Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Overhaul Pt 2 (Fantasy Weapons)
42 Comments
Mosley was right 25 Dec, 2021 @ 2:22pm 
@Commisar Jon Fuklaw

I see. Well, thank you for getting back with me in such a timely fashion, and thanks for making this excellent mod compilation.
Commisar Jon Fuklaw  [author] 25 Dec, 2021 @ 2:17pm 
Haven't patched it in almost two years, so I'd imagine it's the result of CA changing animation IDs, as quite a few were removed.

I'd recommend using the total overhaul henceforth, as this is unlikely to see further updates in the near future.
Mosley was right 25 Dec, 2021 @ 2:14pm 
Hmmm... this mod keeps CTD'ing my game, sadly. I love this mod, but it doesn't seem to work anymore. It never did this before, even with SFO installed. Thoughts?
mcfood 24 May, 2020 @ 11:50am 
Awesome, thanks!
DrDCB 24 May, 2020 @ 9:20am 
Yup, tested for a bit and no problems so far. Thanks for the quick update.
Commisar Jon Fuklaw  [author] 24 May, 2020 @ 4:27am 
Update:

Removed, re-added DLC15 units.

Can confirm it launches now.
DrDCB 24 May, 2020 @ 3:59am 
Nope, still crashes at the splash screen even with the latest update. Doesn't crash when unsubscribed.
Commisar Jon Fuklaw  [author] 24 May, 2020 @ 3:54am 
Update:

Fixed several broken weapon, description, and shield (because I CBA to port over the shield table) entries. Mod should no longer crash on start, with luck.
Commisar Jon Fuklaw  [author] 23 May, 2020 @ 4:08pm 
Something probably broke when I ripped everything from the full version. Go figure.
mcfood 23 May, 2020 @ 3:49pm 
Firepower part 2 seems to cause the game to crash. No other mods enabled and the game will consistently CTD on the big TW Warhammer 2 splash screen. Not really a big deal since there's all in the one version, which I'm going to be swapping over to anyway, but I thought I'd mention it.
Anyway, thanks for the great mod! It rapidly became one of my favorites, so thanks for all the work you do.
Commisar Jon Fuklaw  [author] 21 May, 2020 @ 7:11pm 
Update:

Added 4 missing skaven projectiles.
Commisar Jon Fuklaw  [author] 21 May, 2020 @ 7:01pm 
Update:

Ripped the last 6+ months of balance and content updates from the main mod.
tjimagineer 10 Feb, 2020 @ 2:15am 
well they may be the same unit but they do different damage types and amounts when using clan eshin. They do armor piercing damage. With your mod on they actually do less damage in clan eshin than when using another clan.
Commisar Jon Fuklaw  [author] 4 Feb, 2020 @ 10:22pm 
They shouldn't. It's the same exact unit as other clans.
tjimagineer 4 Feb, 2020 @ 10:20pm 
This need an update for Clan Eshin as they now do less damage with night/gutter runners than the other clans when using this mod?
Commisar Jon Fuklaw  [author] 27 Dec, 2019 @ 10:57am 
Update:

Imported all DLC14 changes from main mod.
Renamed tables for better compatibility.
Commisar Jon Fuklaw  [author] 26 Dec, 2019 @ 12:51pm 
I'll do the 30 seconds of work needed to update it after the holiday hiatus.
Morten 26 Dec, 2019 @ 12:43pm 
great
Commisar Jon Fuklaw  [author] 26 Dec, 2019 @ 10:54am 
Yes, it works.
Morten 26 Dec, 2019 @ 10:53am 
does this work with the latest dlc? or is an update required?
NowiJ 7 Nov, 2019 @ 11:26pm 
Yeah it's a shame ranged lords have such limited use. I wish they had something like multishot or just really fast attack speed with bearable shooting speed.
Commisar Jon Fuklaw  [author] 7 Nov, 2019 @ 9:40pm 
Reload speed is literally a single value change. That said, shooting quickly and still not hitting anything would probably cause further aggravation. That said, there's some things that can be done to make ranged lords not 100% dogshit, as evidenced by how useful people considered wulfhart when his arrows were classified as artillery projectiles (y'know, before CA realized people were having fun and decided that that's unacceptable).
NowiJ 7 Nov, 2019 @ 9:22pm 
I see, thanks for the reply! Is it hard to increase attack speed to make up for the low accuracy? I really wish I knew how to mod WH2.
Commisar Jon Fuklaw  [author] 7 Nov, 2019 @ 9:19pm 
The problem with ranged lords/heroes is that they literally can't hit jack shit. Might have some small success if I were to add a homing parameter to them, but the only missile homing parameter in warhammer got fucking BROKEN by CA in WH2. All that said, I started gathering combat data again and will likely start on secondary features for this part of Firepower once I do another round of tweaks for Pt 3. I'm just trying to avoid this because fucking with ammo types is a huge time sink lol.
NowiJ 7 Nov, 2019 @ 8:58pm 
Hello, I love your approach. I was wondering if you could make a mod for HE female lords to have something like reaver bows or a bow attack that doesn't give me cancer from how bad they are. They take years to take down a platoon and it's so frustrating.
Commisar Jon Fuklaw  [author] 3 Oct, 2019 @ 10:35pm 
Announcement:

Sometime this weekend, I'll have finished the bare minimum of balancing needed to post the third and final part of Firepower, which will focus on the melee aspect of the game, including a rebalance of stats for every unit in the game, a flight overhaul, and a rework of every single melee weapon.
Boogieman 30 Sep, 2019 @ 12:33am 
true, but there are fewer of them. still, as they have superior melee stats, I suppose it's fair. thanks for correcting the range :)
Commisar Jon Fuklaw  [author] 29 Sep, 2019 @ 10:40pm 
@Boogieman: Not sure why, but non-RoR sisters and shadow warriors were set to 180m range instead of the intended range.
As far as damage, you really should look at the damage spread before complaining. 5/20 normal/AP is FAR superior to 21/6.
Commisar Jon Fuklaw  [author] 29 Sep, 2019 @ 10:39pm 
Update:

Fixed incorrect range values for non-RoR clone troopers and phase 2 dark troopers. Correct value was 190m.
Added 3 AP to phase 1 dark troopers.
Boogieman 29 Sep, 2019 @ 5:43am 
the fact that shadow walkers/warriors and sisters of Avelorn have worse range and damage than standard HI archers bothers me a lot... aren't they supposed to be elite?
Commisar Jon Fuklaw  [author] 23 Sep, 2019 @ 5:21am 
Additional features on this have been put on temporary hold until I finish the modernization of the submod and I finish a H2H campaign.
Commisar Jon Fuklaw  [author] 12 Sep, 2019 @ 9:18am 
There was apparently a blank row in this that I missed last night. Deleted it, re-confirmed both parts work together and with the submod.
BeefMaster64 12 Sep, 2019 @ 7:42am 
crashes for me too
HellpitAbomination 12 Sep, 2019 @ 6:43am 
The game crashes when using this, at least for me. Oddly enough, Firepower Overhaul Pt.1 works well instead.
Commisar Jon Fuklaw  [author] 11 Sep, 2019 @ 6:55pm 
Update:

Added DLC 13 bow, crossbow, and razordon projectiles, as well as the bow related abilities.
Commisar Jon Fuklaw  [author] 9 Sep, 2019 @ 11:59pm 
Update:

Gave up on piecemeal integration of Glory Mod's ranged units due to technical limitations.
Made 5 submods to contain the aforementioned unit packs instead.
Have a couple more units planned for integration, but they may just get added to the appropriate submod(s) instead to prevent issues further down the road.
Commisar Jon Fuklaw  [author] 7 Sep, 2019 @ 9:49pm 
Update:

Moved all salamanders from Part 1 of the overhaul to here.
Implemented projectile expiration range fix for all projectiles in the mod.
Commisar Jon Fuklaw  [author] 7 Sep, 2019 @ 2:41pm 
Update:

Balance pass 1 completed:

Racial accuracy bonuses/maluses taken into account.
Sling and shortbow ranges reduced slightly.
Throwing star ranges reduced 10%.
Dragon breath accuracy reduced slightly to increase effect from innate explosive element.
Small number of projectiles had damage distribution changed.
Orc archer arrows non-AP damage increased.
Blessed Treb stone explosions set to not affect allies (in preparation for next patch).
Stone and ballista bolts impact zone increased by 0.1m.
RoR stone throwers' impact zone increased to 0.5m to ensure parity with Blessed Trebuchets.
Commisar Jon Fuklaw  [author] 7 Sep, 2019 @ 1:53pm 
Nah. Seems more your speed. All yours, man.
BallsDeep69 7 Sep, 2019 @ 1:49pm 
you should try it
Commisar Jon Fuklaw  [author] 7 Sep, 2019 @ 1:48pm 
Because I don't have Downs Syndrome.
BallsDeep69 7 Sep, 2019 @ 6:53am 
why dont you just make all archers fire with the same speed as the ratling gunner