Lethality of musket fire

Moderators: rbodleyscott, Slitherine Core, Gothic Labs

Post Reply
Lysimachos
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1459
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Lethality of musket fire

Post by Lysimachos »

I was wondering which files and inherent strings should be modified to obtain a different ratio of casualties per each turn of musket fire (I'm referring to the percentage of lethality of the single volleys) and if this is a function which applies uniformly for all types of units or whether it is possible to differentiate it depending on whether they are steady, disrupted or fragmented.

Any help should be welcomed!! :wink:
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Athos1660
Major-General - Elite Tiger I
Major-General - Elite Tiger I
Posts: 2692
Joined: Wed May 29, 2019 3:23 pm

Re: Lethality of musket fire

Post by Athos1660 »

I knew it back when I modded P&S. I don't remember now.
Can't you make some quick reversible tests on Squads.csv, using say BlueMusketeers ?
Lysimachos
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1459
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: Lethality of musket fire

Post by Lysimachos »

As as I understand the mechanism of the Squads.cvs file, it shouldn't be here that the problem can be solved.

There must be some other file which determines the effects of musket fire ...
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Athos1660
Major-General - Elite Tiger I
Major-General - Elite Tiger I
Posts: 2692
Joined: Wed May 29, 2019 3:23 pm

Re: Lethality of musket fire

Post by Athos1660 »

Yet it works for me : when I change "Musket" to Blue_Musketeers from 100 to 150, Casualties goes from 25-75 to 36-111.

Image

Image

However, now that I re-read your OP, I am not sure I understand what you wish.
Last edited by Athos1660 on Mon Dec 22, 2025 11:20 am, edited 2 times in total.
Cronos09
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 327
Joined: Thu Feb 22, 2018 4:28 pm

Re: Lethality of musket fire

Post by Cronos09 »

Lysimachos wrote: Mon Dec 22, 2025 9:50 am As as I understand the mechanism of the Squads.cvs file, it shouldn't be here that the problem can be solved.

There must be some other file which determines the effects of musket fire ...
As for me I do not quite understand the problem with musket fire.
All scripts related to shooting and firing damage are written in files Shooting.BSF and Shooting_Logic.BSF. You already was changing the artillery damage in Shooting_Logic.BSF. Next script block in FUNCTION CalculateShootingDamage() is responsible for the other firing damage (incl. musket fire). Below in this function takes into account the following modifiers: full or half volley, movement, cover and morale. Thу last modifier uses FUNCTION GetMoraleDisorderModifier() which takes into account Steady, Disrupted or Fragmented unit state (see CombatTools.BSF).
If you would like to reduce forcedly the musket damage in each several turns, you should use Ammunition scripts like in FoG2: eg. full musket damage for the first 5 turns of shooting, 2/3 damage for the next 5 tuns and the rest turns - 1/2 musket damage or something like this.
Lysimachos
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1459
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: Lethality of musket fire

Post by Lysimachos »

Athos1660 wrote: Mon Dec 22, 2025 11:05 am Yet it works for me : when I change "Musket" to Blue_Musketeers from 100 to 150, Casualties goes from 25-75 to 36-111.

However, now that I re-read your OP, I am not sure I understand what you wish.


You're right mate, but in this way you substantially make 100 men to use 150 muskets, which is quite unrealistic (though this could be a fallback solution if it isn't possible to do otherwise).

Moreover, my intent wasn't that of merely enhancing the fire power of some units but to decrease the range of probabilities of the outcome of the salvo (i.e., for example, to have casualties for superior units going from 70 to 90 instead from 36 to 111 and for average units from 40 to 60 instead from 25 to 75).
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Lysimachos
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1459
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: Lethality of musket fire

Post by Lysimachos »

Cronos09 wrote: Mon Dec 22, 2025 11:15 am
As for me I do not quite understand the problem with musket fire.
All scripts related to shooting and firing damage are written in files Shooting.BSF and Shooting_Logic.BSF. You already was changing the artillery damage in Shooting_Logic.BSF. Next script block in FUNCTION CalculateShootingDamage() is responsible for the other firing damage (incl. musket fire). Below in this function takes into account the following modifiers: full or half volley, movement, cover and morale. Thу last modifier uses FUNCTION GetMoraleDisorderModifier() which takes into account Steady, Disrupted or Fragmented unit state (see CombatTools.BSF).
If you would like to reduce forcedly the musket damage in each several turns, you should use Ammunition scripts like in FoG2: eg. full musket damage for the first 5 turns of shooting, 2/3 damage for the next 5 tuns and the rest turns - 1/2 musket damage or something like this.


Thanks Cronos09, I will try to have a look at it during the holidays.

Your hints are precious!
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Athos1660
Major-General - Elite Tiger I
Major-General - Elite Tiger I
Posts: 2692
Joined: Wed May 29, 2019 3:23 pm

Re: Lethality of musket fire

Post by Athos1660 »

Lysimachos wrote:
Athos1660 wrote: Yet it works for me : when I change "Musket" to Blue_Musketeers from 100 to 150, Casualties goes from 25-75 to 36-111.
(...)
You're right mate, but in this way you substantially make 100 men to use 150 muskets, which is quite unrealistic (though this could be a fallback solution if it isn't possible to do otherwise).
It could also be interpreted as :
(1) the same number of Blue_Musketeers of the 18th century are able to cause 36/25, that is about 45% more casulaties than the Blue_Musketeers of the 17th, thanks to their new equipment, their better training, their new tactics, which might be realistic (?). Of course, 150 is en example. It could be less effective with 110, 120 or, on the contrary, even 80...

or

(2) A 80 Blue_Musketeers is say 80% as effective as a 100 Blue_Musketeers.
Lysimachos wrote: Moreover, my intent wasn't that of merely enhancing the fire power of some units but to decrease the range of probabilities of the outcome of the salvo (i.e., for example, to have casualties for superior units going from 70 to 90 instead from 36 to 111 and for average units from 40 to 60 instead from 25 to 75).
Sorry, I definitely can't help you for that.
Lysimachos
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1459
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: Lethality of musket fire

Post by Lysimachos »

Athos1660 wrote: Mon Dec 22, 2025 1:01 pm
It could also be interpreted as :
(1) the same number of Blue_Musketeers of the 18th century are able to cause 36/25, that is about 45% more casulaties than the Blue_Musketeers of the 17th, thanks to their new equipment, their better training, their new tactics, which might be realistic (?). Of course, 150 is en example. It could be less effective with 110, 120 or, on the contrary, even 80...

or

(2) A 80 Blue_Musketeers is say 80% as effective as a 100 Blue_Musketeers.

The second interpretation, in fact, holds ...
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Post Reply

Return to “Modders Corner”