Total War: WARHAMMER II

Total War: WARHAMMER II

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Guns, More Guns, and Artillery
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Tags: mod, Campaign
File Size
Posted
Updated
428.293 KB
20 Oct, 2020 @ 1:19pm
1 Apr, 2021 @ 2:26am
9 Change Notes ( view )

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Guns, More Guns, and Artillery

In 1 collection by prop joe
Prop Joe Mods
58 items
Description
Adds 2 new resources to the Empire: Small Arms and Artillery Pieces. They represent the resources needed to equip or create gunpowder and artillery units.

Handgunners, Outriders, Pistoliers, War Wagons now require small arms.
Mortars, War Wagons (Mortar), Helstorm, Helblaster, Great Cannon, Steam Tank now require artillery pieces.
RoR versions don't require any resources, since those are existing regiments.

Adds 2 new building chains, one for each resource. The vanilla artillery building chain also produces both resources. So does the Nuln landmark.

AI won't use this, I don't think I could make it so the AI uses it well.
The mod makes the game harder for the player, since you'll lose on building slots and recruitment opportunities.

Compatible with everything (yes, that includes SFO) since this is achieved with scripting, and I don't add any new units that would require stat changes.
You can add it mid-campaign, but can't remove it mid-campaign if one of the new buildings got built. (You can just remove it and see if you crash, if you don't everything is fine.)

This is an experiment that I can expand upon, and can be used as an example to other modders if they, for example, wanted to add Gromril to recruit Ironbreakers, and so on.

Thanks to Crisord for his work on getting the icons to look good.

Mod no worky?
If the mod doesn't work the most likely cause is your ingame scripts are broken because some other mod you have has a script error and that makes other script mods stop working as well. Try this mod by itself to make sure.

Support my mods:
[paypal.me]
[www.patreon.com]
Popular Discussions View All (1)
1
1
7 Sep, 2022 @ 9:00pm
Sub-Mod Ideas
Erebi
39 Comments
FripouilleSaharienne 5 Feb, 2023 @ 1:41am 
sad that the mod is obsolete
prop joe  [author] 1 Apr, 2021 @ 2:29am 
Updated:
- fixed issue with clicking the pin on a unit card taking away resources
- the initial new campaign start stockpile wasn't actually given to the player, oops
Esmarix 30 Mar, 2021 @ 10:16am 
sorry for having spammed your comment section, but I would just like to throw it out here that if anyone like me is using dresdens 2xbuilding and research then keep in mind that it also halves the amount of guns and cannons produced per turn.
Esmarix 30 Mar, 2021 @ 9:24am 
anyone else having the issue of the stockpile changing randomly when hoovering over the recruiting button and then eventually just disappearing to zero within the same turn without actually recruiting any units?
DeathNote 26 Mar, 2021 @ 8:18am 
seems like it works.
DeathNote 25 Mar, 2021 @ 12:53pm 
still work?
W1ll14m 14 Dec, 2020 @ 10:09pm 
Is it possible to make a sub-mod for Heirs of Sigmar and/or Guns of the Empire.
Whilst Heirs of Sigmar works with it, the provincial buildings don't produce the gun resources.
prop joe  [author] 10 Dec, 2020 @ 2:35pm 
Should actually work with TnT now.

@cybvep kay, removed those for sure
cybvep 2 Nov, 2020 @ 11:31am 
BTW I'm still seeing the AI building the new useless buildings...
cybvep 1 Nov, 2020 @ 11:02am 
Starting stockpile and slower productio
may work. A cap based on the number of buildings would be ok as well.