Total War: SHOGUN 2

Total War: SHOGUN 2

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Skirmish Line: Artillery Rebalance (FotS)
   
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Tags: mod, graphical
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22 Dec, 2024 @ 3:10pm
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Skirmish Line: Artillery Rebalance (FotS)

Description
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.
11 Comments
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..