KS mod, artillery won't fire

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Gunfreak
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KS mod, artillery won't fire

Post by Gunfreak »

I'm playing sandbox corps vs corps as 1812 russians, my artillery won't fire, they have enemies with in range.

Infact artillery dosn't seem to "see" the enemy, I had a battery of artillery facing the wrong way. it was just 500 yards form the enemy, staring right into a hill, instead of tunring around having perfect field of fire.
Saddletank
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Re: KS mod, artillery won't fire

Post by Saddletank »

Artillery won't turn on it's own in the KS Mod. The guns are fixed. You need to plant the batteries to face towards the threat. Artillery is highly dangerous in the KS Mod and if used correctly can inflict more %age losses in a battle than musket fire. You do have to plant your guns carefully though, preferably on elevated ground that is not too steep and without any intervening troops or vegetation. In our games we often see batteries rack up scores of over 1,000 points. If you have a battery that's not shooting, TC the commander and shift it a few tens of yards left or right, also placing your viewpoint low to the ground can allow you to see the small variations in topography that a battery needs to see over.

Once you get a battery "working" well, leave it alone to pound the enemy for a long period, say 15-30 minutes or so. It will gradually do a lot of damage. Sending in a strong attack after a few batteries have done their job is a very satisfying way to win.
HITS & Couriers - a different and realistic way to play SoW MP.
Gunfreak
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Re: KS mod, artillery won't fire

Post by Gunfreak »

But I'm a corps/army commander, I can't go around placing and aiming every single battery.
AP514
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Re: KS mod, artillery won't fire

Post by AP514 »

Good point...

Besides that how do you like that mod..(im interested in installing it)
Last edited by AP514 on Tue Jul 07, 2015 6:54 pm, edited 1 time in total.
Gunfreak
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Re: KS mod, artillery won't fire

Post by Gunfreak »

So far I like it.

I see all the russian hussars are the same. But that can be fixed with time I'm sure.

It's lovely seeing the russians!

So far havn't played more then 40 minutes(got anoyed over nonfireing batteries.

I had 30 guns ready to fire on the young guards, but they wouldn't so the young guards chased of one of my dvisions,

I played an attack battle, but the ai moved far away from the defence point, but that might be because of the forces size.


Definatly recomend it.
Marching Thru Georgia
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Re: KS mod, artillery won't fire

Post by Marching Thru Georgia »

The stock game behavior of having guns rotate individually is historically inaccurate. If guns needed to reposition themselves, the entire battery would redeploy due to the space needed between the guns. The stock game is more like a tank turret than a battery. That makes it virtually unassailable. The only exception to this were howitzers. They were usually deployed on the ends of a battery so they could rotate if needed to defend the flank. This is not reflected in the mod at this time because howitzers in the middle of a long gun line would be able to turn and fire through the intervening guns. SOW does not view guns as obstacles that block the line of sight.

The shortcoming of the game is that the AI does not know the guns do not rotate. It expects to be able to place them facing any direction, knowing they will rotate to face the enemy. Hopefully this can be changed in the appropriate dll.

The artillery in the mod returns to its historic deadliness. Napoleon called the guns the queen of the battlefield, and with good reason. It was responsible for ~50% of all casualties. You'll never see that in a stock SOW game. These guns hit what they shoot at. Canister can reach out to 450 yd. depending on the caliber of the weapon. But they are vulnerable to attack from the flank or rear.
I can make this march and I will make Georgia howl.
Gunfreak
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Re: KS mod, artillery won't fire

Post by Gunfreak »

They won't do anything if they don't shoot.

The ai artillery works, just mine that won't fire. I can't go around aiming 50 batteries all over the map, not to mention it would take 30 minutes to get a currier to them, unless the currier gets killed.

I get this mainly multi player mod, and this problem goes mostly away when you just have a division or brigade to control. But as a corps or army commander its impossible to keep aiming 50 batteries.

And i applaud the realism. But playing a napoleonic game were artillery won't fire is no fun.
Gran Capitán
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Re: KS mod, artillery won't fire

Post by Gran Capitán »

A corps with 50 batteries? Sounds too many no army had 300-400 guns on the field.

Just face your artillery towards the enemy it should be easier for you than for the AI. Good generals give the facing when issuing the orders so not to have your problem. The target-aimed guns in the stock game are an abomination. Sometimes it is mandatory to TC commanders in order to handle artillery properly.
Gunfreak
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Re: KS mod, artillery won't fire

Post by Gunfreak »

Russia ha 700 guns at borodino, and 500 at Aylau.

I cant face that many batteries. And even if i did, what does that help when they dont react to the enemy. Its just 40 minutes into the battle and I'm engaged, most of my troops are still far away (10-20 minutes )

I had placed two batteries, they wouldn't fire.
Saddletank
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Re: KS mod, artillery won't fire

Post by Saddletank »

Screenshots of the batteries would help, especially taken from about 25m height then at ground level looking towards the enemy they're (not) shooting at. I can assure you the batteries in the mod do fire!

Question - why do you have batteries in action when most of your troops are 10-20 minutes away? You shouldn't lead your advance with your artillery, it should be at least at the back of your leading infantry division so it is protected and supported.
HITS & Couriers - a different and realistic way to play SoW MP.
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