Total War: Shogun 2 was released in 2011. The game is developed by the British company. A publisher is the Japanese company Sega. This video game has much in common with the very first part of this Shogun Total War series. Events of the game take place in Japan in the 16th century. It is known from history that there were feudal dissociation and continuous wars during this period.
Release Name: Total War Shogun 2 Release Date: 2011 Version: Full Game File: Torrent Platform: Microsoft Windows (PC) Age:13+ Developer(s): The Creative Assembly Publisher(s): Sega Genre(s):StrategyTactics
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Total War: Shogun 2 review
Game Total War Shogun 2 Free Download is designed for fans of strategy. The player needs to understand policy, to be an economist and the intelligence agent. Only thanks to correctly chosen strategy there is a chance to unite the shattered state and to preserve the peace in the country. Except matters of state, the player is involved in large-scale battles at the sea and on the land. It is possible to play a game several times, choosing other Japanese general every time. It depends on the choice what army will be at the disposal of the player, and how rich he will be.
MegaGames - founded in 1998, is a comprehensive hardcore gaming resource covering PC, Xbox One, PS4, Wii U, Mobile Games, News, Trainers, Mods, Videos, Fixes, Patches. In very simple terms, download the trainer, use WinRAR to open the file, extract the.exe file (which is the trainer of course). Start the game, then press ALT + Tab on your keyboard to minimize the game window, now go to where you extracted the trainer exe, double click it, when the trainer starts you will be presented with the options such as. More Shogun 2: Total War Fixes. Shogun 2: Total War b5934.393228 All No-DVD [RVTFiX].
Graphics is in a top level. Soldiers are highly detailed; sea battles strike with the beauty. Characters speak Japanese, but there are subtitles. The game forces to think and make important decisions, knowing that there is no way back. The result of battles depends on player's decisions therefore it is necessary to think thoroughly in the course of the game. Screenshots
System Requirements
OS: Windows XP/7/8/10
Processor: Intel Dual Core 2.0 GHz
Memory RAM: 1 GB
Storage: 20 GB
Graphics: 256 MB
DLC's
Sengoku Jidai Unit Pack
The Hattori Clan Pack
The Ikko Ikki Clan Pack
Saints and Heroes Unit Pack
Otomo Clan Pack DLC
Dragon War Battle Pack
Rise of the Samurai Campaign
Blood Pack DLC
Fall of the Samurai DLC
Fall of the Samurai - The Saga Faction Pack
Fall of the Samurai - The Obama Faction Pack
Fall of the Samurai - The Tsu Faction Pack
Fall of the Samurai - The Sendai Faction Pack
Fall of the Samurai Blood Pack
Features RePack
Version: Gold Edition
Tablet: (PROPHET)
Type: RePack by R.G. Catalyst
How to install Total War: Shogun 2 game
Disable antivirus software! He can delete the necessary files for the game!
Download the torrent and run the torrent client
Wait for the game to load
Open the folder with the game and run “Setup.exe”
Follow the instructions of the installer (Installation time 35-45 minutes on the HDD, Depends on the computer)
Play and enjoy! * The game language can be changed in the game interface!!!
Total War: Shogun 2 Free Download Torrent
12 May 2017total-war-shogun-2-repack-by-rg-catalyst.torrent 9711.2 GB
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An epic Shogun 2 patch has landed alongside the standalone expansion, Fall of the Samurai. If a dozen sumo wrestlers were to combine into a twelve foot tall Megazord of sumo wrestlers, the resulting horror would not be as large or fleshy as this update, which adds 40 vs. 40 units battles to multiplayer, 22 new land and sea maps to fight on, Steam cloud support, reduced battle load times, 'greatly reduced' AI turn times and some 3000 words worth of balance shifts and bug fixes. Bikkuri shita!
The fixes listed in the patch notes below affect every aspect of the game, from the campaign map, to the real time battles and multiplayer. https://imheavenly.weebly.com/aion-upheaval-patch-download.html. There's a bit of good news for anyone who bought the Blood Pack for Shogun 2, it'll apply the same effects to Fall of the Samurai's battles, too. Here's the full change list.
Headline additions – also available to Shogun 2 players
40v40 unit battles available via 'control large armies' option in Custom Battles and Multiplayer
Numerous Battle and Campaign AI improvements (see Battle and Campaign sections below)
Greatly reduced save-game file sizes and full Steam Cloud support
Battlefield load time improvement (approximately 30% dependent on machine spec)
Greatly reduced AI turn-time
22 brand new Land, Naval and Siege battle-maps
Full patch notes
The majority of these also apply to Shogun 2.
General fixes/additions
Fixes for known multiplayer campaign desyncs
Introduced option to auto-trigger abilities through right-clicking
Towers can now be ordered to fire at specific targets
Domination (capture all points) victories added for multiplayer
General optimisations across all areas of the game
Ability to queue technology tree research
Ability to set groups to AI control
Ability to lock group formations with new UI button
Fixed missing siege models
New front-end background camera pans
Campaign AI turn-times reduced due to pathfinding optimisations
Fixed attack intercept position when in and around islands
Fixed bug where some submerged ships did not surrender
Fixed several rare crashes in naval battle.
Improved circling behaviour for all ships
Improved range detection for Fire Bomb Kobaya
Removed stop-start movement for AI ships moving in a group.
Improved target selection for naval AI
User Interface
Modified the Standard Camera in naval battles to ensure that the horizon is always visible.
Added UI toggle to battle HUD (bottom left corner), so can hide UI elements
Mousing over unit cards now highlights the corresponding unit as if mousing over them
Double pressing group frame or double pressing group number shorcut zooms to groups
Added lock formation button for groups; groups act like did before, locked into formation by default, but can be unlocked to behave like a selection group. This provides an easier interface for players just wanting selection groups. (Can still quickly create a selection group pressing ctrl+g, which can also be used to toggle lock)
Added UI support for more units in a single battlefield, card system now goes onto double rows when required
Cursor no longer gives option to attack unmounted horses, as doing so would give order to attack riders which could be confusing
Inspiration range now drawn for all units with inspiration aura, not just for the general (like hero units)
Added ship schematics to info panel for boshin ships, to provide more detail on ships state
Fixed graphical issues with naval fire arcs in night battles
Added player names to MPC tooltips
Added fade transitions to info panels
Unit cards now coloured based on unit category
Added support for unbound keys, so can disable shortcuts rather than having to give obscure shortcut
Added page numbers to tooltips
New group frames to support double rows, and now highlight when moused over or group selected; as well as showing group number rather than japanese number for easier access via shortcuts
Multiplayer postbattle screen reworked
Added option to invert camera's x-axis
Can now move around battlefield when battle results present
Can no longer use debug camera from preferences while in multiplayer battle
Fixed text running off battle tooltips for some gempei units
Fixed bug where info panel would not update while paused during a replay
Bridge icons on battle radar given better image, and now orientated correctly
Fort walls now visible on radar map/loading map
Pings placed on invalid terrain no longer appear in middle of map
Ship tooltips/cards number of men take into account officers
Inactive battle hud buttons have tooltips
Fix for rotated UI images behaving incorrect when running widescreen resolution
Fix for realism mode setting being lost for campaign
Officers taken into account for ship numbers on unit cards/tooltips
Fixed in game chat highlight issues
Building info panel resizes unit entries dynamically to fix unit names being clipped in certain languages
Can now use context and tracking cameras in replays
Fixed issue where pasted invalid characters into text inputs
Neatend effect bundle tooltips so not larger than need to be
Can now double click on ground in battles to move to that location
Drag out units display now shows two arrows when will result in run on release, 1 arrow when will result in walk
Improved target/path marker spline quality so doesn't stretch out, and head now represents movement speed of unit it represents (so know if running or walking to current target)
Added ability to view replays at end of battle/replay, rather than routing player back to front-end then back into battle
Post-battle screens now appear for replays
Tweaks to main menu button animations
Fix for inconsistent naval crew-icons on ship cards between front-end/campaign and battle
Battle-lobby countdown timer moved so retainer panel not obscured
Tweaked UI banner-scaling (slightly smaller) and UI splines brought closer to ground (fire arcs, paths, etc)
Fixed cinematic borders not always being flush to edges of screen, resulting in gaps at top and bottom
Added UI to toggle auto-triggered abilities. Right-clicking on a supported ability button will toggle it to auto-trigger, where the AI will decide when to use the ability, in order to save the player some micro-management.
Chat-toggle button now hides all chat when currently visible rather than input, and button is highlighted when player has unread messages
Group number shortcuts are now rebindable
Moved pings to left-click rather than right-click for UI consistency
Realism mode changes: radar visible during deployment, morale visible on minimal tooltips
Campaign
Fixed rare case where pre-battle camera would trigger too early if an agent or neutral army was between the attacker and the defender under certain circumstances.
Campaign variable 'family_rounds_between_wife_offers' now also determines the earliest round a wife can be offered
Stopped generating movement extents for armies on the pre-battle screen
Fixed rare campaign lockup caused by an agent being forced out of its reserved area
Fixed very rare campaign lockup involving an ambush across a land bridge, where an agent or third party neutral army is between the acting army and the ambusher
Fixed multi-turn AI actions against the human player causing the game to drop out of speed-up mode even though the action will not complete that turn
Changed format of campaign height-map to reduce load time and significantly reduce memory usage
Fixed very rare crash caused by autosave saving an army in an incorrect order
Fixed bug when issuing orders to agents on navies against target agents in armies
Fixed trade-route tooltip which showed only one imported resource per route
Fixed a rare lockup caused by a successful agent action causing an army to move, whilst another army is also in motion under certain circumstances
Fixed rare crash when two multi-turn embark orders – to embark two different armies onto two different navies – resulted in an attempt to perform both embarks at the same port in the same turn
Fixed rare crash caused by the Daimyo's brother not being demoted from command of an army when the Daimyo dies while there is a superior general in the army
Fixed a few issues with commerce-raid value updates when merging and splitting raiding navies
Added information about when a diplomatic action would be considered dishonourable by other clans
Selecting an agent in an army now shows the agent's movement extents.
Improved rope visuals on campaign map buildings
Fixed trade-route information not being updated when a port is damaged
Fixed obscure issue which prevented other factions' movement extents showing if they had military access to player's territory, but player did not have military access to theirs.
Modified several game areas to fail gracefully instead of crashing when loading incorrectly modded data
Various memory-usage optimisations
Fixed being able to get more than three agents in a city
Fixed unusual crash in pathfinder related to blockaded ports
Fixed crash in event-log system
Fixed crash when issuing an order to a previously merged army
Fixed crash related to capturing artillery
Fixed bug where reinforcement armies solely comprised of units that can't enter as reinforcements (such as artillery) were counted as reinforcements in pre-battle
Fixed bug where region ownership for unseen rebel regions was visible
Fixed bug where attrition-indicator showed on rebel banners when they weren't suffering attrition
Fixed crash when bribing cities that are under siege
Fixed issue with missing army-templates causing lockups
Fixed crash in sound tracker
Fixed crash in agent-options dialog
Fixed issue with 'surrender imminent' message
Fixed issue where certain melee and charge bonuses were not working correctly in battle
Fixed issue where shroud was updated many times when a Clan dies, causing some slowdown
Fixed unit exchange issue when in ports
Fixed issue where some characters destroyed in battle remained alive
Fixed issue where pre battle UI appeared in odd order when player was playing as AI in MPC
Fixed issue where campaign thought ships needed 0 crew to function
Fixed case where MPC players are forced to spectate an AI-vs-AI game
Fixed issue where MPC co-op allies received message that enemy is retreating when allies are retreating
Fixed issue where ambush cursor did not show for characters in garrisons
Fixed bug where a force would act on incorrect orders after capturing units
Fixed issue where recruited agents were unable to enter the settlement they were recruited from on the turn they were recruited
Fixed missing building name in 'legendary building built' event-log entry
Player now gets full spying information on a force after attacking it
Improved campaign experience-handling
Removed timer from certain battles to prevent exploit
Port selection marker is now centred around the flag
Armies now only get region-unrestricted replenishment in enemy regions
Tweaked some message events to be more informative
Various campaign load-time and memory usage optimisations
Reduced memory usage in front end startup process
Reduced campaign animations memory-usage
Improvements to campaign building-display resource usage
Fixed religion/allegiance zeal display in religion tooltips for more than two religions
Various mission bugs fixed
Fix to clear military crackdown repression on handover of region
Only primary generals now get full XP in battles; generals commanding reinforcements get reduced XP
Technology goal can be selected to guide auto-selection of next tech when research completes
Save games: compression and other size reductions to make files dramatically smaller; Steam Cloud support added
Battles
When units are climbing walls men can now fire their bows or guns when at the top of the walls while men in the same unit are still climbing
Movement arrow now appears when units are ordered onto positions on zones such as fort walls
Fixes for units not being able to fire at units behind fort walls in certain circumstances
Unit destination proxies (shown on space bar) now update when the game is paused
Fire arcs now only turn off when 'fire at will' is off and melee mode is enabled
Improvement to display of fire arc facing when defending a zone (e.g. on a fort wall)
Fix for not being able to turn off fire at will when defending a zone (e.g. on a fort wall)
AI unit shooting-line analysis tweaks
In siege battles where the AI is attacking, artillery can now deploy on multiple lines.
Units now change their tactic state more effectively if they are idle and under fire in siege battles (when AI is attacking)
Stopped units behind fort walls being unfavourably targeted by artillery
Fixed several fort-reinforcement AI bugs
Stopped units from being issued attack orders when they are climbing fort walls
Stopped units from prioritizing the capture of distant towers in siege battles
Fixed several bugs with idle cavalry during AI-attacking siege battles
Fixed bug where AI was unable to place units on a sensible fort approach
Fixed strange movement bugs in AI fort defence
Fixed rare crash-issue resulting from a scenario where the player enters a battle with no units because they are reinforcing another player, and all their units are artillery (which cannot be deployed as reinforcements)
The 'last stand' morale state, triggered when castle defenders are fighting to the death, now imposes penalties on ranged accuracy and reload rate
Battle AI is more likely to deploy cavalry on both of its flanks, allowing for greater opportunities when flanking and executing a double envelopment
Fixed an issue where naval reinforcements sometimes did not fully enter the map
Introduced a variety of improvements to the battlefield AI's use of outflanking and double envelopment manoeuvres, making these tactics more effective overall
Fixed a rare issue where some reinforcement units did not enter the battlefield because they were not correctly resized to avoid obstacles outside the playable area
Battle AI now performs a deeper analysis when it decides between walking and running, resulting in the AI moving more swiftly when appropriate and tiring its troops out less often
Fixed an issue where ships left a battle with incorrect experience data, causing them to gain experience prematurely
Fixed an issue in Battle AI which delayed its ability to move to a good defensive position outside its deployment zone once the battle starts
Fixed several issues in the way that the Battle AI assembles and holds a defensive line. The AI is less likely to reform when an enemy is near, and will be more stable when holding the line
Battle AI now does a better job of advancing a firing-front towards an enemy, by performing a more robust selection of a direction from which to attack
Mounted shooters now avoid shooting through friendly units before firing in the same way that infantry shooters do
The duration of the friendly-fire penalty has increased from 6 seconds to 30 seconds
When trying to set buildings alight, archers no longer continue to fire on buildings after their flaming arrows are spent
When a unit is within range of multiple friendly passive inspiration auras, it is now given a bonus equivalent to the largest single aura; the multiple auras do not stack. Previously only the commanding general's aura was ever applied
Fixed issue where a veteran unit could gain its statistics bonus prematurely during the battle, once enough experience points had been earned but before the end of the battle
Fixed issue where LAN server browser contained wrong information
Fixed some crashes with multiplayer
Improved chat-room population system
Fixed issue where battle voice was not working
Fix for rare case where land units could be taken into naval battle
MP abilities
Stand and fight: melee attack bonus reduced from 3 to 2
Standand Fight: reload bonus reduced from 10 to 5
Hold firm: melee defence bonus reduced from 6 to 3
Rally: morale bonus to non-routing units reduced from 2 to 1 (bonus for units already routing is unaffected)
Naval whistling Arrows duration halved
Special abilities for towers
MP unit caps
Kisho Ninja capped at 4 per army
Mounted Samurai capped at 3 per army
MP retainers
Infantry officer: +1 morale
Way of the Ikko-Ikki: +1 morale, +2 melee defence & +5% cost for monks and ashigaru
Rennyo's teachings: -1 melee attack, +3 melee defence all units
Stricken unholy forge: -1 armour to enemy melee troops