Total War: SHOGUN 2

Total War: SHOGUN 2

Increased Tower Rate of Fire
66 Comments
Noromier 11 Jun @ 8:58am 
So this does work in Multiplayer and on FOTS and it is brutal!! Just as a defense should be though admittedly it may be a bit much, lol. Makes it much easier to defend towns with just a few levy units.
EL_FLONGO 21 Apr, 2024 @ 11:40am 
whats that pic from
Lidl 9 Dec, 2023 @ 8:07am 
The mod works perfectly fine, I'm just unsure as to what rifle tower would be, considering you can only have arrow, matchlock, gatling and cannon towers.
Charsi  [author] 28 Dec, 2021 @ 3:20pm 
I would doubt it works now, I have to recompile after major patches. I've got a new pc so the whole setup I used to compile these is gone.

Compile's not the right term, but you get the idea.
Your Neko Hentai Waifu §NYA§ 16 Jun, 2021 @ 7:43pm 
stiil works?
PauloRaz3n 25 Mar, 2019 @ 2:05pm 
update a last time plz.
Charsi  [author] 13 Aug, 2018 @ 7:59am 
Unlikely. Haven't modded shogun 2 in (literally) years.
Spartan of Time 5 Aug, 2018 @ 8:28am 
I doubt it but, Update?
SonyarmaruSV001 30 Nov, 2017 @ 3:14pm 
Does this work with Darthmod?
KillWonder 1 Feb, 2017 @ 9:51pm 
You might want to also increase balance in auto resolve for defending castles with towers if possible
Charsi  [author] 6 Sep, 2014 @ 8:11am 
It might. Try it.
Miyamoto Musashi 5 Sep, 2014 @ 6:45pm 
work with Darth mod?
Charsi  [author] 16 Aug, 2014 @ 10:59pm 
Mark: It may well be, I can only suggest that you try it. This mod alters the projectile attributes. By the look of it that alters the building attributes.
redhongkong 29 Jun, 2014 @ 8:53pm 
yea, this mod only works for clean game... better map mod or , tweaked garrison mod will destroy any army without +5 armour naginata

its super OP if u use small unit size XD instant kill
☭ Verminlord Stalin ☭ 11 Jun, 2014 @ 8:49am 
I this is awasome but could u maybe make an really op version as well?
Squidward ಥ_ಥ 1 Mar, 2014 @ 3:11pm 
Omg just did a battle sengoku period and the arrow towers destroyed what should have been a victory for the otha guy. Way to overkill when just starting a campaign and with a battle with a stronghold castle.
TriNova 17 Dec, 2013 @ 9:19pm 
I must say that this mod, in combination with the Better Maps mod with the improved castles, really turns sieges into a meat grinder. Doubly so with your enhanced garrisons mod.
Codfish107 28 Nov, 2013 @ 6:17pm 
alright cool, keeps the balance then between you and the ai
Charsi  [author] 28 Nov, 2013 @ 8:59am 
@codfish107 - Yes. It's meant to discourage the player cheesing strongholds and up (strongholds are the first settlement that has defensive emplacements) because in vanilla a stronghold spawns with no bow unit - it leans entirely on those tower emplacements. By making the towers stronger, that defensive garrison that has no ranged capability suddenly costs a decent number of lives to overwhelm.

At higher levels the towers (houses?) are absolutely murderous, and you do NOT want to let them just sit there and fire on you. You want to either burn them or capture them.
Codfish107 28 Nov, 2013 @ 1:48am 
does this apply with enemy controlled towers also in the vanilla
Wendersnaven 21 Nov, 2013 @ 11:57am 
Works smooth, thanks!
Peel 9 Nov, 2013 @ 4:23am 
A job is a perfectly good reason to be kept from the comments - you're doing better than the rest of usto have one! I also should be doing work (problem sheets and stuff), but this is so much more fun...
Charsi  [author] 8 Nov, 2013 @ 2:57pm 
Glad to hear you worked it out! Sorry to not reply - I have a day job that keeps me away from the comments :( Just catching up now...
Peel 6 Nov, 2013 @ 7:36am 
Never mind, I finally did it. It turns out you have to close the file manager before trying it out.

My mod is now active, and I've credited you in the descripton of each. Thank you very much...
Peel 5 Nov, 2013 @ 12:15pm 
After hours to get the file manager working and hours looking for the right table, I changed about four numbers, and it worked! However, as soon as I finish a battle (after the battle result - crushing defeat etc.) the game crashes to desktop. I have only edited db - projectiles_tables - projectiles. Is there something else I need to do?
Peel 5 Nov, 2013 @ 6:17am 
But how do Ifind the table, open it, change it, and upload it?

As I said, I'm hopeless at modding with this system (I did a bit of stat tweaking in the original Rome, but that was much easier!)...
Charsi  [author] 5 Nov, 2013 @ 6:07am 
Well this mod is a bunch of number edits to the projectiles table. Towers have their own specific projectiles; I imagine it's not all that different in Rome 2.

You need a tool that can modify the Rome 2 database tables and save them in .pack file format. Best case scenario you limit your mod pack file to just one table that you modify. That way there's the smallest possible chance of conflicts with mods, as they can modify other tables without interfering with your work (and vice versa).
Peel 2 Nov, 2013 @ 1:49pm 
I am a big fan of this mod, and wish to see it in Rome II as well. As you said in your more recent mod that you wouldn't be getting Rome II until a sale (Christmas I expect), what would be the best way to do this?

I can't mod at all by the way (just tried and failed miserably)...
Charsi  [author] 23 Sep, 2013 @ 7:20am 
I have tested this mod very recently and it does work; if your towers are not firing there may be some incompatibility with some other mod you have installed.

@Neon Crayon: the changes are not consistent because of the reasoning cited above. Forum posts suggested that upgrading to a slower firing tower was felt to be wasteful, so I sought to keep the rate of fire the same between the three manned structures (arrow, matchlock, rifle) and the lethality of the weapon used differentiate between them instead. I know it's not realistic that they all have the same rate of fire.
Müsliriegel 28 Jul, 2013 @ 11:03am 
Somehow my towers in vanilla Shogun 2 won't shoot at all now.
Neon Crayon 21 Jun, 2013 @ 5:07pm 
Why don't keep the balance of the game by just halving the firing delay of all the FOTS towers?
compman87 13 Jun, 2013 @ 10:13pm 
If you are going for more realism and balance, I would recommend changing the rifle rate fo fire to be noticably faster than matchlocks as their reloads are really much faster, but nearly as fast as the gattling gun. Also, a decent archer would probably fire slightly faster than a matchlock because of the slow reloading of matchlocks.
Mediocreman 12 Jun, 2013 @ 3:33pm 
Is this compatible with Darthmod? It doesn't seem to be working
Peel 12 Jun, 2013 @ 12:06pm 
Good point Gladys, but there are many things which don't quite scale as they should (e.g. infantry being more susceptible to cannon fire on larger settings). But considering how hard it would be to do all that, CA did a good job!
Charsi  [author] 12 Jun, 2013 @ 11:23am 
You know, I think you're onto something there. Unfortunately the rate of fire is simply a number and can't be scaled with unit sizes as easily as one might think. I'd have to offer a mod for each unit size option.
Bleu 10 Jun, 2013 @ 10:24pm 
This seems like a great mod. Faved and subscribed. However, I think that the core reason behind why this should be a vanilla feature is unit scaling. The default rates of fire were done for the "normal" unit scaling. However, most people play under the "large" and "huge" unit scalinings, and those have the same rates of fire but with x1.5 and x2 men, rendering tower fire more inefective by that same factor.

The most logical solution would be to modify the tower rate of fire AT least to match the unit scaling used in the game.

Of course, I still consider that the base rate is still low, but that's just my personal opinion.
Peel 5 May, 2013 @ 3:09am 
You do have to remember that those big towers would house ten or more archers, so you could say the original (vanilla) rate was ridiculously slow...
Charsi  [author] 4 May, 2013 @ 6:32pm 
I'd suggest trying it, if you don't like it simply unsubscribe and leave feedback that it's too fast. I've had one such concern already, if I get two I may tone it down.
Neon Crayon 4 May, 2013 @ 3:03pm 
I'm hesitant about installing this mod because although I would like archer towers to be much more of a threat than they are now, I want the game to still be realistic and the screenshot above shows archers firing arrows ridiculously fast.
Charsi  [author] 1 May, 2013 @ 7:07am 
The AI towers get the exact same buffs your towers do. The only place where this is a boon is if you autoresolve (as the new tower math isn't taken into account). So if you autoresolve your castle attacks and manually fight your castle defenses, yes, you're being cheap and abusing the advantage. But if you actively avoid autoresolving except in the most absurdly outnumbered battles, as I do, then it's a helpful addition when defending and a real obstacle when attacking. You can stave off larger numbers in defense, and even a small garrison becomes painful to attack.

Previously, you could pretty much ignore towers. Now they're a much bigger factor and upgrading forts to strongholds (and beyond) is truly meaningful.
Peel 30 Apr, 2013 @ 5:14am 
There is no advantage over the AI, only in your strategy (if they take your towers, you're done for - and it can be much more difficult to assault their castles).
Hippo King 29 Apr, 2013 @ 10:22pm 
Read the comments, question is: should I use this mod? I don't like the over kill to have big advantage over AI.
Peel 26 Apr, 2013 @ 9:34am 
After a bit of testing I think this is a good balance for me (I think that it should be difficult to assult a castle without seige weapons). So I will rate and favourite - one of the few that I will have done so with!
Charsi  [author] 24 Apr, 2013 @ 7:36pm 
I have just now discovered that towers themselves have their own rate of fire modifier based on their structural development. The basic box on stilts has a rate of fire modifier of 2.0 (meaning it half as fast, i'd gather). The biggest, multi-level towers have a modifier of 1.0 (meaning it fires at the true speed). The rest fall somewhere in between.

If you assault a high tier castle, or have a castle mod - as I do in that screenshot - that tends to up the crank up the defensive emplacements, a relatively middle tier castle can have some multi-level towers that compound this mod's effect.
paulpaul1300 24 Apr, 2013 @ 7:17pm 
i like it keep it same
nubbyclairvoyant 21 Apr, 2013 @ 2:38am 
Charsi, great mod. Feedback: just defended a mid-game siege in SengJid on VH, where just 2 of 3 towers engaged (only 1 engaged the enemy for any length of time); accounted for nearly 800 of 3200 kills. Enemy had mostly tough units--ronin katana/naginata; and they hung on for a long time before breaking. Still, if just one tower accounted for most of 800 kills..then tower fire is needing a bit of toning down, imo.
Charsi  [author] 19 Apr, 2013 @ 11:26am 
XamaX on page 1 of the comments seems to think the rate of fire is "perfect". Give it a go, and if it doesn't feel fast enough to you, I can iterate on the numbers. Keep in mind though that I don't have much further I can push it. The original firing delay was 5. In the current version of this mod, it is 2 (so more than twice as fast). I can only cut it to 1, making it five times as fast as it's original rate of fire.
The_Yogi 19 Apr, 2013 @ 5:14am 
How fast do Gatling Towers Rate of Fire in this Mod? Is it Gatling Fast of just Riflemen Squad Fast?
NerdExtrodinare 18 Apr, 2013 @ 3:23pm 
Oh, I meant they're useful enough for me to fight for them now. If they were on a lower tier than my top one I'd just burn down my own tower then retreat up to the top tier.