Total War: WARHAMMER II

Total War: WARHAMMER II

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Firepower Unit Pack (Glory Mod + Shotgunners)
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Tags: mod, Units
File Size
Posted
Updated
229.053 MB
10 Sep, 2019 @ 12:16am
28 Jul, 2021 @ 8:23am
87 Change Notes ( view )

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Firepower Unit Pack (Glory Mod + Shotgunners)

Description
Introduction

Hello once again, it's your favorite talentless hack. Because of some technical limitations with the various Glory Mods, the initial plan of integrating them into Firepower piecemeal until the melee overhaul was completed isn't going to work.
As of now, I have entered the final stages of creating Firepower Total Combat Overhaul. When I have a day or two to mess with this highly unstable Jenga Tower, I plan to move the shotgunner, gyrocopters, and drakefire pistoliers from there to here for the sake of simplicity. For now, though, it's not happening anytime soon.

It's come to my attention that Scenix has produced an updated version of Glory Mod without any additional balance changes or units from outside those mod packs. They can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2356833051

MajorSpankage's old versions of these mods can be found here: https://steamhost.cn/steamcommunity_com/id/kaezermusik/myworkshopfiles/?appid=594570

Summary

This is a compilation of all five Glory Mods (Old World, Tomb Kings, Skaven, Dark Elves, High Elves) with all of its units rebalanced against Firepower Total Combat Overhaul. This includes, but is not limited to, increased range, damage, explosive potential and/or fire rates for ranged weapons, tweaked damage spreads for all varieties of weapons, moderately to heavily increased HP values for all non-ranged units, rebalanced melee skill (increased in most cases to account for lower base hit chance) for all units.

Current changelist :
  • Projectiles brought into line with Firepower Overhaul (both parts). This includes disappearing projectile fixes, increases to range,accuracy, damage, and/or explosive components.
  • Changed several units' projectiles and/or explosions to custom templates for better balancing control.
  • Units that were useless or underperforming due to not having enough men in the regiment have had regiment size increased. This includes Orc Ledge Endz (and Ledge Endz bows), Marksdwarfs, Charge Breakers, Elder Warriors, Royal Guards, and elite/monstrous infantry for Bretonnians, Empire, Wood Elves, and Norsca.
  • Missile Cavalry ranged damage increased dramatically to justify its existence.
  • Cavalry, Infantry, and Monster HP/armor/melee skill values brought into line with Firepower's values (ongoing).

Compatibility

This is partially savegame compatible. You can add it to ongoing campaigns, but removing it from ongoing campaigns will crash the game in 100% of cases.
This is compatible with basically any mod aside from other versions of Glory mod. Just don't.
This is specifically balanced against Firepower Total Combat Overhaul. Using this with vanilla or SFO/Radius will likely result in you going "huh, this is OP af, I'd better complain." Stop before you even start.

Do yourself a favor.

https://github.com/Kaedrin/warhammer-mod-manager/releases

I will not support issues caused by CA's garbage tier mod manager.

FAQ

Q: Will you make a SFO/Radious/etc. version?
A: No. Do it yourself. I spend too much time working on things I care about. The tools needed to do it yourself are easy as sin to use and all you need to do is balance the mod against whatever you want to balance it against, since I've already done all the irritating stuff.

Q: Why do none of the units have descriptions?
A: You see, little Billy, this mod is exceedingly unstable, partly because I compiled it the fast and easy way to save myself 1-2 hours of manually adding tables and copy/pasting rows. It's on the to-do list, but I've got higher priority things to do. You're not missing much for the units I haven't fixed the descriptions for.

Q: Why does this crash on start/in battle/when I mouse over a unit card?
A: Unless I literally just put out an update and fethed it up due to sleep deprivation, you broke cardinal rule #1 because you didn't read the compatibility section. Use Kaedrin's Mod Manager. It will literally solve 99%+ of issues with crashes/mods not working.

Q: Can I use X in another mod?
A: Knock yourself out. The idea of intellectual monopoly is so 1715 AD. Just be sure to give credit where credit is due, and let me know (if you'd be so kind).

Recommended Mods

Firepower Total Combat Overhaul: This mod is balanced specifically for use with FTCO. Using one or more of the parts of the mod is also fine, but the balance from this unit pack may be a bit off. Just don't use FTCO alongside the parts, as they conflict.
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1880896598

Impactful Magic: Magic was already weak as sin in vanilla, it's even weaker here. This will fix that right up.
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1565337653

Impactful Magic Lite: If Impactful Magic is too strong for you, this will serve as a magic improvement mod with much lower risk and reward.
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1749949388

Shameless Plug

I've restored and expanded a few other overhauls as well as made a few of my own.
Check them out here: https://steamhost.cn/steamcommunity_com/profiles/76561198039493969/myworkshopfiles/?appid=594570

If you enjoy this mod, make sure to

It improves mod visibility
264 Comments
Commisar Jon Fuklaw  [author] 26 Feb, 2023 @ 1:40pm 
There's been nothing introduced in the patch that would necessitate an update.
G0DLIKE_ 26 Feb, 2023 @ 7:55am 
Update for Warhammer 3! That mod are amazing!
Commisar Jon Fuklaw  [author] 27 Dec, 2021 @ 11:40pm 
It's been...three years(?) since I originally took over from MajorSpankage, but as I recall, the anims and models for the chaos units were utterly fucked at the time of takeover. I never considered it a worthwhile expenditure of time and effort to correct them and basically chucked them all out.

There are plenty of other mods that add units and mechanics to Warriors of Chaos out there, but the four or five units MajorSpankage made are lost to history (as I recall from their roles and performance, it's not a major loss).
Kraker 27 Dec, 2021 @ 11:35pm 
Ah I got it Scanix also says chaos units are broken I thought this mod have them
Commisar Jon Fuklaw  [author] 27 Dec, 2021 @ 10:04pm 
There are no chaos units in this. Only norscan units.
Kraker 27 Dec, 2021 @ 8:19pm 
In short can you update mod especially Chaos one cuz Scanix can't add them
Kraker 27 Dec, 2021 @ 8:15pm 
Okay I will speak frankly this mod is only mod in workshop who adds chaos units. But when I started a chaos campaign there are no units only vanilla ones then I did same for empire and same results (Also srry for my broken English)
Commisar Jon Fuklaw  [author] 27 Dec, 2021 @ 2:32pm 
At the risk of blowing your mind, just saying that units are missing is not helpful. Which units and which faction is supposedly missing units?

There've been no major updates since I last updated, so unless there's been a major schema change lately, the only units that should be hidden are the ones I disabled because of their presence in DLC's.
Kraker 27 Dec, 2021 @ 10:53am 
Mod is not working for campaign too units are still missing
Kraker 27 Dec, 2021 @ 8:05am 
So how can I fix it