Total War: SHOGUN 2

Total War: SHOGUN 2

FoTS Artillery Pack T3 DarthMod Edition
56 Comments
@AceRazgriz33 just use them theyre useful
AceRazgriz33 Feb 1 @ 3:26am 
I can't disband the unit called "Fort 4-Inch Mortar Battery", it captured from the enemy.
SebNandexIII the Spider Enjoyer Jan 26, 2024 @ 2:13pm 
It's a nice mod, but you can't disband the fort wooden cannon unit. Though it *is* funny being able to tow free cannons around.
Mountain Jew Sep 9, 2023 @ 11:00am 
I cant delete the wooden canon unit
Valdor May 10, 2023 @ 12:37pm 
hi there, where in the mod file DB do i go to reduce or remove the artillery shells detonating before impact? i thought it was base_misfire_chance in art1_projectiles - version 5 but thats not it!
Starluck360 Jan 24, 2023 @ 12:09pm 
How do you put back the canister shot in prfm?
twicetwice2ce Apr 30, 2022 @ 9:52am 
Mortars sound like catapults can you fix that?
Horatio Herbert Kitchner Jan 26, 2020 @ 11:59pm 
The wooden cannons wont disband after i capture them
Duck Sep 21, 2016 @ 11:25pm 
Is it just me or am i the only one having trouble with sound in this mod? All the howitzers have no sound other than the horse howitzers and ive already used Sinfonia Semplice. A little help would be appreciated.
Omegabigb Sep 12, 2016 @ 9:41am 
indeed I had no idea, that there was such a nice tool available for TW games, then again, I suppose I never looked XD
The_Yogi  [author] Sep 12, 2016 @ 7:54am 
Its always fun to be able to customize mods yourself.
Omegabigb Sep 12, 2016 @ 4:45am 
Thank you very much that worked like a charm.

Hmm might take a look at some warhammer mods later see if I can tinker with them :P
The_Yogi  [author] Sep 11, 2016 @ 7:13am 
Open your data folder (C:\Program Files\Steam\steamapps\common\Total War SHOGUN 2\data)

Find this mod, copy it somewhere else.

Backup the mod, rename it to something else

Open the renamed mod using PFM

Find the building_level_armed_citizenry_junctions_tables, delete it.

Save and close.

Put your own customized mod into the game's data folder.

Play using your own customized mod instead of this mod.
Omegabigb Sep 11, 2016 @ 2:21am 
All right got it (sorry for the delay)
The_Yogi  [author] Sep 10, 2016 @ 10:05am 
Omegabigb Sep 10, 2016 @ 9:33am 
Uh no not really, but im willing to give it a try :P
The_Yogi  [author] Sep 10, 2016 @ 7:27am 
Do you have a bit of knowledge of using PFM? I can guide you.
Omegabigb Sep 10, 2016 @ 7:17am 
is there a way to remove fort cannons, you always capture them after any battle, and there are 2 issues with them.

1 you can't sell them ( I know they don't cost upkeep, but they're just in the way)
2 the AI always ends up with millions of them late game (like multiple stacks of just fort cannons)
Greasy Feb 28, 2016 @ 11:16am 
As Player 1 said, in the early 1800s Percussion shot was invented (Even in the nepoleonic war) so it seems really odd to have the 12pdr nepoleon long guns use fused explosive rounds then the precussion. not only does this make it weak, but it renders this artillery useless, hell its bad when i fire it at wooden cannons, and they get killed first by the wooden cannons since 3-4 that shot exploded to early in mid air.

Player 1 Feb 28, 2016 @ 9:40am 
THX for this MOD... just a thing to say. (Sorry can't PM you)

- In-Game Guns shown with out Name (German Vers. of the Game)
- Guns shoot explosiv ammo with out resarched Tech.
(BTW - would be nice to be able to chose ammo with a button AP/HE)

P.S. Please add a move able Mortar... (must be a very heavy thing if 6 Men are not able to lift it)
(If you ever make a Ammo supply Unit MOD then you are my Super Hero NR.1 !!!) :steamhappy:
The_Yogi  [author] Feb 27, 2016 @ 11:56pm 
Armstrong Guns are more technologically advanced, higher tier artillery unit - and I mean to keep it that way.
Greasy Feb 27, 2016 @ 11:07pm 
To be honest, after using an army with the 12pdr Nepoleon long howitzers VS Armstrong guns, the Armstrong guns did a considerible more amount of damage to enemy units than the Long gun due to the long gun's explosive rounds not being like the percussion round, out of 24 long guns (6 units) only half to a quarter managed to do any damage to the enemy units. Now that i think of it, it actually does more damage to their moral then phisicaly. which being a person that would rather kill an army then have to retreat to fight another day, it really makes it useless, and for being used untill the 1850s means it would definatly use Percussion shot (Explodes on impact instead of using a fuse)
bill50514 Feb 2, 2016 @ 12:08am 
the rocket have only 2 ammo
the rocket garrison have 4
not really enough to use

the shogun rocket have 6
and higher accurate
mabye can incease its ammo?
ANKH Jan 23, 2016 @ 9:35am 
Ok. thanks. your the man
The_Yogi  [author] Jan 23, 2016 @ 4:33am 
@ANKH
That's North & South II Mod.
ANKH Jan 22, 2016 @ 2:25pm 
bow kachii now fire devasting explosive arrows
The_Yogi  [author] Jul 1, 2015 @ 1:24pm 
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 @ 11:56am 
FoTS Artillery getting updates, but Steam got problem with uploading the Darth version. Please Wait.
Price May 20, 2015 @ 9:01am 
The mortar you captured belonged to a castle garrison unit. These have 0 upkeep. it's kind of a bug but hey, free units!
Zauo Apr 18, 2014 @ 10:25am 
theres something wrong with this mod, when i capture a enemy mortar i cant disband it...
The_Yogi  [author] Mar 8, 2014 @ 12:57am 
@maciora
I don't change Fire Support power. Not on this Mod
MACIORELLA Mar 5, 2014 @ 2:45pm 
Why the fire support from ships is so weak? Lots of units downed by hit but like 90% are standing up like nothing happened, is it like it was suppose to be?
thaygiaomap2000 Aug 4, 2013 @ 2:45am 
when i use this mod it crash after battle
DrSnowballEsq Aug 2, 2013 @ 2:48pm 
Loving this mod, Yogi. The new artillery brings some nice variety to FOTS. Two things, though -- first, I noticed that, when an ally AI joined me in a siege attack, the AI never moved his artillery from the edge of the map. The AI used his other units well (up until I 'accidentally' hit them with a naval barrage at least), but the artillery never left the edge of the map after entering as reinforcements.

Also, after a siege, I capture the garrison wooden cannons, but I can't disband them. They have 0 upkeep, so not much of a problem, but I'm just worried about eventually running into AIs who have stockpiled dozens of these annoying things the same way I am as the campaign progresses. Just wondering if either of these are known issues.

Thanks for the mod, Yogi!
Hades Jul 17, 2013 @ 6:57pm 
yes, i think so
Prokrastinatoren Jul 16, 2013 @ 8:13am 
is this mod for shogun 2?
Amra Mar 10, 2013 @ 1:51pm 
good
The_Yogi  [author] Mar 7, 2013 @ 6:36am 
This is tuned to Darthmod Accuracy Values...so its as innacurate as Darthmod Cannons...
T1 or T2 are somewhat more accurate (The Rifled Guns, not The Smoothbores) T3 Radious are more accurate but have shorter range.

Prequisites? Check my T1 Version page in My Workshop:
http://steamcommunity.com/profiles/76561198068360317/myworkshopfiles/?appid=34330
mrtnz Mar 4, 2013 @ 4:56am 
What prerequisites do I need to be able to recruit this unit in the campaign?
Michael Mar 2, 2013 @ 3:23am 
GOD THEY ARE SO INACCRUATE!
ARS-TeR[39reg]Russia. Feb 27, 2013 @ 3:12pm 
Anybody tell me please, this mode rebuild something origanl units in the game??
[LL] Mannibus Feb 27, 2013 @ 9:20am 
Heir of Persia, a box should apear just as you start up the game from the Game library. it will list all your mods. simply un-tick thebox that corrisponds to the mod you want to turn off
Clarke Feb 13, 2013 @ 5:21am 
does that soldier have a cannon gun?
Shah Armi Feb 10, 2013 @ 7:55pm 
I subscribed to this, went into my campaign, and then decided I didn't want this mod anymore since the AI was practically overloaded with 12 pdrs. So, I saved my game, quit, and when I tried to go back into my campaign, it wouldn't load and it made the whole game freeze. Now I can't play my best campaign (it was the year 1900 FoTS and I was about to invade the Yodo in like 5 different places with exactly 17 armies and 11 navies, and I had over 270 million dollars with 96000 income each turn, and now I lost it), so before you decide to subscribe to this, make sure that you are ready to keep the mod on all the time and never unsubscribe! Or else what happened to me will happen to you. Now that I'm here, anyway I can fix my problem?
cilcia2004 Feb 10, 2013 @ 2:46pm 
for a little in sentive picture a mk5 male tank moving across the battle field mowing down enemy infantry.
cilcia2004 Feb 10, 2013 @ 2:45pm 
will you guys make a mod with an armord car or a tank with it, becusase of the maps with world war 1 and 2 and all i thought it would be a good idea.
Schimpansarvagn Feb 9, 2013 @ 9:55am 
how do i manage mods in game?
The_Yogi  [author] Feb 7, 2013 @ 8:41am 
You can use IGDood's Bayonet Mod. This one is the Original.
Or you can just use DarthMod and Radious Mod. The Bayonet Mod are already integrated to Them.
AragornX360 Feb 6, 2013 @ 8:54am 
does any one know which mod has bayonates cause i saw this cool map and i saw the pics and some units had bayonets, then i tried looking for it and couldnt find it (sorry if i spelled something wrong)
tommiegun Jan 26, 2013 @ 12:47am 
great mods thanx....................keep up the good work