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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NobunagaDilemma.ZIP
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.
Installing...
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.
....\campmap\startpos
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.
Playing...
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.
Critiques/Comments:
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).
TAISHOS/DAIMYOS:
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.
HAVE FUN!
-Dennis Mishler aka -Zen Blade
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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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MTW VI 201 Patch
This is the official CA patch for MTW VI. This distribution doesn't use an installer and can also be used to patch custom installations. |
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