Total War: WARHAMMER III

Total War: WARHAMMER III

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Looted Gyrobomber/Gyrocopter
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Tags: mod
File Size
Posted
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47.037 MB
30 Oct, 2022 @ 10:13am
26 Mar @ 11:15am
19 Change Notes ( view )

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Looted Gyrobomber/Gyrocopter

Description
>>>*This mod is part of the Zerg Collection Volume I, DO NOT use this mod along said collection or you'll crash. Choose one.*<<<

>>>*These units are only available through special buildings in Karak Eight Peaks and Karaz-a-Karak*<<<

*NOTICE* All of my screenshots are taken with my certified potato pc™.
This means (at least in theory) that my custom units will look better on your high-end machine (if you do have one).
So don't be scared off by my horrible screenshots, thanks.

*NOTICEX2* All of these custom models are LOD 0 only.
This means that (aside from the units' impostor models generated at long distances) these custom units will not lose details when zooming out.
This may result in a minor or moderate impact on your FPS.

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

This Is a direct port of my Looted Gyrobomber/Gyrocopter mod from Warhammer 2 with just some changes.
Please notice that 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.

This mod adds the following units for the Greenskins, respectively:

-Looted Gyrocopter [capped at 4]
-Looted Gyrocopter (Brimstone Gun) [capped at 4]
-Looted Gyrobomber [capped at 4]

Looted Gyrocopter and Gyrobomber units have access to the custom abilities Looted Gyrocopter Grenade and Looted Gyrobomber Bomb.

They are all available through the following building chains:
-Greenskins Occupied Karaz-a-Karak (Main building)
-Greenskins Occupied Karak Eight Peaks (Main building)

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

*COMPATIBILITY*

As far as I know this mod works with pretty much everything that do not mess too much with vanilla units.
Should be usable with an ongoing campaign but in my opinion You should not take any chances and use this mod on a brand new campaign to avoid any problems.

*KNOWN ISSUES*
-If You are experiencing weird glowing effects on the units then please use this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2922534576 until CA officially fixes that issue.
-Missing textures with certain graphic settings/while looking from certain angles: LOD issues/missing textures issues can be caused by low settings, LOD mods, Immortal Empires BETA bugs and/or even some faulty version of H3ro asset editor.
Translated= I generally can't do anything about that.
If you are experiencing low poly models+missing textures related to the current state of the game there isn't a common solution that works for everyone, but I managed to fix that by doing the following:
-Disable Sharpening
-Enable FXAA
-Enable Unlimited video memory

*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*

-"Any chance this is Lore friendly?"
Nope.
Warhammer Fantasy Greenskins are not as "crafty" as Warhammer 40k Greenskins.
Sure, Fantasy Greenskins are capable of creating some particular siege weapons like Doom Diver Catapults and Snotling Pump Wagons and upgrading their weapons and armours with scraps but that's pretty much it.
To make a comparison: while you can see 40k Greenskins looting Leman Russ tanks and other vehicles all the time, it's hard to picture cunning, albeit primitive, Fantasy Greenskins repurposing advanced vehicles for their needs.
And while the Goblins are arguably the most cunning among them, they are still lacking the knowledge necessary to even partially comprehend how advanced war machines work.
Plus (at least as far as I know), Fantasy Greenskins don't have the same powers of imagination that the 40k Greenskins have and thus they cannot defy logic nor bend reality to their will.
So as far as I'm concerned this Mod is NOT Lore friendly.

-"Why are they capped?"
Mainly because:
A) The Greenskins would likely manage to get just a few of this vehicles after conquering either Karaz-a-Karak or Karak Eight Peaks.
B) Most Goblins will die in the process of learning how to even run these vehicles ... likely destroying most of said vehicles in the process.
C) Avoid the possibility of AI Greenskins Looted Gyrobomber/Gyrocopter Doomstacks.

-"Any chance to get body modifications on those Goblin pilots? With that Dwarf uniform and the goggles they look more like WOW Goblins than Warhammer ones ... "
The Pilot body is fixed into a specific driving animation and even by remapping a Goblin torso I couldn't achieve that piece of animation, sorry about that.
In my opinion Pilots with googles are better than Pilots without them, even if said googles are weird looking.

-"I remember that back in Warhammer 2 these units had fixed colours, why do they have factions' colours now?"
Had to scrap the fixed colours because of porting shenanigans, plus factions colours are way more intrusive with Warhammer 3 so I would probably had to scrap those fixed colours anyway.

-"I remember that back in Warhammer 2 you made a looted Dwarf weaponry compilation, why not uploading that instead of re-releasing each mod individually?"
Because the looted Dwarf weaponry mod series was kinda divisive and fans of the Looted Gyrobomber/Gyrocopter may not like the other two mods and viceversa.
Do not worry though: the compilation mod will be released anyway.

-"Lord's Red line?Tech buffs?"
I gave them generic Flying unit and Goblin unit sets so they should get buffs related to those sets.

-"SFO/Radious ecc. ?"
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.

-"Your mods are ugly and janky, why? just why?"
Here's a friendly reminder: I'm just an amateur and nothing more.
If you want beautiful stuff with no jank then stick with CA and/or professional modders and avoid my mods, simple as that really.

-Capless version here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883581730

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]

[ko-fi.com]
Popular Discussions View All (6)
2
13 Aug, 2024 @ 4:05am
PINNED: Bug reports
zerg93
0
30 Oct, 2022 @ 11:29am
PINNED: Balance tweaking
zerg93
28 Comments
zerg93  [author] 5 Mar @ 12:10pm 
Nope, the cap remains as a static x4 for each unit.
You can use the no cap version linked in description if you are bothered by caps.
Doriath 5 Mar @ 12:07pm 
If you hold both Karaz-a-Karak and Karak Eight peaks does the unit cap increase?
zerg93  [author] 30 Dec, 2024 @ 2:00pm 
Currently doesn't need one as the only thing outdated is the mod's version number.
These units were not using the scrap upgrades and as such they do not need the scrap update either.
And last but not least: these units are also unaffected by the Goblin building chain changes since they were never recruitable in normal buildings in the first place.
The only way to recruit these units is to get one of these unique landmarks:
-Greenskins Occupied Karaz-a-Karak (Main building)
-Greenskins Occupied Karak Eight Peaks (Main building)
TheIceK***ht 30 Dec, 2024 @ 2:21am 
Could we perhaps get an update? the Dlc changed how certain things are recruited
MrFunTimes 29 Jul, 2024 @ 8:58am 
Its like warhammer 40k:steammocking:
케모노프렌즈 7 May, 2024 @ 2:53am 
god!
Ubermorgen 5 May, 2024 @ 2:33am 
now dat iz sum proppa choppa wif sum proppa dakka :Boyz:
Sin 2 May, 2024 @ 2:57am 
I think first half is actually not that bad but once get to the Q&A part, it gets hard to read, if possible, be alot better if add some spaces so its less of a blur of text
zerg93  [author] 2 May, 2024 @ 2:53am 
Well sorry for the TL;DR my dude!
One of these days maybe I'm going to try to upload a mod with just "This is a mod. You are welcome." as description and see how it goes.
I'm sure that I *WILL NOT* get people complaining about a general lack of information about the mod.

:WH3_greasus_rofl:
Sin 1 May, 2024 @ 7:35pm 
Holy moly wall of text.... :deaths: