Total War: WARHAMMER II

Total War: WARHAMMER II

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Armoured Bastiladons for Thorek
   
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Tags: mod, Units
File Size
Posted
57.449 MB
6 Jul, 2022 @ 2:28pm
1 Change Note ( view )

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Armoured Bastiladons for Thorek

Description
NOTICE: While these units are available for all of the major Dwarf Factions in custom battle, they are going to be exclusive for the Ironbrow's Expedition faction in campaign.

*Please consult the Known Issues and QA sections before commenting, thanks.*

This mod adds the following units for the Ironbrow's Expedition, respectively:
-Armoured Bastiladon
-Armoured Bastiladon (Cannon)
-Armoured Bastiladon (Mortar)
-Armoured Bastiladon (Flame Cannon)

You'll find them in the main Dwarf Barrack building chain.
You'll also need a tier 3 workshop for the artillery variants.

Ok, presentation over: let's dive into the technical stuff!

*BALANCE*

They should be vanilla friendly, but if you do think that they should get buffed or nerfed in certain areas go ahead and let me know: if your feedback Is reasonable I'll make those balance changes.
NOTICE: The units' stats screenshot was taken with the unit size setting set to large, so expect more HP and unit models if you are playing on Ultra.

*COMPATIBILITY*

As far as I know this mod works with pretty much everything that do not mess too much with vanilla units.
I'm playing the game with 100+ different mods and everything is working fine!
The mod is NOT save compatible.
If you want these Armoured Bastiladons in your campaign you'll have to start a new one.

*KNOWN ISSUES*
-Since I'm not using a custom animation the cannons are static and not animated, can't do anything about that sorry.
-Since the cannons are not animated but static props, You are going to see odd projectile trajectories every now and then (most times at the beginning of the shooting animation) .
-I remapped each piece of the Tail's chainmail correctly but You are still going to see odd animations every now and then (chainmail props getting bigger/longer while trying to adapt to the tail's movements).
-These units CAN and WILL do friendly fire.
Be careful at how you position them and if You end up engaging in melee You also might want to disable fire at will to avoid random close shoots.

*UPDATES POLICY*

Let me be straight with you...when the mod status change from updated to outdated....if you start to spam in the comment section things like "update pls, OMG UPDATE, can we have an update my good sir?, UpDaTe!1!1!1" and similar stuff....know that https://media.giphy.com/media/e3URFlLQywEPC/giphy.gif


...But jokes aside: please don't do that.
When it becomes necessary, and when I can, I will update my stuff, do not worry.

*QA*
-"Will this work with Vortex?"
No idea, I make Mortal Empires content only.
-"B-But Thorek Is in Lustria in the Vortex campaign!"
I get that but as I already said above: I make Mortal Empires content only.
I do understand that It doesn't make much sense to have Lustrian dinosaurs in the Southlands but that's the way It Is, take It or leave It.
EDIT: Well, technically speaking there ARE Lizardmen in the Southlands but by following the lore they should only have access to minor Dinosaurs not the huge Lustrian ones.
Crystal clear: I can't guarantee the full nor partial functionality of this mod with Vortex.
Try It at your own risk and don't come back here complaining if It doesn't work.
-"How about more Dinos for good ol' Thorek?"
Maybe.
Gotta see If I can achieve similar results with the other big Dinosaurs with platforms.
-"SFO?"
As a matter of fact I'm officially retired from SFO/Overhaul related mods.
As always: If you already have previous experience in SFO submodding feel free to make an SFO version out of any of my mods that are currently missing one, I will link your submods if you provide me with a link.

And that's all I guess!
Credits time!

Thanks to Phazer for RME editor!
Thanks to H3ro and his great tool!
Any of this would not have been possible without Frodo45127's RPFM which is still updated to this very day, thank you!
I would also like to thank Sebidee and Caligula for their great modding guides!
And I would like to thank you!
Whatever you liked my mod or not thanks a bunch for giving it a try!

Let's be brutally honest now: there are countless modders that are WAY more talented than me and that would deserve your money more than me.
That said, If you have grown to like my works so much to the point that you want to express your appreciation or just put a smile on my face...well: I will not stop you ;) .
You have my gratitude for all the support you can throw at me, independently by the donation's sum: you are all equals to me and I do thank you all.
From my part I can assure you that your donations will not be wasted, in fact I would mainly use them to:
-complete the Total War Warhammer DLC collection and thus expand my modding possibilities
-PC related things

[paypal.me]
7 Comments
zerg93  [author] 22 Aug, 2022 @ 9:11am 
I have officially concluded my modding journey on this workshop.
As always: feel free to make any kind of submods for any of my mods.
ballxxx123 12 Jul, 2022 @ 6:34pm 
Very nice
The depressed Necron lord 9 Jul, 2022 @ 8:45am 
i used the dinosaur to destroy the dinosaur
Pimpin Pippin 8 Jul, 2022 @ 6:26am 
i love the big guns on the dinos, awesome!
zerg93  [author] 7 Jul, 2022 @ 4:56pm 
Yeah, custom Tail related props usually look/behave weirdly.
I remapped each piece correctly but You are still going to see odd animations every now and then (chainmail props getting bigger/longer while trying to adapt to the tail's movements).
Resizing said props would not fix said the issue though, nor do I like the idea of removing them after all the effort spent to attach them in the first place (tail remapping Is generally nasty cause Is fractured in multiple animation pieces Ex: Tail 0+other stuff Tail 1+other stuff and so on until tail 04-05 usually).
Mr Nothing 7 Jul, 2022 @ 2:35pm 
I think you overdid the chainmail on the tail. But otherwise looks amazing. I loved the horn.
Ebonhearted 6 Jul, 2022 @ 4:54pm 
Yoooo! Sick!