Total War: SHOGUN 2

Total War: SHOGUN 2

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Skirmish Line: Artillery Rebalance (FotS)
   
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22. dec. 2024 kl. 15:10
1 ændringsbemærkning ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Skirmish Line: Artillery Rebalance (FotS)

Beskrivelse
This rebalances the artillery in FotS for my other mod.

Base range for Parrott Guns and Armstrong Guns increased to 800. Muzzle velocity is greatly increased for both (more than doubled from 170 m/s to 380 m/s). Note: this means that they cannot shoot as indirectly as before, and are largely direct fire weapons.

Parrott Guns and Armstrong Guns load slower (this is done via projectile_tables, rather than a stat). Parrott Guns gain +10 reload speed (so 35 now).

Ammo for both increased to 40.

Balance wise, this may make them a bit weaker and more situational, but they are still extremely powerful. May nerf their accuracy in the future, however.

This mod is not absolutely required for my mod, nor does this need my other mod to work.
14 kommentarer
MaxRavenclaw 6. feb. kl. 9:13 
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_  [ophavsmand] 4. feb. kl. 16:14 
@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. kl. 12:00 
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_  [ophavsmand] 25. dec. 2024 kl. 4:04 
@Gabe yeah I'm having trouble. will have to put this on the backburner for now
C4nn0nF0dd3r_  [ophavsmand] 23. dec. 2024 kl. 8:58 
@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 kl. 6:58 
@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_  [ophavsmand] 23. dec. 2024 kl. 1:44 
Parrott gun fuses mightve been solely percussion though. I will have to research more
C4nn0nF0dd3r_  [ophavsmand] 23. dec. 2024 kl. 1:42 
@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 kl. 1:06 
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 kl. 1:06 
@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.