LCJr_NobunagasAmbition.zip
Nobunaga's Ambition v1.0
This is my miniscule contribution to the Shogun community. Starting terrorities for each clan are as historically accurate as possible on the Shogun map. Proof you don't need to distort history to get a balanced game:) During my playtesting each clan with the Imagawa took control of the East at least once. Uesugi dominated about 40-50% of time. Imagawa always starts off extremely strong but then overextends himself and is eliminated. Unsure about the West as I was having some problems getting Mori going early on. Without giving him the mine in Aki he does absolutely nothing. Could probably get around that by tweaking his building_choice.txt to favor mines.
Included is tweaked Owari map. I got tired of the AI trying to form an assualt column only to get trapped by the huts and just sit there like idiots. So I simply deleted the buildings and trees on the AI's side of the river and problem solved.
Play it with the stats of your choice. Just my personal opinion but using the building+unit choice.txt's and invasion.txt's from Dr. Miller's Amagi campaigns seem to give a better game.
A big thanks to Hecose for his editor. Thanks also to everyone else who helped discover how to modify the game. And of course thanks to KOEI for giving me my first taste of Sengoku era wargaming.
-Lon Chaney Jr
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GENPEI WAR MOD.zip
This mod will allow you to play a new scenario based on the Genpei War
Ive changed text files , Province images , and icons all around the game
the only unchanged ( important ) thing are the Clan crests in the daimyo selectio
menu , simply they were too big , i would have lost hours tryng to change them
Ive added two little .mpgs for you pleasure ... epecially the end one ...
Multiplayer games are still fully playable , the only problem is that you cant see a previous
of the map you are going to play ( if a classic one ) but any epert player know them just by the name
Remember that you game last as the life of your daimyo ... so dont waste time tryng to 'build'a Geisha ...
Beware that uninstalling the mod you will remove files that are necessary for the game to run !!
if you want to go back to the old graphic ( not that you need it for pratical reasons cos the game remain exaclty the same !! )
you have to unzip the files from the little ZIP named original files leaving the path names on ( In that way you will not restore old province images
and the 2 mpgs used )
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1534 campaign.zip
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!
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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!
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Shogun_Amagiv1.7.zip
Version 1.7
Minor changes to 1545 campaign. Altered Ashigaru so that they are in a slightly more extended formation than Yari.
Version 1.6
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.
Version 1.31
Altered troopstats text, increasing size of Mongol light cavalry.
Altered projectiles text, returning grenades to original.
Version 1.3
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.
Other files:
Campaigns Only v1.4
Amagi1.1
Amagi1.2
Amagi1.3
Amagi1.4
Amagi1.5
Amagi1.6
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tsukiyo campaign.zip
Tsukiyo-moonlight
Hi there
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.
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