal negating the need of a custom script.

On the questline stuff however, I encountered another crash that involved sending my Monk near the School in Yamanouchi's home province. (I THINK that's where the quest took me)

However your probably correct about it being PC spec issue, my PC isn't the greatest and could not properly render the Ikko Ikki's "Spirit Bomb" or the Takeda's "Grape Flavored Katyusha" so that's probably it.
fourstrider  [作者] 8 月 25 日 上午 10:42 
Muster, that script quest crash is weird, it has happened to a few other people. It doesn't happen on my games so I can't troubleshoot. I don't think anything could conflict with it which makes me think it has something to do with PC specs. I'm just guessing though.

The Tokugawa is another one that I'm having trouble duplicating. I was going to make a script where you could bring your general to a specific location so it would trigger a script that would force war between the clans. I just haven't gotten around to it. I have a save game with Tokugawa in the turn 400's and I'm still able to declare war on Oda if I want.
Muster Muckee IV 8 月 24 日 上午 1:44 
I encountered a crash that kept repeating. Not sure if mod or something else.
During my Metsuke questline he was supposed to go to the gold mine at the south of the island past Oki Strait (I forget the name of the province) However, everytime he would trigger the event the game would crash. Also, is Tokugawa meant to be played ? I could never break the alliance with Oda and I couldn't go to war against clans they warred against.
fourstrider  [作者] 8 月 22 日 下午 2:02 
Pioter, I cannot replicate the issue you're having. If I attack a capital, a stack will spawn as a supporting army and then I can lay siege, click next turn, then attack the capital again to enter the pre-battle menu and still no new army spawns. Try and update the mods. I know I made adjustments fairly recently on that part of the script because it was glitching out and spawning multiple stacks at once.

It's designed to spawn 1 supporting army per capital and shouldn't spawn more than 1 army unless you capture the capital and then lose it again and then attack it again.
fourstrider  [作者] 8 月 22 日 下午 12:11 
Thank you for letting me know. It's not supposed to do that. It's supposed to spawn 1 stack when you attack a capital and not spawn another stack unless you capture and lose the capital again. I'll look into it when I get some time.
Pioter 8 月 22 日 上午 7:18 
I have an issue where every time I siege castle with legendary unit (Satsuma, Bungo, Owari, ...) spawns a full stack army(4katana ronin, 4yumi ronin, legendary unit, and for the rest ashigaru)

Once It spawned new stack for each turn of siege of Aki, ended up with 6 full stack Mori vs My Otomo (one full army) on turn 40-50
fourstrider  [作者] 7 月 27 日 上午 6:27 
You only need to change the walk speed in the db folder to make them all match. I'm not near my computer right now but I think it's battle entities.
Bouridacsos 7 月 27 日 上午 4:18 
Hello ! In a siege , for the attacking army , the cavalry advances with the infantry at the same timing , this needs scripted to be achieved or it can be setup from the db folder ? Also you can setup the general and cavalry near it to attack with the main force at the same time ? Thank you ,
fourstrider  [作者] 7 月 22 日 下午 9:30 
Yes if you change the turn count in the startpos or save game it will be. There may be other unintended issues that I'm not thinking of besides the seasons. It should work though.
Frank Nihil 7 月 22 日 下午 7:11 
If I just change the turns, and keep the seasonal effects turns. It still 24 turns per year?
fourstrider  [作者] 7 月 22 日 上午 6:50 
The easiest way is to save the game on turn 1 then download editsf and edit that save file to 24 turns. You should be able to find instructions online. The way to do it so all of your new games are 24 turns is to get pack file manager and extract the startpos file from my main mod, edit it with editsf the same way you edit a save file. Upload it back to the main mod and save the mod with a different name so my updates don't revert it back to 12 turns. Keep in mind that if you do that, the seasonal effects from my mod will still be acting like it's 12 turns. You'd have to edit the script to change that, which isn't as hard as it sounds.
Frank Nihil 7 月 22 日 上午 4:46 
I love to play this 24 turns per year. how can i do that?
Castian 7 月 17 日 上午 7:15 
Almost love the mod, I can surely say it's amongst the best overhauls, plus the add-ons, it's a completely new and amazing way to play, however, I cannot stand the magical units, for any faction, if there would be a way to shut them down or be an optional addon to remove them, it'll be perfect.

Also I managed to overcome the economy, but I have to say I did not enjoyed the increasing "power tax", it's not only confusing, but outright diminishes planning and moving slowly, in one turn you have a good economy, next turn a -6000 gold and -11 food for no reason and forces you to go and conquer land only to stop inflation, a few years of reworking and repeat again.

Having said that, loved the cards, family system rework, new tier and coloring for units, loved the idea of unique legendary units, but hated the magical purle nuke guys, also loved the new visuals, UI, sounds and music.
fourstrider  [作者] 6 月 2 日 上午 6:34 
I would load the sound fix last, other than that it doesn't matter.
Pioter 6 月 2 日 上午 5:15 
Is there a specific load order to the Main mod and Addons? Or will the build in TotalWar mod loader sort them correctly?
fourstrider  [作者] 6 月 1 日 下午 12:49 
The tech tree wouldn't be possible without significant work. The quests would take less work but not something I think I would do. Other people are welcome to make it.
attiladuran123 6 月 1 日 上午 10:41 
Is it possible to make the Quest and the Tech tree as Standalone mods ?