Shogun- Total War- Warlord Edition. (It should work out just fine with any version of Shogun, as far as I know!)
Starting at 1534 campaign.
Installing for dummies, like myself:D ;
The "Starting at 1534" 12 KB text document and the "Starting at 1534" folder must be placed in the Startpos folder. To access this follow the yellow brick road.
'Er, I mean, follow these links... go to "my computer", "local disk(c:)", "program files", "Total War", "Shogun-Total War-Warlord Edition", "campmap", "Startpos".
Then just drop those two files into them (the folder and 12 KB text document).
The "Starting at 1534_startpos" 3 KB text document must be copy/pasted into the Warlord Edition startpos text document in the "eng" file.
To get there, follow the links again, but stop at Warlord edition.
After this, press on "loc" instead, and then "eng" followed by opening the "startpos" text document (should be 11 KB if you haven't messed with it before).
Then simply just go to the bottom, before the part that says:
"SetShowTransOff // Do not translate.
//???? Remove when localised."
Save the file with this stuff added, and, if you put the other two files in the right spot, you should be able to play the campaign!
About the campaign (Taken from the campaign description)
This campaign was created to bring the most out of the players level of experience. Large Ronin armies, a Rebel Diamyo, and small, yet strong starting positions change the campaign quite a bit in the early stages of the game.
Unlike the 1530 campaign, the Mori are a playable faction, and there are several strongly fortified Ikko-Ikki positions in central Japan. I opted for larger starting forces because it makes players need to quickly capture land important.
Have fun, and sooner or later, I'll have my own description for the campaign written up, instead of using the 1530 one!
More updates and changes will come with it later! Once again, enjoy!
Minor changes to 1545 campaign. Altered Ashigaru so that they are in a slightly more extended formation than Yari.
Altered startpos for 1545 campaign. If you install over one of the versions before v1.5 you may want to manually remove the earlier campaigns to avouid them appearing without text: the files are in campmap/startpos. Remove all 'Sengoku' files other than 1545 and 1570.
Shogun Hiryu (Two Campaigns v1.5)
There are two Sengoku campaigns in this version, 1545 and 1570, and the Mongol campaign from previous versions. I wanted one campaign where the at start forces were minimal, and another one set later. Two Sengoku campaigns are easier to playtest than seven! The invasion thresholds have been tweaked again, and the clans given two emissaries each to allow them more chance to survive the early game. The unit and building choices have also been tweaked to encourage better use of land and decrease the number of units built early in the game.
Version 1.4 (am_Campaigns contains campaigns only for those who want to use the original stats)
Added another campaign, Sengoku 1560. The setup is unbalanced to allow the player to choose a more difficult start. The Mori and Shimazu have Hard positions and the Imagawa and Uesugi Fairly Hard. The other three clans are easier.
Altered troopstats text, increasing size of Mongol light cavalry.
Altered projectiles text, returning grenades to original.
Altered building choice so that there is a greater chance of a Geisha house being produced at a citadel, giving the AI more chance to win. Made invasions slightly more likely when daimyos are at war with the player. Altered the start position for the Shogun campaigns slightly for play balance.
Five Campaigns ( Two Campaigns v1.2)
A new building_choice text has been included with (hopefully) improved strategies, and the invasion thresholds have been raised slightly to prevent the AI clans from making pointless attacks.
The 1540 campaign is a version of Sengoku Jidai set slightly later to allow clans to have more heirs. The Oda and Takeda positins have been strengthened and the Uesugi weakened. The north of Japan is both too rich and too easy to defend to allow just one clan to occupy all three provinces.
The 1274 campaign should be slightly harder for the Hojo, and possibly slightly easier for the Mongols.
The campaign texts now have French and Japanese versions.
Three Campaigns (Two Campaigns v1.1)
Three campaigns for Shogun and new Projectiles and TroopStats files to alter the singlepayer game in the manner of the 'Real deal' statistics.
The Naginata cavalry have been restored, and all cavalry units now move faster, though they are not spaced so closely, especially the light cavalry. Kensai have been weakened because their numbers could not be altered. Battlefield ninja were halved in number. The specialist infantry now only have half the number of troops, as do the cavalry, whilst the naginata cavalry are further reduced. The Daimyo are harder to kill because cavalry are faster.
The 1535 campaign allows the clans time to expand and for heirs to be born. There was aproblem with the Mori starting position in the first version, which has ben corrected by moving them closer to the Inland Sea.
The 1555 campaign is set at the height of the civil war when the most famous generals were active. Each clan has one or two provinces set apart from the others. Japan is able to support large armies and there are ports and fortresses from the beginning.
The 1590 campaign has many units for early battles, though the clans are not as well developed as the 1555 campaign. The Mori have been improved from the first version, which left them spending too much koku in the first turns.
I adjusted the invasion thresholds slightly, which seems to make for bigger battles and more sensible AI play. I also adjusted the unit choices to make the armies more balanced.
Backup your original Projectiles and TroopStats files. Install to your main Total War folder. The original files are included in their own folder.
Campaigns Only v1.4
This is a very simple campaign I have created for Total war, all you have to do is unzip the file into
../game/campmap/startpos folder = this is find the folder totalwar click that, then go into campmap, then starpos, copy the
files in there, there are three files, really simple.
Load shogun. Select full campaign, scroll through the campaigns using the arrows until you reach Tsukiyo, the menu screen is a bit dull but the campaign is'nt.
The campaign is for everyone, but depending on your skill, most should use begginer and normal, other than this, you will literally have no rice to feed your
people, meaning you will have to either destroy your much needed troops or conquer provinces quickly. If anyone finishes it on hard or expert I would be
mightily impressed, worthy of Shingen, Kenshin or Ieyasu themselves.
The campaign stars in 1543.The campaign is all set up ready to go, the home provinces have all what is needed to start and maintain a war with your neighbours(always fun!)
The campaign is historically accurate as much as I could make it. Indeed the reason I created it was that I found some of the campaigns not to my liking, so I decided to represent Japan as I see it. This is only in the sense of a map that works, not in strutting samurai, beautiful courtesans and ornate bridges etc, etc. I have include things such as- each province has a castle, most small, some large castles, one fortress at Kyoto, The fortress castles do not really occur untill 1578 when Nobunaga constructs Adzuchi castle on the shores of Lake Biwa, I have made castles such as Osaka, Himeji, Takamatsu large, as to show that eventually they will become great castles. I have emphazised that Japan was split between many warlords and that it was not just the 7 clans depicted that had the greatest chance of conquering Japan. Allthough saying this the Oda have the strongest army followed by the Imagawa, later Tokugawa. Oda will take Kyoto by 1570 if all goes to plan. The clans are balanced as best as I could make them. I tryed to emphasize the best features of the clans. Such as Tokugawa have strong archers due to Totomi and also because historically the Kanto men were considered the greatest in Japan. All Ronin ahem- all other Daimyo have emmisaries and shinobi to show that Japan
was a bust bustling place. Also alot more ports are in position, as how do you expect to invade Shikoku, Sado without boats, I doubt even Toyotomi Hideyoshi could fly. Places such as Bizen have been given a famous swordsmith, to represent their superior sword making skills, hardly no places have sword dojos which I will change later. I think you should earn this accolade
. Swords were not the main weapon of choice, so I have emphazied spears, Naginata and Bow. Places such as Kaga and Ise, Yamashiro and Yamato have Buddhist temples, to show there religious leanings. So Oda can fight the hated monks, and the arrggghhh IKKO IKKI!! .Boungo, Hizen=Nagasaki, have portuguese trading posts and some priests due to contact with the Portuguese. Shimazu is christian, so interestingly are the rest of Daimyo annoying, but all it means is that they have trading posts. Most places have improved farmland, showing Japan to be a very agricultural place. The Ronin=other Daimyo shouldn't start producing more
units as they will likely be in debt, think of this as the Ikko Ikki single minded league they share the cost. The reason for this is I wanted a huge Ronin force so it would not be easy they may go to each others aid or standby while you conquer them one by one, I think this is true to the time. On a fun note I played through many times, mostly with Shimazu I really had some well balanced battles, if you play as Uesugi I found it difficult as they are near strong clans, once they sieged my castle in Echigo=Otate it was a winter battle, and gave a beautiful view of a Japanese castle. A good place to die as 1000 Ronin Suwa clan slaghtered my 200 defenders to a man- boo hoo, but I have rebalanced it now, the Uesugi should hold against most attacks. The Takeda are strong but are not and will not be in a position to take Japan, unless you call on Takeda Shingen himself and his invincible cavary (Forgetting Katsuyori's last charge of course!!). But I fear even the Tiger of Kai will not stand against the Oda and Tokugawa.
The Mori are in a strong position but will only subdue chugoku I think. The Shimazu could take Kyushu and progress further. Overall the winner should be Oda or Tokugawa but who knows. I would like to make another campaign
after Nobunagas death also, the rise of Hideyoshi, siege of Osaka, some others I have planned.
Thanks to Hecose for the Shogun campaign editing tool, it rocks. I wish I knew programming.
Anyhow goodluck in the campaign, The shogunate awaits. Sorry p.s a map is enclosed it shows well I think Japan as it was.
New Shogun Warlord Campaigns.zip
New Shogun Total War Campaigns by R. Mark Colborn
These new campaigns are homegrown and offered for your enjoyment only. They are not the creation of either Electronic Arts nor of Dreamtime. They will not be supporting these campaigns and have not endorsed them. They are offered at your risk, and any problems will be yours to own (although there should be no issues; they work fine on my system.)
This zip should contain the following items:
1. This readme file.
2. A folder named Warlords 1550 containing a text file named "positions.txt"
3. A text file named Warlords 1550.txt.
4. A folder named Seven Samurai 1550 containing a text file named "positions.txt"
5. A text file named Seven Samurai 1550.txt.
6. A MS Excel Spreadsheet called "Shogun TotalWar Campaigns.xls"
From the moment I finished my first Total War campaign, I wanted to be able to create or tweak the design of campaigns. The way I play, I never seem to get to the level to see one of my geisha make a kill. Also, I always wanted to see what it's like when the right house is in the right territory to make their clan units in the place where they're born with an extra +1 honor (Mori in Kaga or Kii, Imagawa in Iga, Uesugi in Totomi, etc.) Only Shimazu seems to start consistently in the right place for their forte, and I wanted to see what it was like for the others. With the announcement of Total War -- WE and the inclusion of an editor, I thought campaign tweaking would be mine at last. Alas, the editor was for battlegrounds only, and the good folks at Dreamtime have let me know that each campaign they have created is so customized with specific AI, art, and history, that a generic campaign editor just wasn't in the cards. Now they are working hard on the Middle Ages European sequel, so a campaign editor for Japan just isn't gonna happen soon. So, I located the campaign starting position files in my copy of the game, decoded them -- easy to do since they're in ASCII -- and have begun rolling my own. Sure enough, as Dreamtime said, there are things that can't be done easily and things that just don't work. When you do your own designs, you may find that some combinations just kill the campaign and make it not even show in TW's menu when you try to play it. Other times, it'll start, but you'll see no troops -- weird, huh? Follow the principles I give you below, and you should have pretty good success creating your own stable new campaign.
Campaigns Included in This Release:
Two campaigns are included here for your pleasure: Warlords 1550 and Seven Samurai 1550.
-- Warlords 1550: starts each clan in the territory areas most beneficial to them (not historical) with macho, clan-focused armies, and starting fortresses. Ronin are also beefy. This campaign rolls out big battles with tough units fast. Have not worked it long enough yet to know all the ins and outs of the play balance. Please feel free to send me your comments: email@example.com
-- Seven Samurai 1550: My version of the famous legend. I love Kensai and I love the Mori. In this campaign, if you select Mori, you get to experience the challenges and delights of starting with 7 kensai and a few peasants. For a year or more, you will be handling aggressive rebels with minimal forces. After that year, all your Kensai will be running around with amazing honor. How I have laughed out loud again and again as two Kensai run hundreds of bad guys off the map. How I have been amazed as they run straight for the enemy general and take him out. Enjoy.
To use these campaigns:
Each campaign consists of a folder (campaign name) containing a textfile (positions.txt), and one additional text file (campaign.txt). Unzip them and dump them in the "Total War - Warlord Edition\campmap\startpos" directory. Next time you start a campaign, you'll find them available. The text description for the campaign will not match the new story; it will describe the original campaign copied to make the new one.
If you want to do your own campaigns, I have included a spreadsheet which explains the values I have found in the startpos files.
A. Each campaign in the startpos directory consists of a folder named after the campaign. In that folder is a text file called "position.txt" Matching this folder is another text file, not in the folder, called "nameofcampaign.txt" Both must be present for the campaign to run.
B. Since all of this stuff is specifically designed by Dreamtime, you will want to begin campaign design by copying one of the existing folders (including position.txt) and "nameofcampaign.txt". Change the name of each to the name of your new campaign. Make sure the names are exactly the same.
C. Do not edit the "position.txt" file. Edit the "nameofcampaign.txt" file according to your wishes. You will need to do the following: 1) set the region ownerships according to the clans as you want them placed, 2) review current buildings and change at will, and, 3) do the same with units. Buildings and units will automatically start owned by the side that owns the region.
D. Save yourself some headaches and don't screw around with the position.txt files, or the Daimyos -- except to relocate them into your selected regions. You'll also find that the three big campaigns, 1550, 1580 and Segoku Jidai are the ones most amenable to changes without crashing out. I have not monkeyed with 1530 or Mongol campaign with much success, although I think changing the starting troopies for Hojo would not be much trouble.
E. The Excel spreadsheet includes the values I have determined for clan designation, region IDs, buildings and troop. There may still be a mistaken region ID in the North end of the island. If you find one, let me know and I'll update the sheet.
F. As for editing tools, either MS Word or Notepad work well. I like Word because I can do mass changes using "Find and Replace". MS Excel is a hassle to edit these. Even when I save the files as "space delimited", it wants to get creative and screw up the text file.
Colborn Campaigns In Design:
The following campaigns are taking shape on my own desktop:
A. The Northern Barbarians -- start one of the clans with a stack of Mongols. What if they had come, conquered, stayed, and then a couple hundred years later faced revolt? Or maybe we just pretend Japan is the British Isles and there are dangerous barbars in the North.
B. No Place Like Home -- Start small, but with fully mature citadels.
C. The Emperor's Golden Guard -- A change to start in Yamashiro and call it home.
D. The Dark Lord -- Use Imagawa's Geisha and Battle Ninja like Sauron in Middle Earth. Kill your enemies with overwhelming forces of darkness.
Inside The_Campaigns folder are 3 variations on a theme,
You need to place these folders and files inside the
../WarlordEdition/campmap/startpos/ folder for STW/WE
There are readme files, credits and, in the JDD folders, change.log.
The basic premise for the campaigns are:-
"What If the Hojo Clan never managed to take control of Japan, and minor factions were all that faced the Mongol Horde?"
The idea behind them all is to make the Mongol Campaign harder
by reducing the Players starting resources and by including other
Japanese clans with whom he may ally or go to war.
It becomes a very interesting balancing game.
To offset the reduced resources the 3 campaigns begin with the home
provinces fully or partially developed, including armouries out of place to 'toughen' the starting forces,
AND force the player into the dilema of what units to build where for
the greatest adavantage.
IronMan starts you in a single province, and is very tough for the Japanese clans on normal setting, but you can win.
Japan's Darkest Days starts you with 4 provinces (exept Hojo),
making for a faster campaign, but a larger mongol horde as well.
Japan's Darkest Days SE begins in much the same way as the standard release, except you have access to buildings and units outside the historical timeline. Once those buildings are destroyed they cannot be rebuilt, they also cannot be captured. If you lose yours you will have to bribe a rival province or do without.
These are non-invasive campaigns, they require no changes to any of your existing files.
STW/WE will automatically detect them and make them available to you.
A new Custom Mongol Icon for the clan selection screen (position 3) has been included, courtesy of TNG from Clan Doragon.
The Mongol Horde replaces the Oda Clan in clan selection.
Custom Campaign and Custom Clan descriptions are all included in the relevant folders.
STW/WE will use the icon and descriptions automatically.
For a serious challenge play any clan except Hojo or Mongol.
Sadly we can do nothing at this stage about the lack of heirs for clans other than Hojo, so I have included the best ranked Daimyo from each clan. (some will display negative ages, but fear not, the campaign should not last long enough for them to die of old age.)
Also we can do nothing about the requiremnt for Hojo to stay alive, or victory automatically goes to the Mongol.
Hopefully the patch will address these issues.
In this folder (1-ReadMeFirst-1) are a few files with hints and advice gathered from playtesters.
Above all have fun.
Readme file for "Nobunaga's Dilemma" version 1.0
This file contains some interesting stuff. Not mandatory for playing,
but useful for correctly installing the file.
well, if you are reading this, you unzipped it. Yeah!
1. so, now you will want to move this whole folder to...
C:\Program Files\Total War\Shogun - Total War\campmap\startpos
or the equivalent on your computer. The important part is the post
S-TW part.... \campmap\startpos
2. you will also want to copy the "Nobunaga's Dilemma.txt" file and
and then paste it into the SAME location as in #1.
This will be the ACTUAL start position file. BUT, #1 is also
important because it will have the readme, scenario description,
and another copy of the txt file.
1. Start a campaign... Then, select through until you find this campaign.
It should be after the mongol invasion campaign.
2. Choose whoever you would like and kick some.... butt! Enjoy.
Mori: They were the toughest to balance... and I am still not sure if I
like how they start in this campaign. The main reason being that
the computer was regularly reaching kyoto by 1572. Hopefully, this
is no longer the case.
Shimazu/Oda: BOTH start as Christians. Realize this before you start playing.
Takeda/Hojo/Uesugi: The east appeared very even in the ~10 or so "play-testing"
runs that I did. No one clan always dominated in the east. And each was
eliminated by the other two at least once.
Tokugawa/Imagawa: The small spoiler (more than anything). They can do well if
played well, but they do NOT control their own destiny. They will need
to take advantage of a situation in order to win.
Well, I tried to go for historical accuracy for the most part. Starting in 1565
gives Nobunaga a stronghold, but also dangerous neighbors. He is the center point
of the campaign, but each clan is playable AND DIFFERENT. One cannot play the
Shimazu in the same way one would play the Mori or the Tokugawa.
Overall, the game is expected to be in "resolution" phase by about 1580.
What this means is that hopefully there will only be 3-4 clans left by then.
And hopefully there will not be only 3-4 clans before 1575.
While play-testing, I was always playing on EXPERT. SO, I don't know how
much fun the easier levels will be. If you are having LOTS of problems, please play
on an easier level. The MORI or SHIMAZU are the hardest to eliminate early on, so
try them to get accustomed to the campaign.
I'm not claiming that this is the hardest campaign in the world because
I hope it isn't. I hope it is fun and I ALSO hope the REPLAY VALUE is very high.
Those are always two of my main goals in designing. The other main goal in
this scenario was historical accuracy. (I semi-succeeded/failed on this one).
If you go to the mods/patches forum, you will see some of our discussions
about this... Anyways, one of the bugs in the game... The "Double heirs" bug
which means that you get the heir, but also the heir WITHOUT being an heir...
in other words, a normal taisho (with a rank) having the exact same name as your heir.
THIS does NOT destroy the game in my opinion, but be aware of it.
There is also the VERY ANNOYING DAIMYO RANK BUG!!!
This happens for unknown reasons (as of right now), usually to daimyos where a
Daimyo's WIN in a battle REDUCES HIS RANK.
EXAMPLE: Uesugi Kenshin... was 32-0 (Rank 6)... then, he became
34-0 in the game and had RANK 4. This happens often in all the games
in Warlord, and in this campaign.
alright, well, I hope everyone who plays this campaign enjoys it!
I do plan on making a version 1.1 of this (if there are a few unresolved issues)
PLEASE feel free to send comments or criticism to me. MY ISP does not
work as of right now, but it should by 9/20/01... I do have e-mail though.
So, if you wish to contact me with questions/comments.
-Dennis Mishler aka -Zen Blade