Total War: SHOGUN 2

Total War: SHOGUN 2

Kneel Fire for Matchlocks
56 Comments
Ioseb 12 Dec, 2024 @ 4:53pm 
matchlock samurai can kneel fire but not matchlock ashigaru?
ODIN 13 Dec, 2023 @ 5:32pm 
Tried this out in custom battle, no other mods active so no interference, and while my gunners do fire faster than before, it seems they only manage to get 2 rounds in the enemy before they're attacked.

I don't know if you've also increased their loading times but that seems to be the cause of the issue; after two rows have fired their volley, the unit is locked in the reloading animation for far too long, until they inevitably get charged and I have to pull them out.

Does this mean I have to have FotS installed for it to work properly or maybe I'm missing something else?
Tora 13 Oct, 2023 @ 2:48pm 
I'd probably move this to Gunpowder Mastery, after testing it out some more. Matchlocks should be good, but maybe not this insanely good.
Soba361 4 Sep, 2023 @ 6:46am 
update?
jordandewig 4 Sep, 2023 @ 12:36am 
please update
Rök'n'Stön 18 Oct, 2022 @ 5:39am 
Does this work for DLC factions like Otomos and Ikko Ikki?
clop1000 21 Aug, 2022 @ 9:45am 
doesn't work for otomo
Buduler 15 Jun, 2022 @ 3:54am 
It works fine with vanilla S2TW. This mod make matchlock unit very powerful thx!:cozybethesda:
Brondos 13 Feb, 2022 @ 3:54am 
Thanks for making such a great mod, I modified it so that i unlocks with the first military tech for personal use, is it ok if I upload my version to the workshop?
Clock Goblin 11 Jul, 2021 @ 8:07am 
doesn't work for otomo
padmister_rox 23 May, 2021 @ 6:00pm 
Hi, this may be obscure, but I am using another mod that gives all clans matchlock warrior monks. The Uesugi's "Uesugi Matchlock Warrior Monks" don't seem to get the kneel fire ability. I might try to mod this in myself on my game but I thought I would let you know of a weird edge case scenario : P . Love your mod, a real refinement to the vanilla experience xx
Zelenskyy☣  [author] 2 May, 2021 @ 6:07am 
No, normal mode is not affected, the mod just adds the ability.
In fact, today I think it is based on the line of sight of each individual unit, for both the "normal" and the "two rows only" mode, meaning that often more units can shoot than I wrote, especially if they are facing enemies at an angle or are on a mountain.
God I love TW with actual projectile simulation
clop1000 1 May, 2021 @ 2:03pm 
Does it work?
Does it change how the units fire in "normal mode" (without any special abilities enabled?)
So in "normal mode" only the first line will fire and anyone behind will just stand and do nothing?
Zelenskyy☣  [author] 9 Dec, 2020 @ 8:40am 
no, custom units are not covered, but you can VERY easily add them yourself. Just open the mod with PFM and add a line for the unit in the second table. You will immediately understand it when you see it :)
Good luck
Sorin_von_Otomo 4 Dec, 2020 @ 7:57am 
Does this mod affect units added through mods (which I am guessing), and if not, how can I get this mod to affect them?
Noahface 12 Oct, 2020 @ 1:12am 
Fantastic mod! It's the only one I could find that fixes how terrible fire by rank is in vanilla Shogun 2 without making gunpowder units super overpowered
Pvt.Parts 15 Jun, 2020 @ 8:29am 
Holy moly... this mod is just perfect. Simple, very authentic both because it’s already in the game anyway and because that’s exactly how musketeers were drilled to fire back in those days. And, most importantly, unlike so many other mods it doesn’t make the matchlock units overpowered while still making them much more effective than vanilla. As someone who really loves matchlock units but has always found himself frustrated by their relative uselessness in the vanilla game, this mod is exactly what I’ve been looking for. Hats off to you, dear sir, on a job well done, and thank you!
Little Markus 6 Jun, 2017 @ 6:35am 
can u make for levi infantry and others in FOTS? which don't have that ability
KR 28 Dec, 2016 @ 12:33pm 
After some testing, this is what I found: 'fire by rank' has equal rate of fire BUT a bigger effect on enemy morale as compared to 'kneel fire' IF the abilty goes off perfectly. Usually, this doesn't happen. So, yes, 'kneel fire' is superior in practice, although rank fire is better in theory.
Teutonic Ritterin 16 Feb, 2016 @ 4:19am 
this mod works if you don't have the FOTS Expansion
Teutonic Ritterin 15 Feb, 2016 @ 3:31am 
I tried to use fire by rank vs cavalry
the unit starts aiming when the horse is 30 Cm close to them,and only fires one shot
whatismyrealname 7 Mar, 2015 @ 1:29am 
Many thanks for making this! This works just like you described.

A tiny question though, this mod seems to work to all matchlock units, except for Ikko Ikki Matchlock Monk (?) >can't remeber the exact name . Is this intentional?

Once again, thanks a lot!!
Commodus 1 Jan, 2015 @ 10:18am 
Is this compatiable with co-op camps?
Dingo 15 Nov, 2014 @ 12:16pm 
BSM v1.4 conflicts with your matchlock range mod. I puted your files into BSM and now everything works fine!

Thank you very much again! :KneelingBow::KneelingBow::KneelingBow:
Zelenskyy☣  [author] 14 Nov, 2014 @ 12:41pm 
since it's working for me, the problem must be on your side. I can only guess, but another mod might interfere. Check your mods and deactivate all the ones that are changing the projectile tables, then enable them one by one to find the mod who is interfering. Since you seem to have approximate knowledge you could copy-paste my rows into that mod (or vice-versa), and then both changes should take effect.

Alternatively you can try to change the format of MY mod into "movie" (file -> change pack type). This should THEORETICALLY solve your problem, but since CA games are bugged as hell, it doesn't always.

good luck mate
Dingo 14 Nov, 2014 @ 11:42am 
Thanks Vandal,

unfortunately this mod doesn't work for me as well... These mods you spoke about, uses db>projectile and db>unit_tables. But non of them seems to be working for the current patch (or something else). I took a look inside your mod. You changed the same db tables as everyone else.

Do you know a working mod for this, or is this type of mod just incompatible with unit mods such as AUM/Radious/... ?
Zelenskyy☣  [author] 14 Nov, 2014 @ 9:46am 
https://www.dropbox.com/s/djbqh50232m49b2/z_matchlocks_redone_vandal.pack?dl=0

i hope it works, if not, you gotta see for yourself, there are enough mods around like this.

it increases the range of all matchlocks to 150, but as a trade off, slightly decreases accuracy and maybe also reloading skill, i'm not sure anymore. The negative effect is pretty small tough, and I consider this mod balance-breaking, since the human player gets a huge advantage.
however I still played with both of these mods myself, so i'm not in position to judge....
Zelenskyy☣  [author] 14 Nov, 2014 @ 9:41am 
as a matter of fact, i created something like this long ago and also uploaded it on workshop, however, I didn't make it public, because I.) there are REALLY already enough mods like this and 2.) because I was too lazy to write a description.
however I can dig it out for you
Dingo 14 Nov, 2014 @ 4:07am 
Thank you very much for your mod. You gave matchlock units finally some sense!

Do you think, you could increase the firing range of all matchlock units up to 150 (same range as bow units)?

There is already a mod for this, but its not working for me. I already tried to mod those db tables by myself. I failed .... -.-'
Zelenskyy☣  [author] 28 Sep, 2014 @ 5:27pm 
nah, it's just the default, normal campaign
hahaha^^
Captain Sternn 28 Sep, 2014 @ 4:56pm 
I cannot find the sengoku campaign, I assume that this is a mod for a mod? Yo dawg I heard you like mods, so I made you a mod for a mod.
我不是蘑菇 26 Sep, 2014 @ 10:29pm 
@Hazzard
Most of people think that the Oda shooters only had 3 rows, which made them easy to change postion from fire to load.
Jasper 16 Sep, 2014 @ 2:35pm 
Ahaha, it's always fun slaugtering the AI eh?

Once again, I thank you for this mod, as it pretty much opened up for me to modding for Shogun 2. Plus to be quite frank, a slight boost in range for matchlock units are good, but not directly archer range. Too powerful if they have that distance to be honest. :D

Thanks! You have a great day as well.
Zelenskyy☣  [author] 16 Sep, 2014 @ 9:59am 
thanks!
well i already boosted the range of all matchlocks to archer range, and always use the port. tercos, so I don't really need this.

how can i expect you to spare the ai if i don't do it myself? hahah
have a nice day my friend :)
Jasper 15 Sep, 2014 @ 6:04pm 
Ahaha, for sure. No promises on slaugthering the AI much thou. :)

Those two special units on the left are from the AUM_SHO mod, both are matchlock units. One is called Arquebusiers Samurai which has superior range over regular matchlocks, and the other is a Christian Matchlock unit in which I edited to have superior stats such as accuracy and reload speed.

I modded those two units to have supression fire and kneel fire as well. :D
Zelenskyy☣  [author] 15 Sep, 2014 @ 5:25pm 
looks nice... you almost get a fots feeling now, don't you eh? :)
just promise me to not slaughter the ai too much

may I ask what's the name of the two special units on the left? they look intersting
Jasper 15 Sep, 2014 @ 3:43pm 
I actually done it already myself. I modded in just recently.

It actually works pretty well indeed, just a bit overpowered when stacked with "rapid volley." I haven't seen any glitched yet to be noted.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=314367637
Zelenskyy☣  [author] 15 Sep, 2014 @ 10:34am 
definitifely possible
it's been i while since i played fots last, but as far as I remember it only boosts reloading skill, which then would be no problem at all
if it changes other stuff, it could get problematic as there might be missing animations or something
Jasper 14 Sep, 2014 @ 10:04pm 
Thank you for this mod.

Is it possible to also add the ability of supression fire?
Oh god i am going to coom 18 Aug, 2014 @ 1:25pm 
This mod makes my dick hard
The Spy´ 15 Aug, 2014 @ 12:13pm 
h. That was quite a common tactic in first line of infanteria or second tropie legue formacion of angle.! shoot at the line for line. good point.
Hazzard 15 Aug, 2014 @ 4:12am 
@Kite
That's called firing by counter-march. That was quite a common tactic in Europe, but I don't know if Europe learnt it off him or he borrowed it from Europe. It is a fairly inefficent tactic if the formation is too deep, because you have a pile of men standing around doing nothing in the middle of the formation, rather than shooting and reloading. It did help to ensure that formations held though, increasing morale in game terms, because the majority of the men can't run unless practically the whole formation runs.
Jokocin 15 Aug, 2014 @ 4:11am 
ha
Maty743 14 Aug, 2014 @ 6:25am 
Looks cool but your discription is very confusing :KOh:
Kite 10 Aug, 2014 @ 6:49pm 
i just wish that there was a special mode for like Oda Matchlock units to use the famous strategy Nobunaga used against Takeda, namely first rank fires then runs back of the line then next line and so forth until its the 1st original line again, which should have reloaded by then. but i realize for gameplay purposes this would b OP as hell....
Joseph 10 Aug, 2014 @ 12:18pm 
☻/ This is Jimmy. Copy and paste him
/▌ all over the workshop
/ \ so he can stop bob from taking over the workshop
b4hand 10 Aug, 2014 @ 8:34am 
Perfect! Absolutely perfect! Awesome!
小猫乱吃 10 Aug, 2014 @ 2:41am 
very good
Dra 9 Aug, 2014 @ 7:56pm 
you can do for the sengoku campaing to a unit of matchlocks shots all them member? like the mounted matchlocks
Destin Faroda 9 Aug, 2014 @ 1:33pm 
[quote]can you make all row fire in fall of samurai?[/quote]
Easy. Simply get rid of these unrealistic, bugged fire drills and activate all ranks fire. Since Empire, this causes the least amount of trouble and works best.