Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Overhaul Pt 1 (Modern Weapons)
164 Comments
Skeleton Knight 14 Jul, 2022 @ 4:15am 
With this mod on, upgrading Empire's machinery building to the last stage removes helstorm rocket battery from province's (and global, if it's the only one) recruitment pool.
Either don't use the mod or have another machinery building in another province without last upgrade.
Leto 24 May, 2021 @ 7:02am 
update ?
Rio 11 Mar, 2021 @ 6:10pm 
My plan is to start modding when wh3 comes out. Keep up, and maybe i will make sfo compatibilty patches for ur great mods then
Commisar Jon Fuklaw  [author] 11 Mar, 2021 @ 1:31am 
Nope. Feel free to torture yourself with that kind of work, if you'd like.
Rio 11 Mar, 2021 @ 1:05am 
Any Plans on adding a sfo compatibilty patch ? That would be awesome
Jesuz is my niggha! 1 Mar, 2021 @ 12:18am 
What is the secret with Skyhammer RoR? recruited it but it only drops some better then normal bombs.
Commisar Jon Fuklaw  [author] 27 Feb, 2021 @ 11:39am 
The unit pack is really only recommended if you are using at least two parts of Firepower or the complete version. Even then, you may or may not want the extra units.
The skyhammer is the RoR gyrobomber.
Jesuz is my niggha! 27 Feb, 2021 @ 2:58am 
Hey, i was wondering do i need some other mods like the Glory mod? And you say the Skyhammer has a secret, is it the RoR one or a unique building i need?
Revanox 31 Dec, 2020 @ 4:36pm 
Good to know. Time to go enjoy this amazing mod. Thanks! :steamhappy:
Commisar Jon Fuklaw  [author] 31 Dec, 2020 @ 3:53pm 
No guns were added with the update, so there's no need.
Revanox 31 Dec, 2020 @ 3:46pm 
Will we get an update here? Or should I be migrating to Total Combat Overhaul?
thelegend27 15 Nov, 2020 @ 8:46am 
nice mod, thank you
Commisar Jon Fuklaw  [author] 11 Nov, 2020 @ 1:11pm 
That would, again, be expected. To receive those effects, one would have to specifically modify those units.
Revanox 11 Nov, 2020 @ 9:16am 
Gotcha! Thanks for the mod and the answer!

Something that btw you might find interesting If you don't already know: The melee atk/def, leadership and speed work on the custom units from every mod I've played wile using your three overhauls. The only bonus that doesn't work Is for the ranged part of the units and of course the unlimited recruitment of those custom RoR units.
Commisar Jon Fuklaw  [author] 11 Nov, 2020 @ 12:04am 
Probably won't ever, as that sounds a lot like something that would modify the same things as this, since this already modifies projectiles and base stats for vampirates.
Revanox 10 Nov, 2020 @ 7:55pm 
Love your mod and been using it for a wile. Thank you for your time and dedication! If one day you find the time and will I would love to see it work with Nanu's Pirates of Sartosa Overhaul custom added units. This mod seems like the perfect thing to give those rusty pirate guns an extra oomph.
Commisar Jon Fuklaw  [author] 27 Jul, 2020 @ 2:03pm 
Haha, blast. I get it.
AshenWyrm 27 Jul, 2020 @ 12:06pm 
Thank you for taking the time to make this mod, and it makes Dwarf campaigns so much more fun. It's an absolute blast, so thank again!
Commisar Jon Fuklaw  [author] 22 May, 2020 @ 1:12pm 
That's weird, they should be affected by this. Will have to see what fuckass weird projectile they are using nowadays.
tato82 22 May, 2020 @ 1:04pm 
Hey, Commisar. I'm just wondering if you're going to update the mod to include the Hochland Elector count gun unit. Every time I see on pop up I want to recruit them but they still have the puny-peashooter firepower of the vanilla game.
Commisar Jon Fuklaw  [author] 21 May, 2020 @ 7:19pm 
Update:

Ripped the past 6+ months of updates from the main mod.
"Modern" units really haven't been touched much lately, in terms of balance, so it's mostly minor things, such as ammo counts and explosion tweaks (boomy shit is still a touch strong ever since CA reworked explosions, but eh).
Commisar Jon Fuklaw  [author] 12 May, 2020 @ 12:08pm 
Then, you should try the full version (It's updated and balanced more frequently, anyways). And the glory mod companion.

As for drakefire pisoliers, they should be affected by anything that affects ironbreakers. As I recall, they also have unit sets to hook into thunderer modifiers, but the game doesn't like that. And skills or tech that affects "all" will obviously affect drakefire pistoliers, so mods like Ash's 33 Skills and JR Old World Skill Overhaul should affect them properly.
Pepe Silvia 12 May, 2020 @ 7:50am 
@Commisar Jon Fuklaw This mod is a must. It turns, an otherwise mild dwarf campaign, into a new and fun experience. Thank you for the mod and your hard work.

Quick question, what tech/skill lines affect drakepistols? They don't really need any help but I'm going nuts trying and figure it out. Thanks again
JohnDoebermann 8 May, 2020 @ 8:21am 
gotcha thank you
Commisar Jon Fuklaw  [author] 7 May, 2020 @ 6:52pm 
Most of the added units are simply shotgun troops. Shorter range, less AP, higher damage potential the closer they are to their target.
As for drakefire pistoliers, they have a longer range than regular ironbreakers, but less ranged damage output.
JohnDoebermann 7 May, 2020 @ 6:47pm 
are the added units generally better than their non mod counterparts? Like for example drake fire ironbreakers vs normal ironbreakers?
EQandcivfanatic 3 May, 2020 @ 9:52am 
Thanks for the response, although I've discovered that the units added by this mod are actually fairly effective when all other units are doubled, and definitely punch far above their weight. So, problem solved. Only other question I'd have is: does this modify Chaos armies or Kislev garrisons in any way? Having some crashes as Clan Angrund against the Chaos armies in an Underway battle with Kislev allies, and process of elimination seems to indicate this mod.
Commisar Jon Fuklaw  [author] 25 Apr, 2020 @ 11:30pm 
Both use main_units for model count changes. You'd have to manually change the model counts of units in this with PFM/RPFM.
EQandcivfanatic 25 Apr, 2020 @ 10:56pm 
Is there a way to make this compatible with a doubled unit size mod?
WestonG 26 Mar, 2020 @ 8:49pm 
Eeeexcellent...
Commisar Jon Fuklaw  [author] 26 Mar, 2020 @ 8:31pm 
Yes.
WestonG 26 Mar, 2020 @ 8:31pm 
Does this effect vampire coast gunpowder units?
Marshall 18 Mar, 2020 @ 1:29am 
Can you do a version without the shotgun style units? Only the edits to the stats.
Just a q, I'm gonna give the unites a try anyways.
Commisar Jon Fuklaw  [author] 7 Mar, 2020 @ 2:56am 
Sounds like work. I'll pass. I do enough of that.
Kaisir 7 Mar, 2020 @ 2:30am 
Thanks for the reply. If you want to share the changes, maybe you can open up a new discussion thread or post it in google docs? Anyways, thanks for the mod, I always feel non skaven tech are weak compared to their magical counter parts!
Commisar Jon Fuklaw  [author] 7 Mar, 2020 @ 2:16am 
I have specific data, but I am not going to write a wall of text. Suffice to say "larger unit size, more powerful weapons systems".
Kaisir 7 Mar, 2020 @ 1:52am 
@Commisar Jon Fuklaw How exactly are copters, or gyrocopters buffed? do you happen to have specific data regard the changes?
Commisar Jon Fuklaw  [author] 6 Feb, 2020 @ 11:29pm 
That's not my Nuln Ironsides. The ones from Firepower are an 80 man regiment with a base damage of 4/4 normal/AP times 6 pellets. Sounds like you have some sort of conflict with another mod. That or you are mistaking another mod's content for my own.
Apache49 6 Feb, 2020 @ 8:46pm 
They're also only a one-man unit, and classified as "large".
Apache49 6 Feb, 2020 @ 8:38pm 
So are the Nuln Ironsides intended to basically be the equivalent of deploying Space Marines, or is that a typo? Because they deal about 570 ranged damage per shot at a distance that eclipses most artillery, are unbreakable and cause fear, can beat down most heroes in melee combat, and are better armored than most heavy infantry or cavalry units.
Commisar Jon Fuklaw  [author] 2 Jan, 2020 @ 3:55pm 
If you want the doomrocket "feeling", use the Strategic Gyrobomber, which I either added to this or to the Glory Mod submod.
Nasser 2 Jan, 2020 @ 3:47pm 
I guess you are right, but still. It lacks the Doomrocket "feeling"
Commisar Jon Fuklaw  [author] 2 Jan, 2020 @ 3:14pm 
A single skyhammer can kill thousands by itself if left unmolested. I'd say that rivals single-use doomrockets.
Nasser 2 Jan, 2020 @ 3:11pm 
Ah man, I was hoping that somehow you turned the Skyhammer bomb into a nuke. I used it and it felt good, but not a "Doomrocket" rival :(
Commisar Jon Fuklaw  [author] 2 Jan, 2020 @ 2:10pm 
There's no "secret upgrades" to unlock. Just bomb the shit out of some Thaggoraki or whatever you happen to have a grooj against.
Nasser 2 Jan, 2020 @ 9:14am 
How do I unlock those "secret upgrades" to Skyhammer to rivel the doomrocket?
TiMANosaurusRex 21 Dec, 2019 @ 11:20pm 
Righteous. Thanks for the update!
Commisar Jon Fuklaw  [author] 21 Dec, 2019 @ 11:28am 
Update:

Imported gunpowder projectile and explosion tables from main mod. Deleted outdated tables.
TiMANosaurusRex 18 Dec, 2019 @ 10:14am 
Lol sounds good
Commisar Jon Fuklaw  [author] 18 Dec, 2019 @ 3:03am 
I'll get around to adding the changes from the full version sometime soon™