Total War: SHOGUN 2

Total War: SHOGUN 2

[FoTS] Horse Artillery
59 Comments
Half-Cat Mar 4, 2024 @ 9:47pm 
This is a unit in the campaign?
Half-Cat Mar 7, 2023 @ 11:58pm 
Does this work with the campaign?
amazinghottguy Feb 4, 2023 @ 10:37pm 
Do building buffs like Smelting Mill actually affect the costs? From my gameplay their costs appears quite indifferent, like vanilla Parrott Guns after costs in Hard costing around 936 after a -15% discount from Smelting Mill, yet your Valee Parrott Guns cost around 1453 or so.
JohnnyCJK Jul 5, 2022 @ 2:44am 
Compatible with darthmod ?
chryssjanzonio Feb 9, 2022 @ 8:45pm 
does this work?
Vietcong Approach Nov 30, 2021 @ 6:15am 
can you mod it for shogun unit? Not fots
wiselight3 Dec 30, 2020 @ 12:39pm 
same as below. One of the best mods for fots but since the men are lacking only 3 cannons are available. swift in both campaign map and battle field but 75% power and being more expensive. kinda match the balance.
Berandal lokajaya Aug 31, 2020 @ 4:42pm 
very nice mod, but you forgot to add more crew to your amstrong and gatling. both has only 18 men. So only 3 weapons work out of 4. btw, thanks for your hard work
norto22 Mar 17, 2020 @ 9:52pm 
Is this mod compatible with mp?
Niishjaa Sep 24, 2019 @ 10:36pm 
i like horse
Flamma Oct 20, 2017 @ 4:40pm 
Can you post the unit cards in the preview images?
GrenadeBait Aug 14, 2017 @ 8:41pm 
It's true 'ladies love men with horses AND a big gun!'
Adrian Maximillian Nov 21, 2015 @ 6:22am 
I just find out how to make all guns fired… the guns must be unlimbered during deployment phase, they wont fire all four guns if the cannons still limbered at the start of battle...
Osric  [author] Nov 20, 2015 @ 9:01pm 
@ Maximillian: What have you set the unit size to in the game settings? That setting is very much a blunt instrument that will simply add (or deduct) men from each unit and pays no attention to the unit type. I suspect the bug you are seeing is due to a smaller unit size setting than what the mod was designed for (maximum) and enough men are being removed to leave a gun without crew but, as due to the way the scaling works, the "empty" gun isn't being removed as well.

It is, I'm afraid, a vanilla bug that is a result of lazy scaling systems and horse artillery units having a small crew size. It also affects NTW horse artillery and, well, they never had to fix it for FoTS so I guess they didn't bother.
Adrian Maximillian Nov 20, 2015 @ 8:42pm 
my crew only fire three guns, and they still carry the other gun around whenever i move them to locations... is there something wrong?
Khairus Nov 13, 2015 @ 9:50pm 
i am excited to try this... now maybe my cannon heavy armies can move faster than snail..lol
thanks
E Jul 19, 2015 @ 2:27pm 
Aha, this reminds me of the good old ETW/NTW days. Well done.
Osric  [author] Jul 15, 2015 @ 8:54pm 
@ DarkenAngel - This adds two new horse artillery units; the regular field guns are unchanged.
The_Darkenangel Jul 15, 2015 @ 8:44pm 
i didn't see a change
==>KT<== WarDaddy Mar 30, 2014 @ 1:31am 
really amazing, first horse artillery appear in 1800
Osric  [author] May 24, 2013 @ 3:54am 
@ De Wolfie - That's a common sound bug known to occur when you add units to the game (some fool thought associating units with their correponding sound files via matching pack-file index numbers was robust design choice...). Darthmod, I believe, has a link to a file that will fix that bug.
DeWollfy May 23, 2013 @ 9:58am 
When I tried this mod, all gun-fireing sounded like artillery, nearly blowed my ears out.
SusquehannaMan Mar 14, 2013 @ 1:23pm 
horse just runnin in circles whilemy horses poke and stampeed away
SusquehannaMan Mar 14, 2013 @ 1:23pm 
when i attack other artillery troops it takes up to a full min for them to start loosing troops. basiclyyyyy theyre immortal for a good period of time
tiny heinie Mar 2, 2013 @ 8:18am 
@ Osric: The guns aren't removed, only the men that were manning the guns before they were limbered.
Osric  [author] Mar 2, 2013 @ 5:39am 
The way the unit size setting works is by scaling the number of men in a unit. Since these guns have so few crew this typically results in a few guns that lack crew, which the game automatically removes. Normally it simply wouldn't load (or even list on the card) the uncrewed guns however; this is the first I've heard of the guns being removed mid-battle.
tiny heinie Mar 2, 2013 @ 5:09am 
@ Osric: So I'm guessing it's the unit size's problem? I have a low-end computer with EVERYTHING at low so I'm guessing that's why.
Osric  [author] Mar 1, 2013 @ 9:27pm 
@ Nolifenoob: What unit size are you playing at?
tiny heinie Mar 1, 2013 @ 5:17pm 
Does anybody else have this problem where when you unlimber them 1 of the units just randomly disappear? Is it just me?
TimeOfEssence Feb 8, 2013 @ 10:08am 
'You can re-enact that scene in Zulu Dawn properly.'
That's it, I'm getting this.
Eggman Jan 19, 2013 @ 10:28am 
THANKS SO MUCH! IT SO NEEDED THIS
gangstergerberbaby Jan 1, 2013 @ 12:10am 
nope i did another test and instead of using a siege battle i used an open field and they managed to work theyre no where else.
Osric  [author] Dec 31, 2012 @ 10:30pm 
Right, after some testing, I cannot find the problem you are describing. Do you have any AI mods installed (eg. Radious) as these could be causing the AI to improperly recognise the guns.
gangstergerberbaby Dec 20, 2012 @ 2:21pm 
yeah AI will not use the valee guns as artillary. they charged me in custom and acted like sabre cavalry
gangstergerberbaby Dec 19, 2012 @ 6:10pm 
i havent checked custom but in the campaign they are incapable of using valee guns for me
Osric  [author] Dec 19, 2012 @ 5:20pm 
Does the same thing happen in custom battle? In my tests the AI seems fully capable.
gangstergerberbaby Dec 19, 2012 @ 2:51pm 
it could just me
Osric  [author] Dec 18, 2012 @ 8:43pm 
My apologies for not clarifying: AI units always deploy unlimbered, player units deploy limbered (horsed-up as you said). That said, my guns share the same basic attributes as the vanilla weapons, so I'm not sure why the AI has a problem interfacing with them...
gangstergerberbaby Dec 18, 2012 @ 12:36pm 
hmm thats strange. all my units are always deployed limbered ( limbered is when there horsed up i think).
Osric  [author] Dec 17, 2012 @ 9:40pm 
That's very odd...there should be nothing stopping them [using the valee guns]. I'll look into it but it could be vanilla AI rated since I've never seen them actually unlimber ANY guns (they always deploy unlimbered).
gangstergerberbaby Dec 17, 2012 @ 8:09pm 
can the AI use the valee variants? i went into battle against them and they ended up not unfurling there units so they didnt fire there cannon. this happened twice and both times they didnt use the cannon type unfurled
Simping4Jesus Nov 9, 2012 @ 5:39am 
@Pharaoh: Well, cannons can be routed by practically anything anyway. So that won't be a problem.
Osric  [author] Nov 6, 2012 @ 11:09pm 
@Yogi: That's what I did. Just thought some people might be interested in the details.

@NameICan'tBeBotheredTyping: Just hit subscribe; that should do it.
KB_TheDireWolf Nov 6, 2012 @ 11:08am 
where do i go to get this mod???
The_Yogi Oct 28, 2012 @ 7:24am 
Benny Hill-esque wheel rolling? Just reduce the number of crew - so all of them get their own horse.
The WolfMann Oct 27, 2012 @ 8:22pm 
Couldn't you attack them with spear units and rout them. I mean there drawn by hoarses and spears are effective against cav so that would be a drawback right?
Osric  [author] Oct 26, 2012 @ 2:08am 
@ Frosty: Quite tempted to. Fact is however I'm told they're very heavy (800lbs a piece) and not the most common things to whip around at high speed (that's what screwed General Custer - No Gatling Guns at LBH). Expect them this weekend, with an eight horse train, if that doesn't get too tangled.
Matanuska Oct 25, 2012 @ 4:03pm 
I've always wanted something like this, thanks. Any plans to include gatling guns as well?
J. Oct 22, 2012 @ 9:10am 
have some effect in batlle?
Maj_Cyric Oct 21, 2012 @ 12:43pm 
The Arty unit you are trying to make for FoTS would be 6lb and under cannon... used down near the lines of INF and were quick moving and setting up (unlimbering) but they were quick because they were small caliber cannon... not very useful against walls for fortifications... 12lb+ cannon is not cannon you can move and unlimber with any quickness... they are used in planned assaults and defenses and didn't move much once they were set up

The idea of the big tactical change to use cannon as such came from Sweden by Gustav Adolf during the 30 years war which made Sweden a Northern power house in northern Europa... He also brought about the use of cartridge shot (Shot+Powder in one) requiring fewer men needed to man cannons... and perfected the use of canister shot (grapeshot rounds) used in these quick moving small caliber cannons in warfare..