Total War: SHOGUN 2

Total War: SHOGUN 2

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Customized Darthmod V5 (1.5)
   
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79.230 MB
29 Aug, 2013 @ 2:21pm
10 Sep, 2013 @ 10:57am
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Customized Darthmod V5 (1.5)

Description
Customized Darthmod is a modified version of the quintessential Total War: Shogun 2 mod, Darthmod, created by the wonderful Darth Vader of the Total War Center. This modified version of Darthmod aims to subtly alter the base Darthmod experience to make combat more brutal, visceral--and dangerous--as well as to ever-so-slightly reduce micromanagement in the late-game.

In general, I have increased the lethality of ground combat units: ranged units are more accurate, melee units deal more damage. This makes combat more realisitcally difficult as you'll lose soldiers more quickly--so there's less opportunity to regroup your forces and try again after after a failed engagement. If you charge a hilltop formation of archers with lightly-armed infantry, for example, you can expect to see your infantry suffer massive casualties--as it should be.

Be warned that while most of the changes I've made are minor and do not effect the overall balance of the game to a great extent, the changes were made to suit my own, personal preferences and the resulting rulesets, therefore, may not be as finely balanced as in "vanilla" Darthmod.

Customized Darthmod contains the original Darthmod version 5.0 with the following modifications:

ECONOMY
Increased Commerce GDP for all applicable buildings by 400.
Increased Farm GDP for all applicable buildings by 150.
Increased Industry GDP for all applicable buildings by 1000.
Increased Mine GDP for all applicable buildings by 200.
Increased Port GDP for all applicable buildings by 500 (1300 for Fall of the Samurai campaign).
Increased Food Provision for all applicable buildings by 2.
Decreased negative modernization effects by 50%.
Decreased training cost of all units by 100.
Increased cost of all trading ships to 1200.

UPKEEP
Increased upkeep for all artillery units by 10.
Decreased upkeep for all cavalry units by 10.
Decreased upkeep for all melee infantry units by 30.
Decreased upkeep for all ranged infantry units by 20.
Increased upkeep for all heavy navy units by 20.
Decreased upkeep for all light navy units by 25.
Increased upkeep for all medium navy units by 5.
Increased upkeep for all merchant navy units by 50.

LAND COMBAT
Increased marksmanship for all ranged (bow) cavalry by 10.
Increased marksmanship for all ranged (musket) cavalry by 2.
Increased marksmanship for all ranged (bow) infantry by 20.
Increased marksmanship for all ranged (musket) infantry by 5.
Increased marksmanship for all ranged (rifle) infantry by 10.
Increased marksmanship for all ranged (rocket) infantry by 1.
Increased marksmanship for all ranged (sling) infantry by 2.
Increased marksmanship for all artillery units by 15.
Increased the ammo for all ranged (bow) infantry by 10.
Increased the ammo for all ranged (musket) infantry by 10.
Increased the ammo for all ranged (rifle) infantry by 10.
Increased melee attack for all melee infantry by 1.
Increased melee attack for all melee cavalry by 2.
Increased charge bonus for all melee infantry by 1.
Increased charge bonus for all melee cavalry by 5.
Increased charge bonus for all ranged cavalry by 1.
Increased minimum unit strength to 10%.

NAVAL COMBAT
Increased marksmanship for all ranged (bow) marines by 35.
Increased marksmanship for all ranged (matchlock) marines by 15.
Increased marksmanship for all ranged (firebomb) marines by 5.
Increased gunner marksmanship for all applicable warships by 1.
Increased gunner loading skill for all applicable warships by 1.
Increased accelleration for all ships by 0.2.
Increased top speed for all ships by 3.
Decreased armor of all marines by 1.
Increased ammo of all ranged marines by 20.
Increased melee attack of all marines by 2.


These apply (where applicable) to the Shogun 2 Grand Campaign, as well as the Rise of the Samurai and Fall of the Samurai expansions.

______________________________________________________________________________


This mod was altered (with permission) to suit my own personal tastes. I have zero modding experience and simply wished to smooth out a few things. Please consider this modification a perpetual work-in-progress.

If you have any suggestions for further modifications, please feel free to let me know in the mod's discussion forum. If it's something that sounds cool/fun/interesting... *and* I can figure out how to do it, I'll give it a try.

Please visit the Modus Operandi and Feedback Thread(1) to see a full explanation of why I changed what I did, and/or to let me know what you think of my Customized Darthmod:

http://steamproxy.net/workshop/filedetails/discussion/174026113/846963165461536724/

______________________________________________________________________________


A NOTE ON COMPATIBILITY

Customized Darthmod is a customized version of Darthmod v5.0, also available on the Steam Workshop. It, therefore, does NOT require any other mods to function. DO NOT activate both Customized Darthmod and vanilla Darthmod at the same time as it will cause system instability.

You may(2) also need the Audio Fix:
http://www.twcenter.net/forums/showthread.php?p=12073038

This mod should be fully compatible with any other mod that is also compatible with vanilla Darthmod (Vastator Unit Style, etc.)


______________________________________________________________________________



1. If you want to contact me directly, leave a comment, do NOT post in the forum--I hardly ever check it, so it'll probably be months (or years) before I see anything (if ever).
2. The audio fix is "required" for the full version of DarthMod. This mod shouldn't affect any of the audio, but I'd recommend downloading it anyway--better safe than sorry and all that.
Popular Discussions View All (2)
10
15 Jul, 2023 @ 4:43pm
V2.0 Unique Changes Suggestion, Discussion & Testing Thread
Arsene Lupin
21
22 Jul, 2019 @ 1:06am
Customized Darthmod (CDM) Modus Operandi and Feedback Thread
Arsene Lupin
205 Comments
ParreN^ 23 Oct, 2023 @ 11:57am 
great work! but i just wonder, can you possibly make so that the yari ashigaru figts with theirs spears and not the sword? in kinda fucks up the immersion when u have thounsands of guys with long spears on their backs instead of using them for fighting. Much love
Nightmare799 16 Jul, 2022 @ 7:48am 
Thanks for responding Arsene. I did some more research and found out one can safely use a https://www.twcenter.net/forums/showthread.php?538081-Bayonets bayonet mod. The stats remain the same, the only difference the units like imperial guard have bayonets.
Arsene Lupin  [author] 16 Jul, 2022 @ 4:04am 
@Nightmare799: I'm not sure, I'd have to double-check vanilla FotS and I'm away from my PC currently. This mod only affects a single table of values, and it's possible one of those values can be used to change a unit's weapon type. I'll look into it the next time I boot up my PC. I've been meaning to make a few additional changes to this mod, so it's no trouble.
Arsene Lupin  [author] 16 Jul, 2022 @ 4:01am 
@TAYNAY: Thanks, glad you're enjoying. I don't think there's anything in the mod that would affect unit formations, so I have no idea what could be causing. I'll take a look, though. Thankfully everything is just in one big table.
Nightmare799 14 Jul, 2022 @ 8:57am 
Thanks for the mod. I have to ask though, is the imperial guard infantry supposed to have katanas instead of bayonets? It's kind of breaking my immersion because while all the line infantry have bayonets, the imperial guard (maybe other guards unit as well) have swords. Is there a way to change this?
TAYNAY 13 Jul, 2022 @ 10:24am 
Hello Lupin,
Great tweaks to the mod! Really loving it compared to the base Darthmod pack, feels more lethal and faster paced! Well done!
However, I have seen one issue that puzzles me so far: Bow Cavalry and No Dachi Samurai units seem to be stuck in loose formation at all times, with the loose formation toggle button having no effect on them. Any idea what might be causing this? It makes charges with the no dachi significantly less deadly, so while playing as the Date, its crippling.
Please let me know if there is a fix that you would recommend. Thank you!
S7UBBS 24 Jun, 2022 @ 7:18am 
This sounds like what I was looking for with darthmod. Thanks almost 10 years later lol.
Arsene Lupin  [author] 14 Dec, 2021 @ 2:22pm 
This .pak will have zero effect on the game's audio, so I don't know why that's happening for you. If you're still having issues, I'd suggest checking the Windows Volume Mixer to see if the application is getting muted, or if it's emitting audio that you're just not hearing (which usually indicates an audio driver issue).

And if all else fails, there's always uninstalling the game via Steam, manually deleting all of the game files, and reinstalling.
José 12 Dec, 2021 @ 8:11pm 
@Arsene Lupin my mod even unsubscribe from the workshop does not come out! stay in the game! even if I manually delete the .PAK files from it. and when I remove the audio correction the mod uninstalls but the game is muted.
Arsene Lupin  [author] 11 Dec, 2021 @ 5:41pm 
Easiest way is to unsubscribe from the Workshop, but that's definitely not something that would be caused by this mod.