Total War: SHOGUN 2

Total War: SHOGUN 2

Skirmish Line: Artillery Rebalance (FotS)
14 Comments
MaxRavenclaw 6 Feb @ 9:13am 
I've since played a bit more with the guns in campaign and accuracy does improve to acceptable levels once they get some experience. I almost never use shrapnel though due to bad experience with it, but HE can be devastating when it hits, I think even more so than in vanilla. The low arc does make them a pain to use in some instances. They're useless on forest maps, which I suppose is historical, but the game has way too little control over where you fight your battles, so you need to be lucky to get good use of artillery.

What I love the most is the extra range. It really pushes the enemy to always attack you which is nice.

Anyway, once again, great mods, hope you keep developing them, they're really fun and add some serious historical authenticity to the game.
C4nn0nF0dd3r_  [author] 4 Feb @ 4:14pm 
@MaxRavenclaw

Unlike the Parrot guns, the Armstrong guns have to reload to fire their first shot.
As for accuracy, this is intended, although they are still incredibly powerful (almost OP). I changed it because I had decreased the accuracy of the infantry in my mod (I believe without the mod they win 1v1s). While the guns themselves are accurate IRL, it is the crew who aim, and humans are not perfect in their actions.

Shrapnel is a bit weird, I will have to try to fix it when I get time to do so. It can get kills though.
MaxRavenclaw 25 Jan @ 12:00pm 
C4nn0nF0dd3r, I've tested the rate of fire in a custom battle with zero experience guns and the numbers you mention seem to be implemented. 60s, Parrot gun shot first (for some reason Armstrong waited a bit) and managed to get in 3 shots just as the minute ended. Armstrong Guns managed to get in 4, though due to the delay I assume a 5th would have been possible.

The guns are incredibly inaccurate, though. The low arc of fire leads to them missing by huge factors, most shells go over the heads of the enemy formation. Using shrapnel basically wasted the ability as no shell hit. This was against a small army, though, of just 2 units. Effects would probably be better against larger armies. Still, given the precision of the guns, it makes little sense the crews would miss so badly. I'll have to experiment with more experience see how things change.

In any case, cool mods you have here. I really liked being able to fight in open order formation using your skirmisher line mod.
C4nn0nF0dd3r_  [author] 25 Dec, 2024 @ 4:04am 
@Gabe yeah I'm having trouble. will have to put this on the backburner for now
C4nn0nF0dd3r_  [author] 23 Dec, 2024 @ 8:58am 
@Gabe I think I will probably replace fire by rank with the explosive shell ability, since it already is able to be added to the tech tree easily. the mod is almost done, but i must sleep now. it will probably be done by Christmas
Gabe 23 Dec, 2024 @ 6:58am 
@C4nn0nF0dd3r_ In essence, my suggestion is simply to have a mod where solid shot becomes the default ammunition, and HE shells are unlocked as a tech-based ability with limited charges per battle.

Thank you so much for taking the time to consider my ideas. I really appreciate it. I had a similar experience with Valerboss's bayonet mod years ago. Back then, I suggested changes to improve the mod, which originally had the French bayonet incorrectly attached to every gun in the game. Thanks to his willingness to listen and hard work, we now have a much better bayonet mod. It's great to see that same openness from you, and I’m excited to see where this might lead!
C4nn0nF0dd3r_  [author] 23 Dec, 2024 @ 1:44am 
Parrott gun fuses mightve been solely percussion though. I will have to research more
C4nn0nF0dd3r_  [author] 23 Dec, 2024 @ 1:42am 
@Gabe thanks again! oh I just realized I misread your original message lol. whoops. yeah, having the Parrott gun used timed fuses is also a good idea. I think I think for your very last suggestion, it will either make the Armstrong gun extremely underpowered or overpowered.

IRL the difference in effectiveness was limited. The muzzle loading cannon could shoot 3 rounds a minute, and the breechloader 4-5 (due to needing to scrub the barrel anyways) (something I believe I achieved in this mod, although I will have to use a timer again since it was early in this submod's development).

For bolts (the solid shot for rifled guns) vs shells (explodey), I think the bolts were extremely accurate. Rifled cannon projectiles didn't bounce often I believe though. So shells could be less so, and have half range (1600 vs 800).

For difference in the guns, honestly I do not think I would make it any more than difference rate of fire and difference in shells, especially from a balance perspective.
Gabe 23 Dec, 2024 @ 1:06am 
As for solid shot, there’s potential to make the differences between these guns stand out more. The Parrott gun could be highly inaccurate at maximum range, only gaining accuracy as targets get closer, while the Armstrong gun, designed for precision with its conical, aerodynamically optimized projectiles, would be comparatively much more accurate. To balance gameplay, you could give the Armstrong gun twice the accuracy of the Parrott gun but cap its hit chance at 20–30% at maximum range to avoid making it feel overpowered. This approach would emphasize the technological advancements of the Armstrong gun while preserving gameplay balance and immersion."
Gabe 23 Dec, 2024 @ 1:06am 
@C4nn0nF0dd3r_ now that you mention it, you could differentiate the Parrott gun and Armstrong gun by reflecting the evolution from 17th-century airburst shells (howitzer shells) to the more refined mid-19th-century shrapnel shot. For instance, the Armstrong gun, being the more advanced system, could utilize shrapnel shot, while the Parrott gun relies on earlier airburst mechanics.
Gabe 23 Dec, 2024 @ 12:57am 
Keep up the good work man, people like you are what keeps the game alive.
C4nn0nF0dd3r_  [author] 23 Dec, 2024 @ 12:29am 
@Gabe Thank you so much for telling me! That means so much to me! I spent a lot of effort trying to get the balance right.

For HE being an ability and solid shot being the default, that is absolutely possible. As of now, I am not sure how to add an ability to the tech tree (that's why line infantry can go into square from the start). It's a good idea, however, solid shot is very underwhelming in both Shogun 2 and the prior games for some reason.

Balance-wise, I think solid shot would be made longer ranged (maybe 1600) and quicker to load.

I think airbusts are possible as well. The_Yogi's mod adds older guns and howitzers (and mortars) that use timed fuse shells that will burst in the sky sometimes (or hit the ground).

Historically though, I'm not sure. I think percussion fuses were starting to be the norm, but you can argue Japan was behind (they were still using smoothbore muskets!).

Once I figure out how to add an ability to the tech tree, I'll attempt to make it as a submod.
Gabe 23 Dec, 2024 @ 12:11am 
Love your Skirmish mod by the way..... Ugh, finally found a mod that I've always wanted for FOTS..
Gabe 23 Dec, 2024 @ 12:09am 
I propose switching the main ammunition type for artillery from HE shells to solid shot by default, with HE shells becoming accessible only after unlocking the corresponding technology in the tech tree. The base game already includes HE tech for ship ammunition, so it would make sense to extend this to artillery. Additionally, in battle, HE shells could be treated similarly to shrapnel (airburst) shot, with a limited number of charges—perhaps three uses per battle. This change would enhance the gameplay and contribute to a more immersive and authentic experience. I really want something like this, heck even as a submod to this.