Total War: SHOGUN 2

Total War: SHOGUN 2

FoTS Artillery Unit Pack T1 - Full Version
267 Comments
Feb 14 @ 9:54am 
for anyone coming: mod is dead no changes at all, mod broken
Jan 3 @ 1:58am 
Sadly it still seems to be bugged by a lot.
Can't find gatling guns anymore, no descriptions for units
Oct 24, 2025 @ 12:07am 
@Mona Tifa So still good for try or no?
Oct 21, 2025 @ 7:22pm 
Honestly, not the best mod, nerfed cannons way way too much. Can't shoot at anything without line of sight been blocked, when it does hit troops it does no where near the damage it should, with shells flying across the map and hitting nowhere near anything. So many instances should my Armstrong guns gets 10 kills total in a battle because it's line of sight is blocked trying to shoot... on flat grass terrian. Like what was this even tested.
Jul 3, 2025 @ 9:47pm 
Subscribed to mod and units show as being unlockable, but never actually show up in recruitment pool.
Jun 2, 2025 @ 12:01am 
@Mrooshoo, fots extends all the way to 1877, so its not that anachronistic
May 29, 2025 @ 12:58pm 
@loseb iirc it didnt exist until the 1870s, though
May 28, 2025 @ 7:04pm 
really cool, though kinda wish you included the nordenfelt gun as a gatling gun alternative, it wasn't used in the boshin war historically but in the much expanded conflict as seen in the game it could have possibly been deployed
Apr 21, 2025 @ 12:04pm 
Are you cool if I use some stuff from this mod in my own artillery rework mod?
Mar 22, 2025 @ 11:04pm 
So buggy
Jan 30, 2025 @ 2:57am 
Mod has bugs but is really good regardless.

Sometimes guns (even original ones like armstrongs) cant unlimber properly so can't fire at all.
Sometimes crew are seemingly immune to melee attacks. I think you can route and capture them though.

It might just be me but I think the straighter trajectory makes artillery LOS being blocked more common. Good and bad - positioning is more important, gameplay is more skillful and you can sneak units around without them being blown up.


I love all the new artillery types, especially the horse artillery, the coehorn mortars and the fireworks guys. Love the garrisoned guns. Love the cannon balls bouncing, that is surprisingly impactful and impressive.

Strongly recommend it, even with the bugs.
The firework samurai make a traditional units only playthrough very viable and they're fun to use.
The horse artillery allow light, fast but decently equipped armies.
Trajectory and shell dynamic changes make arty more fun to use etc
Jul 23, 2024 @ 12:51am 
The mistake of calling artillery the "Queen of the Battlefield" in the description, makes absolutely no difference to the mod, but ♥♥♥♥♥♥♥ if it doesn't irk me.
Feb 14, 2024 @ 10:43pm 
The 4 Inch mortars are fixed and their range is so short that they cant be spawned in range of most siege maps, making them worthless for their niche. I'd suggest tweaking them to increase the range or make them mobile.
Feb 2, 2024 @ 7:45pm 
this mod is insanely glitchy. breaks siege AI if they have reinforcements with these arty pieces and they often are invincible and will kill any unit sent to attack them in melee
Dec 5, 2023 @ 9:44pm 
this is still work?
Nov 6, 2023 @ 8:33pm 
my game wont work without this mod, it crashes on campaign start without it, please help i cant start a new campaign without this mod
Sep 29, 2023 @ 5:30pm 
I just wanna say this: I captured a Wooden Cannon Garrison after my enemy sallied out during a siege. Now I got ♥♥♥♥♥♥ cannons that has 0 upkeep :steamhappy:
May 23, 2023 @ 8:35am 
Pretty sure Artillery is the king of battle, as its usually fixed or slow moving?
Oct 15, 2022 @ 9:33pm 
RIP canister shot best ♥♥♥♥ for old model cannon
Jul 8, 2022 @ 3:19pm 
is it compatible with master of strategy Fots ?
Jul 8, 2022 @ 3:18pm 
What technoloy i am supposed to research to unlock the canons ?!
Jul 3, 2022 @ 12:43pm 
in fact, I actually managed to capture one during a siege and can now use it on the campaign map, but it has no upkeep costs
Jun 23, 2022 @ 3:49pm 
I love this mod, curious if there is any reason why 20 pounder fort cannons are not usable for the feild
Jun 20, 2022 @ 6:11am 
ba ga
Feb 9, 2022 @ 9:35pm 
crash on start cant play
Nov 25, 2021 @ 4:33am 
Hello, can I translate it into Chinese?
Aug 14, 2021 @ 3:00am 
hmm this mod is broking my UI.. cant see unit names etc.. do i need some submode for this?
Apr 11, 2021 @ 3:47am 
in half of naval bombardment game crashes ( 100% spike on graphic card usage in 3d section)
Dec 20, 2020 @ 5:25am 
With your permission, I'd like to use the 6lb template in my own mod.
Dec 8, 2020 @ 3:14am 
Is this compatible with Master of Strategy?
Dec 2, 2020 @ 12:22pm 
For some strange reason, the 3 in Ordnance rifle is really inaccurate. Like, it keeps overshooting
Oct 8, 2020 @ 11:38pm 
@Torres It does fire at a arc although a very shallow arc, mortar do have pretty appropriate arc.
Oct 3, 2020 @ 10:52am 
Hi can i translate your mod into chinese for players in hk and tw?
Sep 3, 2020 @ 9:17pm 
do howitzers fire in an arc? I mean part of my hate for the armstrong/parrot guns is that they cannons and cannot siege a fortress or at least bombard it to lower the enemy troops so you can launch a mass assault
May 24, 2020 @ 11:13am 
rocket launcher guys are OP, maybe too much ammo?
May 7, 2020 @ 11:26am 
Really nice mod, but for some reason it breaks naval bombardment. The tracer flare is shot appropriately, but no bombardment ever comes.
May 5, 2020 @ 3:38pm 
The names of the units are not shown in the game (German version), the field for the name is just blank. Would you mind to adress this?
Dec 11, 2019 @ 3:04pm 
doesn't work
Sep 28, 2019 @ 2:11am 
怎么玩的
Mar 31, 2019 @ 2:51pm 
Will Dragon war battle pack work on this?
Mar 5, 2019 @ 7:39am 
soo perhaps info where i can find these units since i got the mod instaled and i cant seem to find them in recruit menu
Feb 22, 2019 @ 3:24am 
will this work with darthmod steam version?
Aug 26, 2018 @ 5:24pm 
Artillery is the King of battle!
Aug 6, 2018 @ 1:55am 
Can i modify the mod to throw out garrisoned artillery (annoying as hell because my artillery can't reach it) and increase range of mortars (as in current state they are pathetic in sieges)
Jul 31, 2018 @ 10:00pm 
12pdr Howitzer makes a musket sound?
Apr 25, 2018 @ 9:40pm 
@armbarchris you can deploy outside the castle during a siege, and because it's a garrison unit you automatically get it back even if it's destroyed, so it doesn't matter if you lose it so long as it deals mass casualties on the enemy, which is what field guns are best at.
Apr 19, 2018 @ 4:50pm 
Couple of questions and comments:
First, I have accidentially captured several garrison artillery units. Once captured these units can be moved around the map like normal units, but they don't require upkeep and I can't disband them. Is this intentional, and can it be fixed?

Second, as far as I am aware field guns are basically worthless during defensive seiges. What is the purpose of the 20lbs guns as a garrison unit?

Third, would it be possible to add a late-game mortar unit? Possible one that is mobile and/or has fun ammunition types?

Really great mod otherwise, I always thought the jump from wooden cannons to Parrots was dumb. Thank you for your hard work!
Apr 11, 2018 @ 9:34am 
Arty is the King of battle. Infantry is the Queen of battle. it makes sense cause arty is pretty much in a fixed local and if it can move, it does so only slightly. where as the infantry is highly mobile
Feb 8, 2018 @ 9:04pm 
artillery is the "king of battle" infantry is the queen of battle
Feb 1, 2018 @ 6:52am 
@Nikolay Mortars are notoriously difficult to use. The cannoneer needs to cut the wick at just the right length. Too long and it impacts in the ground where it could get extinguished and not explode, or cut it too short and explode harmlessly overhead. That is an unfortunate but very realistic feature with these mortars. Nothing you can do about it. At least I think you mean that.