Total War: SHOGUN 2

Total War: SHOGUN 2

FoTS Artillery Unit Pack T1 - Full Version
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213 Comments
✠☧☦VarangianAfro☦☧✠ Dec 28, 2016 @ 8:01am 
ok i got a crush after the stastionary "big" guns (i think they are called napoleonian 12pounders or something like that) the ones that are same as the coastal batteries... its when the make contact and while i am close to the smoke effect they make.. plz any help i cnt continue my campaing :( marry xmas and happy new year all!
TheFishlord Oct 28, 2016 @ 8:59pm 
Is the fact that "garrison" artillery can be taken out of its garrison and used in the regular mobile army intentional?
otb_fawaz Oct 14, 2016 @ 11:34am 
its doesn't show to me why
nosuchname Sep 19, 2016 @ 2:49am 
Use the fix he suggested in the description.
Wellesley Sep 14, 2016 @ 8:28am 
I'm not sure if it's this mod mixed with another or this one alone but the Levy units sound like cannons when they fire and parrot guns now sound like muskets. Does anyone know what's happend?
Yukko Kusanagi Aug 26, 2016 @ 8:27am 
By the way, those shots shouldn't physically be able to hit that far too.
Yukko Kusanagi Aug 26, 2016 @ 8:27am 
If you want your artillery to feel literally worthless, this is the mod you're looking for!
http://prntscr.com/caqmf6 - and this is just to show you how much worthless it is (and those artillery pieces were one of the more expensive ones too).
GrandMasterFlash99 Aug 7, 2016 @ 10:59am 
Parrot and Armstrong guns feel fucking worthless after installing the mod.
Balls Of The Eagle May 15, 2016 @ 11:10pm 
Just so you know Artillery isn't queen of battle but KING...look it up infantry is the Queen
estano22 Mar 29, 2016 @ 8:43pm 
como lo bajo al mod por favor alguien en español. gracias
j_jaquish Jan 4, 2016 @ 6:46pm 
Do the Howitzers (Napolean) shoot at a different arc as opposed to normal cannons (Parrot/Armstrong)?
omzcanada Dec 29, 2015 @ 11:47pm 
I really like this mod. Lots of good things about it, also like some of your other mods too. But I found a problem with the artillery; some of the art. doesn't unlimber properly, it gets stuck half way and won't respond. Other than that, good work and keep it up!
Dustraiser Nov 7, 2015 @ 4:31pm 
By the way, I loved the mortars, even they are short range, they do pack a wallop
Dustraiser Nov 7, 2015 @ 4:24pm 
there seem to be a problem with the horse drawn artillery, without the mods, the guns is pulled up front before it was unlimbered, with the mod, the horse crew would simply unlimber the guns where it stood, normally this is not a problem when it was positioned on a plain or a hill, but when you want it placed near the edge of the cliff for a better firing position, the guns almost always ends up sitting where they can't fire a shot, plus the guns fires like a rifled gun rather than a normal artillery cannon
Exadius Aug 19, 2015 @ 1:41am 
Does this work with the Radious mods?
toxichazza Aug 18, 2015 @ 2:15pm 
link sends me to a blank page and all rifle sounds are really bugged out and loud, with none of the cool echoes from before, any help?
dovachore Aug 16, 2015 @ 2:08pm 
what modes can u use this in
Captain History Jul 15, 2015 @ 6:20pm 
OK, two things that I need to ask here. One, why have I downloaded this but not gotten any new units? Two, do I need the base game? I only have FoTS and I'm still sketchy about the Steam Workshop and how to use it. But I'm a little annoyed (not at anyone, just my lack of intelligence and lousy luck) about not having the artillery package. Am I doing something wrong?
The_Yogi  [author] Jul 1, 2015 @ 11:53am 
UPDATE
--------------
- Destructed Mortar and Cannon models fixed

- Mortars cannot be aimed in 3rd Person (its futile anyway, players can't set fuse)

- Much weaker Fire Rocket explosion - now it won't be powerful enough to fling men like it used to
The_Yogi  [author] Jul 1, 2015 @ 11:49am 
@Forward_Observer
The reason seems that, the BSM included in here only set to affect the artillery units edited in this mod, instead of all artillery projectiles in general
KernelPopcorn Jun 28, 2015 @ 12:58pm 
I was testing all the cannons and one blew up from a premature explosion.
hbowman877 Jun 17, 2015 @ 11:36am 
Cool!! Thanks!
rharnecker May 30, 2015 @ 4:49pm 
WTF
Mr.B0JANGLES May 23, 2015 @ 10:21am 
im getting a crash when there is a direct hit to opposing artillery - i think its because the cannon disappears when it has been destroyed - not sure if that helps - cool mod, but started to crash my game
ANKH May 15, 2015 @ 4:59pm 
It would work great without without unrealistic Fire Rockets
CactusFantastico May 15, 2015 @ 7:57am 
Would it work with Darth Mod?
ANKH Apr 13, 2015 @ 8:45am 
And also can you make a version without unrealistic Fire Rockets?
Gurekie Apr 10, 2015 @ 5:37pm 
Is firing the mortars by hand futile? Tried doing it and only got em to fly at a not so good range when the rest of them were blasting way higher and way farther than I ever could. Any help?
[TFM] bh5496 Apr 10, 2015 @ 4:11pm 
There is a small bug where after a mortar is destroyed, the destroyed model disappears from the feld immedeately.
Also, is it at all possible to add the physical model of the loader's ramming sponge to artillery? It was always wierd to see them "load" without it.
The_Yogi  [author] Apr 9, 2015 @ 6:25am 
@[TFM] bh5496
With the blessing of Primergy, yes I can. (Initially, I used the old model because in Nakanishi Nitta's book the Shogunate's Yonkin Sanpou are depicted using antiquated double-plank carriages instead of the single trail carriage)

@forward_observer
@Mr. Grinch
I'll Check, but that would take some time, since I'm occupied at the moment.
Balls Of The Eagle Apr 8, 2015 @ 8:42pm 
FYI Artillery is the KING OF BATTLE thank you very much
Mr. Grinch Apr 6, 2015 @ 11:36am 
There's no smoke from naval cannons, please fix.
Hampamatta Apr 1, 2015 @ 9:33am 
seems like the use of the parrot gun will cause the game to crash while loading.
forward_observer Mar 28, 2015 @ 9:19am 
I have a question or request. After your parrott fix, I removed the seperate battlefield smoke mod and all seemed fine.

However, then I noticed that there is now no cannon smoke in naval battles, which was present when I had the battlefield smoke mod added manually. I sort of got used to it and I wonder if it could be included with your mod.

Thanks,
[TFM] bh5496 Mar 21, 2015 @ 1:15pm 
Is there any way you could modernize the gun carriages of the 6lber light gun? They still are on early 19th century mounts.
The_Yogi  [author] Mar 4, 2015 @ 7:17am 
UPDATE
--------------
- Tweaked Projectiles Gravitational Effects and Reloading Times
- Faster Recharging and More Ammo for Shrapnel Shot
- Fixed Parrot Guns Firing Smoke
- Fixed Unit Tech Requirements
The_Yogi  [author] Mar 4, 2015 @ 6:22am 
OH, I FORGOT A LINE IN THE TABLE
Sorry, I'll fix Parrot Guns right away...

Oh, Now I make 2 types of 6 horse teams. Only Horse Artillery can gallop. Since Napoleons aren't Horse Artillery, they can't.
forward_observer Feb 22, 2015 @ 10:14am 
What you have is a sound bug that is common place. Look at the last paragraph of the text
for the mod. There is a link to a tool called Sinfonia Semplice. Download it and run it.
It should fix your sounds.
Sweetpotato Feb 15, 2015 @ 4:55pm 
With that mod Kachi Bows now sound like artillery everytime they shoot ! so annoying can someone fix that? i'm using it with dartmod and unit packs
forward_observer Feb 6, 2015 @ 8:29pm 
Something seems to have been messed up with recent revision. I was using the T1 version and noticed that the Parrots no longer had muzzle blast smoke. In fact it seems that the smoke effects in general have been reduced.

I started a new campaign with the light version installed and then manually added the
battlefield smoke mod, and everything seemed back to normal.

I noticed that I can still recruit Napoleons without the Imported gun tech, so I was curious as to your changes with the Parrott and 12 pounder. Also wondered why you removed the gallop feature for 6 horse teams.

Thanks
The_Yogi  [author] Feb 1, 2015 @ 11:16am 
UPDATE
-------------
- 12lb Howitzer, Parrot, and Armstrong Guns now requires Imported Guns Tech
- Canister Shot reverted back into Shrapnel Shot
- New 6 Horse Gun Train that do not gallop for Napoleons, Parrots, and Armstrongs
- Reduce Combined Artillery Train HP from 50 to 15, easier to kill
- Changed Roundshot blast shrapnel type
The_Yogi  [author] Oct 28, 2014 @ 8:11am 
It should be.
Magni Oct 20, 2014 @ 6:40pm 
Is this compatible with RSM 1.2?
chubbyninja89 (the Ninja Brony) Aug 24, 2014 @ 5:18am 
This mod kind of sucks. Every time i want to play a custom battle with them the game crashes.
Mr. Red Aug 15, 2014 @ 10:23am 
Would this work with Darthmod and the unit pack?
The_Yogi  [author] Jul 30, 2014 @ 7:26am 
Between those two its not significant - both are technically 3-Inch in Caliber.

In-Game Stats-wise, Armstrong Guns have a bit more explosive damage, much faster reload time, but have a bit weaker impact damage.
Salarmax Jul 30, 2014 @ 12:29am 
Hi Yogi, I was wondering in the unit stats you only see the accuarcy and reloading time of the cannon. What about the fire power? If I compare the armstrong gun with the 3 inch ordance rifle horse artillery the last cannon type has the best stats...but when it comes to battering down walls, which one is the best?
odst_boo Jul 14, 2014 @ 1:00pm 
It looks like its nice to try out.
Nelson Jun 30, 2014 @ 1:02pm 
This T1 version removes the gun fire smoke effects for the naval solid shot rounds. Explosive shells work fine. The T2 version leaves naval gunfire uneffected. Perhaps the new improved shell burst effects in T1 are responsible somehow. In any event, I'm using T2 over T1 not because I prefer it but so as not to lose the naval smoke. I like the T1 bursts much better than the stock explosions.

In my tests I used only T1 or T2 and no other mods. I remain a big fan of the new field guns and effects.
The_Yogi  [author] Jun 16, 2014 @ 9:11am 
Sadly there is none...If I'm not mistaken only a Spanish Translation is somewhere on the net