Total War: SHOGUN 2

Total War: SHOGUN 2

[FoTS] Horse Artillery
59 Comments
Half-Cat 4 Mar, 2024 @ 9:47pm 
This is a unit in the campaign?
Half-Cat 7 Mar, 2023 @ 11:58pm 
Does this work with the campaign?
amazinghottguy 4 Feb, 2023 @ 10:37pm 
Do building buffs like Smelting Mill actually affect the costs? From my gameplay their costs appears quite indifferent, like vanilla Parrott Guns after costs in Hard costing around 936 after a -15% discount from Smelting Mill, yet your Valee Parrott Guns cost around 1453 or so.
JohnnyCJK 5 Jul, 2022 @ 2:44am 
Compatible with darthmod ?
chryssjanzonio 9 Feb, 2022 @ 8:45pm 
does this work?
Vietcong Approach 30 Nov, 2021 @ 6:15am 
can you mod it for shogun unit? Not fots
wiselight3 30 Dec, 2020 @ 12:39pm 
same as below. One of the best mods for fots but since the men are lacking only 3 cannons are available. swift in both campaign map and battle field but 75% power and being more expensive. kinda match the balance.
Berandal lokajaya 31 Aug, 2020 @ 4:42pm 
very nice mod, but you forgot to add more crew to your amstrong and gatling. both has only 18 men. So only 3 weapons work out of 4. btw, thanks for your hard work
norto22 17 Mar, 2020 @ 9:52pm 
Is this mod compatible with mp?
Niishjaa 24 Sep, 2019 @ 10:36pm 
i like horse
Flamma 20 Oct, 2017 @ 4:40pm 
Can you post the unit cards in the preview images?
GrenadeBait 14 Aug, 2017 @ 8:41pm 
It's true 'ladies love men with horses AND a big gun!'
Adrian Maximillian 21 Nov, 2015 @ 6:22am 
I just find out how to make all guns fired… the guns must be unlimbered during deployment phase, they wont fire all four guns if the cannons still limbered at the start of battle...
Osric  [author] 20 Nov, 2015 @ 9:01pm 
@ Maximillian: What have you set the unit size to in the game settings? That setting is very much a blunt instrument that will simply add (or deduct) men from each unit and pays no attention to the unit type. I suspect the bug you are seeing is due to a smaller unit size setting than what the mod was designed for (maximum) and enough men are being removed to leave a gun without crew but, as due to the way the scaling works, the "empty" gun isn't being removed as well.

It is, I'm afraid, a vanilla bug that is a result of lazy scaling systems and horse artillery units having a small crew size. It also affects NTW horse artillery and, well, they never had to fix it for FoTS so I guess they didn't bother.
Adrian Maximillian 20 Nov, 2015 @ 8:42pm 
my crew only fire three guns, and they still carry the other gun around whenever i move them to locations... is there something wrong?
Khairus 13 Nov, 2015 @ 9:50pm 
i am excited to try this... now maybe my cannon heavy armies can move faster than snail..lol
thanks
E 19 Jul, 2015 @ 2:27pm 
Aha, this reminds me of the good old ETW/NTW days. Well done.
Osric  [author] 15 Jul, 2015 @ 8:54pm 
@ DarkenAngel - This adds two new horse artillery units; the regular field guns are unchanged.
The_Darkenangel 15 Jul, 2015 @ 8:44pm 
i didn't see a change
==>KT<== WarDaddy 30 Mar, 2014 @ 1:31am 
really amazing, first horse artillery appear in 1800
Osric  [author] 24 May, 2013 @ 3:54am 
@ De Wolfie - That's a common sound bug known to occur when you add units to the game (some fool thought associating units with their correponding sound files via matching pack-file index numbers was robust design choice...). Darthmod, I believe, has a link to a file that will fix that bug.
DeWollfy 23 May, 2013 @ 9:58am 
When I tried this mod, all gun-fireing sounded like artillery, nearly blowed my ears out.
SusquehannaMan 14 Mar, 2013 @ 1:23pm 
horse just runnin in circles whilemy horses poke and stampeed away
SusquehannaMan 14 Mar, 2013 @ 1:23pm 
when i attack other artillery troops it takes up to a full min for them to start loosing troops. basiclyyyyy theyre immortal for a good period of time
tiny heinie 2 Mar, 2013 @ 8:18am 
@ Osric: The guns aren't removed, only the men that were manning the guns before they were limbered.
Osric  [author] 2 Mar, 2013 @ 5:39am 
The way the unit size setting works is by scaling the number of men in a unit. Since these guns have so few crew this typically results in a few guns that lack crew, which the game automatically removes. Normally it simply wouldn't load (or even list on the card) the uncrewed guns however; this is the first I've heard of the guns being removed mid-battle.
tiny heinie 2 Mar, 2013 @ 5:09am 
@ Osric: So I'm guessing it's the unit size's problem? I have a low-end computer with EVERYTHING at low so I'm guessing that's why.
Osric  [author] 1 Mar, 2013 @ 9:27pm 
@ Nolifenoob: What unit size are you playing at?
tiny heinie 1 Mar, 2013 @ 5:17pm 
Does anybody else have this problem where when you unlimber them 1 of the units just randomly disappear? Is it just me?
TimeOfEssence 8 Feb, 2013 @ 10:08am 
'You can re-enact that scene in Zulu Dawn properly.'
That's it, I'm getting this.
Eggman 19 Jan, 2013 @ 10:28am 
THANKS SO MUCH! IT SO NEEDED THIS
gangstergerberbaby 1 Jan, 2013 @ 12:10am 
nope i did another test and instead of using a siege battle i used an open field and they managed to work theyre no where else.
Osric  [author] 31 Dec, 2012 @ 10:30pm 
Right, after some testing, I cannot find the problem you are describing. Do you have any AI mods installed (eg. Radious) as these could be causing the AI to improperly recognise the guns.
gangstergerberbaby 20 Dec, 2012 @ 2:21pm 
yeah AI will not use the valee guns as artillary. they charged me in custom and acted like sabre cavalry
gangstergerberbaby 19 Dec, 2012 @ 6:10pm 
i havent checked custom but in the campaign they are incapable of using valee guns for me
Osric  [author] 19 Dec, 2012 @ 5:20pm 
Does the same thing happen in custom battle? In my tests the AI seems fully capable.
gangstergerberbaby 19 Dec, 2012 @ 2:51pm 
it could just me
Osric  [author] 18 Dec, 2012 @ 8:43pm 
My apologies for not clarifying: AI units always deploy unlimbered, player units deploy limbered (horsed-up as you said). That said, my guns share the same basic attributes as the vanilla weapons, so I'm not sure why the AI has a problem interfacing with them...
gangstergerberbaby 18 Dec, 2012 @ 12:36pm 
hmm thats strange. all my units are always deployed limbered ( limbered is when there horsed up i think).
Osric  [author] 17 Dec, 2012 @ 9:40pm 
That's very odd...there should be nothing stopping them [using the valee guns]. I'll look into it but it could be vanilla AI rated since I've never seen them actually unlimber ANY guns (they always deploy unlimbered).
gangstergerberbaby 17 Dec, 2012 @ 8:09pm 
can the AI use the valee variants? i went into battle against them and they ended up not unfurling there units so they didnt fire there cannon. this happened twice and both times they didnt use the cannon type unfurled
Simping4Jesus 9 Nov, 2012 @ 5:39am 
@Pharaoh: Well, cannons can be routed by practically anything anyway. So that won't be a problem.
Osric  [author] 6 Nov, 2012 @ 11:09pm 
@Yogi: That's what I did. Just thought some people might be interested in the details.

@NameICan'tBeBotheredTyping: Just hit subscribe; that should do it.
KB_TheDireWolf 6 Nov, 2012 @ 11:08am 
where do i go to get this mod???
The_Yogi 28 Oct, 2012 @ 7:24am 
Benny Hill-esque wheel rolling? Just reduce the number of crew - so all of them get their own horse.
The WolfMann 27 Oct, 2012 @ 8:22pm 
Couldn't you attack them with spear units and rout them. I mean there drawn by hoarses and spears are effective against cav so that would be a drawback right?
Osric  [author] 26 Oct, 2012 @ 2:08am 
@ Frosty: Quite tempted to. Fact is however I'm told they're very heavy (800lbs a piece) and not the most common things to whip around at high speed (that's what screwed General Custer - No Gatling Guns at LBH). Expect them this weekend, with an eight horse train, if that doesn't get too tangled.
Matanuska 25 Oct, 2012 @ 4:03pm 
I've always wanted something like this, thanks. Any plans to include gatling guns as well?
J. 22 Oct, 2012 @ 9:10am 
have some effect in batlle?
Maj_Cyric 21 Oct, 2012 @ 12:43pm 
The Arty unit you are trying to make for FoTS would be 6lb and under cannon... used down near the lines of INF and were quick moving and setting up (unlimbering) but they were quick because they were small caliber cannon... not very useful against walls for fortifications... 12lb+ cannon is not cannon you can move and unlimber with any quickness... they are used in planned assaults and defenses and didn't move much once they were set up

The idea of the big tactical change to use cannon as such came from Sweden by Gustav Adolf during the 30 years war which made Sweden a Northern power house in northern Europa... He also brought about the use of cartridge shot (Shot+Powder in one) requiring fewer men needed to man cannons... and perfected the use of canister shot (grapeshot rounds) used in these quick moving small caliber cannons in warfare..