Total War: SHOGUN 2

Total War: SHOGUN 2

FoTS Artillery Unit Pack T3 Radious Edition
64 Comments
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!
Valdor May 6, 2023 @ 2:21pm 
hi there. i was wondering if you could tell me where in the mod file i could alter the mortars projectile so it doesnt explode before impact? Atm atleast 50% of shots explode about a second before hitting the ground and do nothing. (cool visual effect though!)

ive already tried many things but im no expert at this! is it because its using a default projectile and thats just how it works? if so would changing it to a different projectile help?
Shandrim Jul 8, 2019 @ 4:40pm 
Hi, I got a problem with this mod, it makes my game crash all the time. It started when I got the 3inch cannons and now its gone to any type of modded artillery piece, any help regarding this matter?
caveman Jan 14, 2019 @ 12:12am 
u know what would be grate if u did a 4 inch morter mod giveing more rang and bybe abilty to move lol
ReD Oct 9, 2017 @ 8:28am 
My only issue is that the artillery is less effective in softening men and is more of uh...morale "shocker", would it be fine to increase their damage capability or "fatality" rate if possible? really like my artillery to be a little bit more effective in taking out targets, thx man
Mattias May 13, 2017 @ 11:13pm 
with the sound fix, this game still causes the elite kachi's matchlocks to not make the firing sound
Somberyeti Mar 25, 2016 @ 3:25am 
if your using a headset or speakers have you tried to check if they are on or plugged in?
Mel Oct 19, 2015 @ 11:53am 
Still no sounds, even with Sinfonia Semplice tool...
The_Yogi  [author] Jul 1, 2015 @ 11:54am 
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
Sir_ Hudson Jun 22, 2015 @ 3:51pm 
theres a bug i found its the custom artilrey has reovlers that flot when thay cover there eats
The_Yogi  [author] Oct 4, 2014 @ 6:51am 
That would need a whole Projectile Table edit, which needed to be done from Radious' side.
AriDeer Oct 2, 2014 @ 11:54pm 
can we get a t3 with smoke effect? (or did radious remove smoke effect already)
The_Yogi  [author] Aug 3, 2014 @ 1:17pm 
Since this is Radious Version, I should not top his own projectile range by setting a howitzer to shoot farther than Armstrong Gun.
Le_Pro Aug 2, 2014 @ 11:52am 
they have only 500 range, while the regular arts parrot and armstrong have 550, and yes the ordance has good range, but the 12lber should have more range like 600
The_Yogi  [author] Aug 2, 2014 @ 7:30am 
Least? They are longer than Mortars and Howitzers. Well, Rifled Guns shoots farther than all.
Le_Pro Aug 1, 2014 @ 10:52pm 
why 12 lber and 6lber have least range of all cannons?
ANKH Jun 11, 2014 @ 5:48pm 
could you just treat the bo hiya zutsus like you treated the 100 pndr guns and put them in a separate mod?
Epic The Incandescent Jan 28, 2014 @ 12:22pm 
also could you make garrison fire rockets have 3 ammo instead of two? since ya know they are in the ammo storage place fighting to begin with....
Epic The Incandescent Jan 28, 2014 @ 12:21pm 
sooooooo can you make the howitzer have mortar levels of ark with mobility? hell id fucuking love one even if it was hella expensive because mortas are useful until the enemy decides to just stand in the back of the fort where the mortars are useless :/
The_Yogi  [author] Jan 28, 2014 @ 8:35am 
I had said that I'll update my Artillery Mods, however for some reason, I have some Steam Sync issues, so I cannot update the new version of this mod for now.
The Update will Nerf Fire Rockets Ammo to 2, Accuracy to 10, and Reload Rate to 10.
The_Yogi  [author] Jan 28, 2014 @ 8:32am 
@Epic The Incandescent
Howitzer can move atleast. They also have high arc, albeit not as high as Mortars.
Well, Those are called "Field Guns" for a reason.

T3 are for Radious or Darth. T1 is the original+smoke effect
Kfc7890 Jan 11, 2014 @ 10:14am 
What does T3 do that's different from T1
Epic The Incandescent Jan 4, 2014 @ 4:24pm 
I would not mind a silly mortar if I could drag the damn thing closer, really wouldnt also could you please add another mortar type unit? or perhaps make one of the long cannons if not all of them to have a slightly higher aiming hight? again cannons feel just about useless unless under the right conditions in open fields (sans for mortars i love these cept for lack of movement) my archers tend to murder untis faster then the cannons can....
The_Yogi  [author] Jan 4, 2014 @ 3:52pm 
@Epic The Incandescent
1.Because the model don't have wheels. I can make them moveable, but mortar dragging seems hilarious...so no.
2.Well, about Coastal Guns, I can't...but I also made a Heavy Siege Artillery mod, using Coastal-sized cannons for Land Battles.
...There is also a way, to put the coastal cannons into Siege Maps. See, they work like Capturable Towers, so one can use T'Ed for it. Ask Frodo, the guy who made BetterMaps, he can do it if he want.
3.The lack of cannon ports is actually the real reason why I made mortars...
The_Yogi  [author] Jan 4, 2014 @ 3:48pm 
@williamcallen
Yeah, I've been thinking on reducing the ammo. A men can only carry 1-2 Rockets, so I'll nerf them this way.
Epic The Incandescent Jan 2, 2014 @ 10:12am 
sooo I noticed mortars cant be moved, why is that? also if you could make it so that millitary ports cand bombard a castle battle if it is under seige? that would be awesome ince it kinda makes no sensethat you have these super long range guns yet they can only be used on ships no targets near the base..... oh and I like many changes I am just very unfond of the cost. Mabey try and put a universal limit on artiller of certain types? like the bigger meaner shit have limted amounts just cut their cost by a little bit...or if thats too much then please increase the firing arc for artillery it pisses me off SO FUCKING MUCH that only the mortars can be used in seige combat to any effect because hur dur walls and the firing crew's horrible firing ai
Nigel Barrage Jan 2, 2014 @ 7:26am 
look please remove bo hiya zutsus because i am not fighting a battle with those bastards on the ther side i was on one siege and the enemy had 10 i was annihlated before i breached the wall if your not getting rid of them PLEASE make their upkeep like 500 and recruitment price 1000 and put a unit cap for 2 because its ridiclious how OP they are the rest of the mod is fine though well done
The_Yogi  [author] Jan 2, 2014 @ 7:21am 
Exactly.
Epic The Incandescent Dec 31, 2013 @ 10:36pm 
ha yeah radious is cheap as fuck....until the ai starts overwheming you with fuckin 230 range units it can afford tro have 10 armies ful lstacked.........
The_Yogi  [author] Dec 18, 2013 @ 9:23am 
Its because Radious Mod itself is ultracheap. If you want something more expensive, use T2 or T1.
Nigel Barrage Dec 13, 2013 @ 1:34pm 
i think low upkeep is a bad idea it means the AI will spam these units and battles will be stupid i know because because i have the unit pack everyone spame shinsguini (or however you spell it) which are decent infantry but they dont recruit realistic units much but the mod is great though just have normal upkeep please atleast 100
Owner Aug 4, 2013 @ 9:08am 
bo hiya zutsus are stupendously overpowered, insane blast radius, damage and rate of fire. out damages any other artillery. the AI always spawns with some or just spams them, pretty much game ruining when winning against a larger army and suddenly portable nukes start spamming, either reduce accuracy their ammo loads (seriously how many nukes can 1 guy carry) or cut the damage way down to slightly more realistic levels.

some description about the guns could be useful. 6lb guns do very little damage and the napoleon guns sounds good but are not really effective in battle.
The_Yogi  [author] Jul 19, 2013 @ 9:55am 
Sound Problem? Use Simfonia Semplice. Link above.

Why so cheap? Its Radious stats...He likes ultracheap units...

Why in Castle? You Mean Garrison Batteries?
zeekuma Jul 16, 2013 @ 8:18pm 
Bad.. Sound Problem, why just 48 Sold and why in Castle?!
Texascheesegun2 May 20, 2013 @ 10:54pm 
ok
The_Yogi  [author] May 20, 2013 @ 6:19am 
No. Artillery Garrison Batteries (Garrison Units) not Towers
Texascheesegun2 May 17, 2013 @ 11:15pm 
does this add artillery towers?
The Gospel of Megatron Apr 14, 2013 @ 8:01am 
I'd love to see a WW2 over-haul mod until there is a more modern total-war game
cilcia2004 Apr 5, 2013 @ 7:18pm 
sweet and nice just send in a comment about that mk1-5 tanks idea but for the game i would think of calling it metal flaming dragon i would see that working wouldnt you see that name work. just comment to let me now what you guys think.
Dios de Sexo Apr 4, 2013 @ 4:06pm 
Omg hand held artillery!!!!!! EPIC!
ANKH Mar 30, 2013 @ 7:50am 
The ai just loads up on bo hiya zutsu not realistic to effectively have bazookas in the 19th century
ANKH Mar 30, 2013 @ 7:49am 
Please take out the bo hiya zutsu they are messing up the whole mod
The_Yogi  [author] Mar 29, 2013 @ 12:53am 
This Version IS for radious mod, See the Title...(There are T1 Full, T2, T3 Darthmod)

What do you mean with "almost exactly the same as they are in NTW"? Do you want Ultra-Accurate Time Fuses for Shells? That Fuse defect is what I use to part Smoothbores with the more-advanced, Impact Fused Rifled Shells...

Overpowered? Perhaps, since Radious does not change projectile explosion for Fire Rockets...I have to follow his settings for this particular version (T1 and T2 Rockets are more Inaccurate)
我有医保跟我冲 Mar 28, 2013 @ 3:02am 
can it play with Ridous_mod??
fr3ak Mar 27, 2013 @ 12:44pm 
The bo hiya zutsu are way overpowered... they are messing up the whole game
Pimpson Mar 17, 2013 @ 8:54am 
could you make the howitzers almost exactly the same as they are in NTW please, other than that, great work, and keep doing what you're doing
Freddy Eddy Feb 10, 2013 @ 2:34am 
Thanks; I've been looking for this everywhere.
Tristanxh Jan 22, 2013 @ 2:29pm 
Ok I wanted to make sure it didnt reduce battlefield smoke or change anything. Thank you.
The_Yogi  [author] Jan 22, 2013 @ 8:05am 
T3 Versions only add Artillery Units.
T2 Version add Artillery and Modify Existing Artillery
T1 Version is the full deal, complete with Smoke Mod
Tristanxh Jan 21, 2013 @ 5:12pm 
Does it this one reduce smoke, angles of artillery and other stuff, or just add artillery?