Any help should be welcomed!!
Lethality of musket fire
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
-
Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1499
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Lethality of musket fire
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!!
Any help should be welcomed!!
"Audentis fortuna iuvat"
- Virgilius
(Good luck favours the brave)
- Virgilius
(Good luck favours the brave)
Re: Lethality of musket fire
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 ?
Can't you make some quick reversible tests on Squads.csv, using say BlueMusketeers ?
-
Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1499
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Re: Lethality of musket fire
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 ...
There must be some other file which determines the effects of musket fire ...
"Audentis fortuna iuvat"
- Virgilius
(Good luck favours the brave)
- Virgilius
(Good luck favours the brave)
Re: Lethality of musket fire
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.


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.
Re: Lethality of musket fire
As for me I do not quite understand the problem with musket fire.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 ...
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

- Posts: 1499
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Re: Lethality of musket fire
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)
- Virgilius
(Good luck favours the brave)
-
Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1499
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Re: Lethality of musket fire
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)
- Virgilius
(Good luck favours the brave)
Re: Lethality of musket fire
It could also be interpreted as :Lysimachos wrote: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).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.
(...)
(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.
Sorry, I definitely can't help you for that.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).
-
Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1499
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Re: Lethality of musket fire
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)
- Virgilius
(Good luck favours the brave)
Re: Lethality of musket fire
I don't understand what you mean.
Re: Lethality of musket fire
Yes, there is the shooting adjustment for an unit quality - FUNCTION GetShootingWeaponModifier in CombatTools.BSF:Lysimachos wrote: ↑Mon Dec 22, 2025 12:24 pm
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).
Code: Select all
// Note that the adjustments below don't work identically to POAs as they occur after the other POAs have been taken into account
// Adjust for quality
POA = GetQuality(me) - 100; // Standard quality is 100. Only adjust POA for quality above or below 100.
POA /= 2; // 200 quality (+100 above average) is worth +50 POA
total_modifier = AdjustedShootingPercent(total_modifier, POA);-
Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1499
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Re: Lethality of musket fire
That's really interesting.Cronos09 wrote: ↑Mon Dec 22, 2025 6:46 pmYes, there is the shooting adjustment for an unit quality - FUNCTION GetShootingWeaponModifier in CombatTools.BSF:Lysimachos wrote: ↑Mon Dec 22, 2025 12:24 pm
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).You can add the same script above where 'Musket' is scripted and play with various value.Code: Select all
// Note that the adjustments below don't work identically to POAs as they occur after the other POAs have been taken into account // Adjust for quality POA = GetQuality(me) - 100; // Standard quality is 100. Only adjust POA for quality above or below 100. POA /= 2; // 200 quality (+100 above average) is worth +50 POA total_modifier = AdjustedShootingPercent(total_modifier, POA);
I will try to figure it out!
"Audentis fortuna iuvat"
- Virgilius
(Good luck favours the brave)
- Virgilius
(Good luck favours the brave)
-
Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1499
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Re: Lethality of musket fire
I intended to mean that your interpretation:
(2) A 80 Blue_Musketeers is say 80% as effective as a 100 Blue_Musketeers.
is solid!
"Audentis fortuna iuvat"
- Virgilius
(Good luck favours the brave)
- Virgilius
(Good luck favours the brave)
Re: Lethality of musket fire
Ah, I got it.
-
Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1499
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Re: Lethality of musket fire
Hi Andrei,
I’ve looked at the function but didn’t realize how it really works.
When the script says:
“POA = GetQuality(me) - 100; // Standard quality is 100. Only adjust POA for quality above or below 100.”
does it refer to a unit that is under average quality (- 100) or the sign “-“ is used only to separate “GetQuality(me)” from “100”?
And when it says:
“POA /= 2; // 200 quality (+100 above average) is worth +50 POA”
does it mean that you’re giving that unit 2 extra POAs or what else?
In other words, If I would like to have that:
- raw units fire 30% less effectively than average units,
- below average units fire 15% less effectively than average units,
- above average units fire 15% more effectively than average units,
- superior units fire 30% more effectively than average units,
how should I write the script?
I’ve looked at the function but didn’t realize how it really works.
When the script says:
“POA = GetQuality(me) - 100; // Standard quality is 100. Only adjust POA for quality above or below 100.”
does it refer to a unit that is under average quality (- 100) or the sign “-“ is used only to separate “GetQuality(me)” from “100”?
And when it says:
“POA /= 2; // 200 quality (+100 above average) is worth +50 POA”
does it mean that you’re giving that unit 2 extra POAs or what else?
In other words, If I would like to have that:
- raw units fire 30% less effectively than average units,
- below average units fire 15% less effectively than average units,
- above average units fire 15% more effectively than average units,
- superior units fire 30% more effectively than average units,
how should I write the script?
"Audentis fortuna iuvat"
- Virgilius
(Good luck favours the brave)
- Virgilius
(Good luck favours the brave)
Re: Lethality of musket fire
I think it would be wrong changes. The shooting damage, depending on the unit's quality, is good at present. There is no need change this balance, IMHO.Lysimachos wrote: ↑Mon Dec 29, 2025 7:13 pm
In other words, If I would like to have that:
- raw units fire 30% less effectively than average units,
- below average units fire 15% less effectively than average units,
- above average units fire 15% more effectively than average units,
- superior units fire 30% more effectively than average units,
how should I write the script?
-
Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1499
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Re: Lethality of musket fire
The big problem is that, under musket fire, superior units tend to get disrupted or fragmented quite in the same manner as raw or below average units, which is unhistorical.
While decreasing the fire power of lesser units it's possible to make superior and above average units less prone to this kind of fragility
While decreasing the fire power of lesser units it's possible to make superior and above average units less prone to this kind of fragility
"Audentis fortuna iuvat"
- Virgilius
(Good luck favours the brave)
- Virgilius
(Good luck favours the brave)
-
gribol
- Sergeant First Class - Elite Panzer IIIL

- Posts: 408
- Joined: Thu Nov 30, 2017 3:40 pm
- Location: The ends of the civilized world...
Re: Lethality of musket fire
I don't know exactly how it works, you guys are the modders, but aren't there other probabilities for disorganizing units with different morale in close combat?Lysimachos wrote: ↑Mon Jan 05, 2026 9:36 am The big problem is that, under musket fire, superior units tend to get disrupted or fragmented quite in the same manner as raw or below average units, which is unhistorical.
While decreasing the fire power of lesser units it's possible to make superior and above average units less prone to this kind of fragility
Doesn't this mechanism apply to firefights? Maybe introducing it would solve the problem?
Re: Lethality of musket fire
As the manual says : "The cohesion test is based on Rand(1,6) + Rand(1,6), with some “re-rolls” depending on troop quality. There are shades of quality, and the effect of these variations is fully represented mathematically by the game engine. However, as a general guide, Untrained troops re-roll 6s, Superior troops re-roll 1s, Elite troops re-roll 1s and 2s. A score of 6 (after modifiers have been applied) is required to pass the test."Lysimachos wrote: The big problem is that, under musket fire, superior units tend to get disrupted or fragmented quite in the same manner as raw or below average units, which is unhistorical.
In the Vanilla game, a better troop quality already significantly makes more casualties :Lysimachos wrote: While decreasing the fire power of lesser units it's possible to make superior and above average units less prone to this kind of fragility
1) Raw units :

2) Vet unts:

Anyway, it is also a matter of "how much ". That's personal taste and balance...

