Total War: SHOGUN 2

Total War: SHOGUN 2

FoTS Artillery Pack T3 DarthMod Edition
56 Comments
aspiring street food vendor 30 Apr @ 12:27am 
@AceRazgriz33 just use them theyre useful
AceRazgriz33 1 Feb @ 3:26am 
I can't disband the unit called "Fort 4-Inch Mortar Battery", it captured from the enemy.
SebNandexIII the Spider Enjoyer 26 Jan, 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 9 Sep, 2023 @ 11:00am 
I cant delete the wooden canon unit
Valdor 10 May, 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 24 Jan, 2023 @ 12:09pm 
How do you put back the canister shot in prfm?
twicetwice2ce 30 Apr, 2022 @ 9:52am 
Mortars sound like catapults can you fix that?
Horatio Herbert Kitchner 26 Jan, 2020 @ 11:59pm 
The wooden cannons wont disband after i capture them
Duck 21 Sep, 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 12 Sep, 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] 12 Sep, 2016 @ 7:54am 
Its always fun to be able to customize mods yourself.
Omegabigb 12 Sep, 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] 11 Sep, 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 11 Sep, 2016 @ 2:21am 
All right got it (sorry for the delay)
The_Yogi  [author] 10 Sep, 2016 @ 10:05am 
Omegabigb 10 Sep, 2016 @ 9:33am 
Uh no not really, but im willing to give it a try :P
The_Yogi  [author] 10 Sep, 2016 @ 7:27am 
Do you have a bit of knowledge of using PFM? I can guide you.
Omegabigb 10 Sep, 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 28 Feb, 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 28 Feb, 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] 27 Feb, 2016 @ 11:56pm 
Armstrong Guns are more technologically advanced, higher tier artillery unit - and I mean to keep it that way.
Greasy 27 Feb, 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 2 Feb, 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 23 Jan, 2016 @ 9:35am 
Ok. thanks. your the man
The_Yogi  [author] 23 Jan, 2016 @ 4:33am 
@ANKH
That's North & South II Mod.
ANKH 22 Jan, 2016 @ 2:25pm 
bow kachii now fire devasting explosive arrows
The_Yogi  [author] 1 Jul, 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] 1 Jul, 2015 @ 11:56am 
FoTS Artillery getting updates, but Steam got problem with uploading the Darth version. Please Wait.
Price 20 May, 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 18 Apr, 2014 @ 10:25am 
theres something wrong with this mod, when i capture a enemy mortar i cant disband it...
The_Yogi  [author] 8 Mar, 2014 @ 12:57am 
@maciora
I don't change Fire Support power. Not on this Mod
MACIORELLA 5 Mar, 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 4 Aug, 2013 @ 2:45am 
when i use this mod it crash after battle
DrSnowballEsq 2 Aug, 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 17 Jul, 2013 @ 6:57pm 
yes, i think so
Prokrastinatoren 16 Jul, 2013 @ 8:13am 
is this mod for shogun 2?
Amra 10 Mar, 2013 @ 1:51pm 
good
The_Yogi  [author] 7 Mar, 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:
https://steamhost.cn/steamcommunity_com/profiles/76561198068360317/myworkshopfiles/?appid=34330
mrtnz 4 Mar, 2013 @ 4:56am 
What prerequisites do I need to be able to recruit this unit in the campaign?
Michael 2 Mar, 2013 @ 3:23am 
GOD THEY ARE SO INACCRUATE!
ARS-TeR[39reg]Russia. 27 Feb, 2013 @ 3:12pm 
Anybody tell me please, this mode rebuild something origanl units in the game??
[LL] Mannibus 27 Feb, 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 13 Feb, 2013 @ 5:21am 
does that soldier have a cannon gun?
Shah Armi 10 Feb, 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 10 Feb, 2013 @ 2:46pm 
for a little in sentive picture a mk5 male tank moving across the battle field mowing down enemy infantry.
cilcia2004 10 Feb, 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 9 Feb, 2013 @ 9:55am 
how do i manage mods in game?
The_Yogi  [author] 7 Feb, 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 6 Feb, 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 26 Jan, 2013 @ 12:47am 
great mods thanx....................keep up the good work