Shogun 2 Esf Editor
Shogun 2 is set in 16th-century feudal Japan, in the aftermath of the Lnin War. The country is fractured into rival clans led by local warlords, each fighting for control. The player takes on the management of one of these clans, with the goal of dominating other factions and claiming his rule over Japan. The standard edition of the game will feature a total of eight factions (plus a ninth faction for the tutorial), each with a unique starting position and different political and military strengths.
- Is there a save game editor like the one for empire the ESF editor that could change your completed research and the FoW and other things? The esf editor that I have doesnt work with the shogun 2 demo so I was just wondering. Ive been over at the TWC and I cant even find the esf editor.
- Feb 27, 2011 - Forum, Totalwar, Shogun, Medieval, Rome, Empire, Napoleon, STW, MTW, RTW, VI, BI. Updated esf editor from just for editing TWS2 esf files.
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The limited edition includes an exclusive ninja clan, the Hattori, and a DLC unlocks a tenth clan, the Ikko-Ikki.The game moves away from the European setting of previous Total War games and returns to the first setting in the Total War series, but making significant changes to core gameplay elements of Shogun 2. For example, to reflect the characteristics of East Asian warfare, the game's AI is designed on the principles of Sun Tzu's The Art of War. Also, compared to Empire which spanned almost the entire globe, the new installment focuses only on the islands of Japan (excluding Hokkaido) and on a reduced number of unit types.
Pijit gambarTotal War: Shogun 2 Gold Edition bundles together the original game with Rise of the Samurai, a DLC campaign set 400 years before Japans civil war, and gunpowder-enhanced expansion Fall of the Samurai. I should note, though, that Fall of the Samurai is still available as a standalone thing, and still the only Total War game to feature trains.Gold edition also groups together a host of extra factions, modes and maps. Quote: Original Posted By corynovaJalan2 ke thread pc games nemu shogun 2:total wars. Kyak apa yah nantinya. Jujur sih aku senang seri total wars yang perangnya close quarter ga kyak napoleon total wars yang uda main senapan. Abis baca buku Taiko sih jadi pengen ngegame yang perang kolosan jepang dahulu. Atau ga perang ala Kingdom of Heaven.
General Navigation. Keys W S A D move the camera forwards, backwards, strafe left and strafe right.
Holding the MIDDLE MOUSE BUTTON and dragging the mouse in an inverse direction also moves the camera forwards, backwards, strafe left and strafe right. Holding ALT + MIDDLE MOUSE BUTTON allows you to rotate the camera around the 3D view. This can also be achieved by holding MIDDLE MOUSE BUTTON + RIGHT MOUSE BUTTON or by using the Q E keys. Scrolling the MIDDLE MOUSE BUTTON forwards and backwards zooms the camera in and out. Creating and editing terrain.
To add some mountains to this featureless map, select the “ Paint” tab in the top left hand corner. From the “Paint Channel” dropdown menu select “ Height”. From the “Brush” drop down menu, select the brush “Mountain16x8ae135”.
To increase the size of this brush, in the “Scale” input box drag the slider to the maximum value or simply enter “1000” into the box. Since we want to add terrain using this brush we need to change the 'Blend Mode' in the drop down box to 'Additive'. You can also change how much terrain is added when you click the mouse. To do this simply change the value in the “Height” input box, so enter 100 here. A high value is not always necessary: it might be easier to have a default value (1) and simply hold the left mouse button down on the terrain to gradually increase height. Move the mouse to the edges of the yellow boundary playing area and click once.
If you want a bigger mountain click again in the same place. Congratulations, you’ve just created a mountain. You can repeat the processes above using a combination of different brushes, scales and heights to create a nice environment for your battlefield. If you make a mistake, you can edit-undo, but this is pretty buggy and is not reccomended. Instead, change the “Blend Mode” to “Normal / Absolute” which will raise or lower the terrain to a uniform height. The default height for terrain in TEd is 10 so enter this into the “Height” input box and use any brush to change the terrain back to default.Here is an example of a map created this way (notice it's zoomed in using the ESC key):If you intend to create a naval or largely water-dominated map you can change the Height Map Bias of the battlefield to lower the uniform height of the map. Do this from EditHeight Map Bias.
Setting to -20 is deep enough for naval battles and you can use the Height Paint Channel to create islands.Here's a naval map I created with the same techniques. Changing the Ground. In the “Paint” tab, select “Blend” from the Paint Channel. From here you can paint the Battlefield with different ground types. Set the “Ground Type” to “Forest”, and use the “GradientRound2x2” brush. We need the brush to be a bit larger so in the “Scale” input box enter 100.
In order to give the impression that the grass terrain blends in seamlessly with the forest terrain we need to change the pressure of the brush. This can be changed with the “Pressure” input box – this works on a scale of 0 to 1 so enter to value of 0.5 here. Click the mouse anywhere on the battlefield to paint the forest type.
If you hold down the mouse you get a stronger effect so repeatedly clicking may be the best option. If you make a mistake, change the “Ground Type” back to “Grass” which is the default ground type and paint over any mistakes. Adding Trees.
When satisfied, you can add some trees. Go to the “Create” menu in the top left hand corner and select “Vegetation” from the Object Type drop down menu. This feature is described in more detail here. Click the “selecttrees” button to see the available trees for placement. Select a species type from the top left window and then click the “-” arrow to add that species to the current selection.
This can be done for any combination of trees you like, or alternatively select a pre-set selection from the menu on the right hand side and click “Load selection.”. Press “OK” to close the “selecttrees” window. There are two methods available for placement of trees – Single or Brush. Using the brush is quicker; select it from the 'Mode' menu. Increase the scale of the brush and paint over the forest areas you created earlier. If you want to delete or move trees around, simply use the “ Select” tab, or alternatively you can select objects in the Instance ListYou should end up with something similar to this:You can add buildings and other objects to the battlefield including placement of castle pieces to create castles for siege maps.
All available buildings are accessed through the 'Model Selection' menu. Adding Buildings.
In the “Create” tab, select “Buildings” from the Object Type drop down menu. Select the “plainsvillagebuildingslargehouse” from the “Model Selection” drop down menu. The building will appear on the cursor. Holding down the ALT key will enable rotation of the building. Left-click to place. Similar to “Vegetation” you can always use the “Select” tab to re-select buildings to move, rotate or delete any building you have placed.
Select another building from the “Model Selection” drop down menu and place it onto the battlefield. In the example a combination of different houses and rocks are used to create a small settlement. You can use the Height and Blend Paint Channels described earlier to raises parts of the terrain and make a dirt path by selecting the “Mud” ground type under the Blend paint channel (used in the same way as creating a forest area)You can use the same process described above to place as many trees or buildings as you like. Deployment ZonesThere are different ways to change the deployment zones in your maps. I personally have not had luck editing the values for Alliance IDs and deployment zones and there is a bug where zones do not save correctly.The simplest way to change the zones is to:.
Go to the 'Select' tab and use 'Vertex'. This will enable you to manipulate zones. Use the mouse cursor to select the vertices of the existing deployment zones and drag them to your desired position. This can be made easier by first selecting the chosen deployment zone in the Instance List on the right, under 'Layer'Base Layer'. As far as I'm aware there is no easy way to select these vertices, so you just need to keep trying, zooming in, realigning the camera etc.
If a vertex is on a gradient, it might be easier to move the zone (after selecting it in the Instance List) off the gradient and manipulating the vertex from there.When your mouse moves over a vertex it will highlight like this:Zones changed in this way are evident in this map:If Deployment Zones are not already present on your map (they get added automatically if you select New Battlefield from the File Menu) you need to add them in. From the “Create” tab, select “Deployment Zones” from the Object Type menu. Choose an area on the map you would like your first army to start. Click the LEFT MOUSE BUTTON to place the first vertex of the deployment zone, click in the same fashion to place additional vertices to create the outline of your zone, and to close the zone up simply place the last vertex on top of the first. This is your first Deployment Zone. You need to create another deployment zone with a different Alliance IDBUG: The “Alliance ID” cannot be changed from the initial Deployment Zone menu. In order to change it and ensure that Deployment Zones are saved out correctly use the following workaround:1.
Place the Deployment Zone as outlined above.2. Go to the Instance List on the right of the screen and expand the “Layers” node3. Expand the “Base Layer” node4.
Scroll down to the Deployment Zone entry in the Instance List and select it5. In the property panel section below, find the entry for “Alliance ID” and drag the slider or enter a “1” in the value box.6. The Deployment Zone should have now turned blueBoth a red (0) and blue (1) deployment zone need to be present in order for them to save correctly.Sometimes, changing deployment zones is not necessary. This is a naval map I've made for instance, and the deployment zones are in default positions.There are advanced tools which can be used, for instance, causing units to perform specific actions past certain points. These can be seen in the wiki.totalwar.com. Editing the XML file.
Navigate to the location your map was saved to. If for some reason you cannot access AppData, enter%appdata% into the directory bar, otherwise search for a quick solution. The XML file is called mapinfo.xml. Right click on it and click 'edit' to open it in notepad. It should look like this, with the info which can be replaced in bold. My First Shogun 2 Map My First Shogun2 Map The Creative Assembly land 1 1 1.0 false 11570. Simply change the necessary values and 'Save' and exit.
Don't forget to change 'historical' to 0. The information here affects the map in-game. If you intend to upload the map, the workshop title and description are separately added and changed later. For my naval map Moon Lake I entered these values.
Loading the Map in-game. There are two areas in Shogun 2 where you can play your custom made maps. Custom Battle Multiplayer Battle. While in any of these two areas you can load your custom map the same way you would select a normal map. If your map does not appear in these locations, make sure you have not saved the map as a 'historical' map in the XML file (see above). If in a Multiplayer Battle and your opponent does not have the map you have selected they will begin downloading it. This may take a while.
You may chose to upload your map to the Steam Workshop and share it. Before doing so, make sure you have followed all prior steps in the previous sections and tested out your own map.
To test out your own map you do not need to upload it to the workshop first, it will be available anyway.Anyway, to upload follow these steps. From the editor, with the map loaded, go File Upload to Steam Workshop.
Your editor may go unresponsive, so don't break it and click stuff. Once uploaded, you will be directed to the map on your browser. From the steam client, you can see it like this: My Profile Workshop Items OR from the Shogun 2 workshop page.
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From here, you can edit the title and description, add screenshots and link youtube videos. For screenshots, you can capture images in-game using with the steam overlay. When you close the game a window with your screenshots will pop up (you can alternatively go ViewScreenshots), and pressing 'Show on disk' will take you to where the screenshots are saved on your computer. Copy and paste this directory into the window when you 'browse' for images to upload. Another tip for screenshots is using to hide the in-game HUD.
Note: editing the workshop image is detailed in the previous section. By default the map will be 'hidden'; you can change that from here too. Users will be able to download the map by 'Subscribing'.
If you need to change something, you can load the map in the editor again, amend it, save it and 'update' the map on the workshop. Users who have already subscribed will receive this update. Beware though, the description and title may disappear so you might want to copy it elsewhere so you can add it back in. That's it, congratulations.