全面战争:幕府将军2

全面战争:幕府将军2

The REAL Sinking Fix
15 条留言
CassiusGreen 11 月 1 日 下午 11:32 
This is a life-saver, thank you so much for this. Also +2 for good taste in games (pfp)
Egalregent  [作者] 10 月 29 日 上午 8:26 
@Kazukan Kazakit-ha as @Sanary already guessed, only the base campaign (Sengoku Jidai) is affected by this mod. Vanilla FOTS works just fine. Don't know (and don't care) about ROTS tho.
Sanary 10 月 29 日 上午 4:34 
Not every campaign got affected by C.A messing up the ship sinking. So i guess it doesn't work for every campaign, but it works for the campaigns that affected by C.A patch.
Khazukan Kazakit-ha! 10 月 29 日 上午 1:55 
does this work for every campaign?
Savvy Shipman 10 月 21 日 上午 9:11 
@Egalregent
I appreciate that! I guess a manual submod is the way to go.
Egalregent  [作者] 10 月 21 日 上午 3:55 
@Savvy Shipman after giving the description of the The_Yogi's Unit Pack a quick read, it seems like half of the changes to the vanilla changes would be missing if you were to use both together.
As for UEFC, idk. Same for any other big overhaul. You can maybe ask the creator of UEFC if he wants to implement the changes (or you can make a submod).
And when in doubt, just try it out. There are way to many mods out there for me to know about every single one.
Anyways, hope I could help.
Savvy Shipman 10 月 20 日 下午 10:48 
I am back, with more compatibility nitpicks! Do you know how your fix would interact with The_Yogi's Naval Mod Unit Pack ?
I guess my real question is just overall UEFC compatibility, but that mod is massive, so I thought being more specific would help. I get that custom new units probably can't be covered, but what about the vanilla ones?
Egalregent  [作者] 10 月 18 日 上午 12:47 
@Loududdy there is a mod which helps with the abysmal naval autoresolve https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3407913145 .
As for why the AI sends ships to the edge of the map and they get stuck there? Honestly i have no clue. My only guess is that this is a reoccurence of a rare bug from Empire Total War which could happen in land battles.
What you can try tho is to manually withdraw one of your ships right next to it - then your ship should be able to target the withdrawing one. This exploit also works in land battles btw.
Hope I could help!
Loududdy 10 月 17 日 下午 8:26 
Naval battle bug... im not sure if i'ts on purpose or not but THis isnt cuased by this mod
So I'm fighting this giant naval battle and I have basically won....only I am inevitably going to lose.

All enemy ships are either surrendered or routing, but 3 of them are stuck routing on edges of the maps and aren't actually leaving the battlefeild, BUT THEY ARE UNTARGETABLE. Even bow kabayas right next to time will simply not fire at them.

So the battle will not end, but there is absolutely nothing I can't do to stop this 40 minutes timer from going all the way to 0 and me losing the battle I initiated.

5 full health bow kobayas and 3 trades ships against 3 bow kobayas without commander on either side? That sounds like a 50/50 odds and auto resolve ends in a loss.
Vidugavia 10 月 17 日 下午 6:23 
thank you so much
Yukio Matsuda 10 月 16 日 上午 11:26 
This is amazing

Thank you for your contribution!
:penguin1: 10 月 11 日 上午 2:42 
Cool!
Savvy Shipman 9 月 30 日 下午 2:49 
That's a relief, thank you!
Egalregent  [作者] 9 月 30 日 上午 10:01 
No, it is not a conflict. More Fun Boats alters only naval projectiles, while this mod only alters all the vanilla ship stats which are stored in a different table than the projectiles.
Savvy Shipman 9 月 30 日 上午 9:10 
The "Not compatible with anything that changes combat stats" part has me scratching my head. So let's say I'm playing with UEFC. That mod includes all of the changes from Lenny's More Fun Boats - is that a conflict?