Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Unit Pack (Glory Mod + Shotgunners)
264 Comments
Commisar Jon Fuklaw  [author] 26 Feb, 2023 @ 1:40pm 
There's been nothing introduced in the patch that would necessitate an update.
G0DLIKE_ 26 Feb, 2023 @ 7:55am 
Update for Warhammer 3! That mod are amazing!
Commisar Jon Fuklaw  [author] 27 Dec, 2021 @ 11:40pm 
It's been...three years(?) since I originally took over from MajorSpankage, but as I recall, the anims and models for the chaos units were utterly fucked at the time of takeover. I never considered it a worthwhile expenditure of time and effort to correct them and basically chucked them all out.

There are plenty of other mods that add units and mechanics to Warriors of Chaos out there, but the four or five units MajorSpankage made are lost to history (as I recall from their roles and performance, it's not a major loss).
Kraker 27 Dec, 2021 @ 11:35pm 
Ah I got it Scanix also says chaos units are broken I thought this mod have them
Commisar Jon Fuklaw  [author] 27 Dec, 2021 @ 10:04pm 
There are no chaos units in this. Only norscan units.
Kraker 27 Dec, 2021 @ 8:19pm 
In short can you update mod especially Chaos one cuz Scanix can't add them
Kraker 27 Dec, 2021 @ 8:15pm 
Okay I will speak frankly this mod is only mod in workshop who adds chaos units. But when I started a chaos campaign there are no units only vanilla ones then I did same for empire and same results (Also srry for my broken English)
Commisar Jon Fuklaw  [author] 27 Dec, 2021 @ 2:32pm 
At the risk of blowing your mind, just saying that units are missing is not helpful. Which units and which faction is supposedly missing units?

There've been no major updates since I last updated, so unless there's been a major schema change lately, the only units that should be hidden are the ones I disabled because of their presence in DLC's.
Kraker 27 Dec, 2021 @ 10:53am 
Mod is not working for campaign too units are still missing
Kraker 27 Dec, 2021 @ 8:05am 
So how can I fix it
Commisar Jon Fuklaw  [author] 27 Dec, 2021 @ 5:47am 
Little effort was made to fix major's custom battle permissions (because I never really cared). It's about 20 minutes of tedium if you wish to do so yourself.

Otherwise, everything works as intended in campaign.
Kraker 27 Dec, 2021 @ 5:26am 
Skaven Dark Elves and Tomb Kings units are in custom battle but old world part of mod is broken their units are not showes up when I checked Chaos their units are missing then I checked Empire and Dwarfs too and their units are missing in custom battles too. Bu the way I tested it with only this mod. I missing glory mod chaos I hope you will fix it
Commisar Jon Fuklaw  [author] 26 Dec, 2021 @ 3:16pm 
Elaborate.
Kraker 26 Dec, 2021 @ 11:40am 
Old world units are missing
Commisar Jon Fuklaw  [author] 28 Jul, 2021 @ 8:35am 
Update:

Balance:
Gyrocopters that are fitted with siege-grade weaponry given Siege Attacker.
Commisar Jon Fuklaw  [author] 28 Jul, 2021 @ 4:37am 
Update:

Balance/Fixes:
Increased upkeep and recruit costs for several dorf units. Again.
All specialist gyrocopters/bombers now have attribute groups.
stefan_kolbe 26 Jul, 2021 @ 5:14pm 
Thanks for fixing. Now the recruitment of the Blunderbuss units works. Good job. Best regards. :steamhappy::steamhappy::steamhappy:
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 2:59pm 
Update:

Fixes:
Missing building_units_allowed entries for several empire units re-added.
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 2:52pm 
Must be another main building break. I only caught all of the dorf ones because of the obvious building changes.
stefan_kolbe 26 Jul, 2021 @ 10:11am 
Dear Author of this great mod. The Blunderbuss Units for the Empire, are not recruitable. The Gunsmith tier shows, taht they could be recruited, but there are no unit cards of them to find and they also don't appear in the Roster. They are only available in the custom battle section. Could you please check and maybe fix that. Thanks in advance. Best regards. :steamhappy:
Commisar Jon Fuklaw  [author] 26 Jul, 2021 @ 3:58am 
Update:

Balance:
Several high efficacy dorf warmachines and weapon teams moved to the engineer chain. Secondary building requirements for these removed.

Fixes:
Finally noticed the other recruitment breaks brought about by the patch's changes to dorf building changes. Several high tier units should be recruitable once again.
Old version of building text file removed (not sure why it was present). Fixes missing descriptions/names of buildings.
Commisar Jon Fuklaw  [author] 16 Jul, 2021 @ 6:49pm 
Update:

Minor fixes:
Preliminary attempt at accounting for the removal of the T4 workshop and addition of the T5 Endrinkuli building. All dorf units should be recruitable now.

Notes:
No idea what's wrong with the localization text for the T5 Endrinkuli building. Might need to make a localized building name for it, since it seems CA didn't.
stefan_kolbe 16 Jul, 2021 @ 2:32am 
Alright. I understand that it takes some time to check it. As far as I could see it, it has to do with the building requirement. Thank you so far.:steamhappy:
Commisar Jon Fuklaw  [author] 16 Jul, 2021 @ 2:26am 
Once I get to it. It's four mods down the to-do list. It's probably just a building requirement that got broken. Or more likely, Thorek has his own subfaction that doesn't have access to any of the custom dorf units yet.
stefan_kolbe 16 Jul, 2021 @ 2:11am 
Dear Author of this great mod. Unfortunately the tactical gyrobomber of the dwarfs is not anymore available/recuitable in campaign, since the last DLC, which changed the mechanics for the dwarfs a lot. In custom battle, the tactical gyrobomber is still available. Could you please check this and fix it if possible. Thanks in advance.:steamhappy:
aldazarlord 1 Jul, 2021 @ 4:00am 
Yeah sorry it was kaedrin and I was thinking it wasn't working by checking custom battle and not campaign I was just being dumb, wasn't lying in the pay part since this was my to go mod for playthroughs and I just came back after a few years to this game. Again my apologies.
Commisar Jon Fuklaw  [author] 30 Jun, 2021 @ 8:56pm 
You know, you can lie to me, but it only takes me 5 seconds to test it.

You either have a mod conflict or you're not using KMM.
Commisar Jon Fuklaw  [author] 21 Mar, 2021 @ 2:53pm 
Doesnt need updated.
fabbydog 21 Mar, 2021 @ 7:41am 
will this mod be updated ?
Commisar Jon Fuklaw  [author] 11 Jan, 2021 @ 4:56pm 
Maybe. Not right this moment, at any rate.
tongmaster 11 Jan, 2021 @ 4:50pm 
Are you going to take this mod down?
Commisar Jon Fuklaw  [author] 11 Jan, 2021 @ 10:35am 
Update:

Content:
Skaven units from Glory Mod now work with the Clan Moulder mutation system.

Minor Fixes:
Removed some unjunctioned entries that were part of the garrison mod.
Commisar Jon Fuklaw  [author] 11 Jan, 2021 @ 9:25am 
Update:

Balance:
Removed Moulder Monstrosities from T2 monster building.
Moulder Monstrosities' melee attack increased to 65, charge bonus reduced to 35, melee defense reduced to 30.

Fixes:
Moulder Monstrosities were not recruitable from T3/T4 monster buildings. Fixed.

Misc:
Shadow Clan Ogres renamed to Moulder Monstrosities.
Commisar Jon Fuklaw  [author] 11 Jan, 2021 @ 5:07am 
While it shouldn't have been a cause of any instability:

Update:

Minor Fixes:
Some unit card bullet points were disabled by a unit name change. Fixed.
Commisar Jon Fuklaw  [author] 11 Jan, 2021 @ 5:03am 
Lemme check just in case.
Saint Sabbat 10 Jan, 2021 @ 9:49pm 
crashes my game for some reason, trying to figure out whats its clashing with
Commisar Jon Fuklaw  [author] 10 Jan, 2021 @ 9:16pm 
Update:

Balance:
Shadowvermin and Stormvermin Champions now have a stronger halberd.
Stormvermin champion HP increased slightly.
Stormvermin champion melee skill improved slightly.

Fixes:
The tomb king royal archers were missing their projectile, probably because it got lost during transition when making these mods. Fixed.
Commisar Jon Fuklaw  [author] 10 Jan, 2021 @ 11:29am 
Update:

Critical Fixes:
Replaced entire mod with stripped down version of the garrison overhaul. Maintenance viability for Glory Mod finally ran out.
Commisar Jon Fuklaw  [author] 10 Jan, 2021 @ 10:50am 
Lemme check the table names. They should've already been changed.
Ennoch 10 Jan, 2021 @ 3:05am 
FTCO and this mod doesn't seem to work together for now. To test i just had these two mods active, the game crashes after logo. Tried to unsub then resub with both, tried to switch their load order in KMM.

They both work individually but not together.
Saint Sabbat 10 Jan, 2021 @ 1:27am 
some dwarf units are invisible
Commisar Jon Fuklaw  [author] 9 Jan, 2021 @ 1:02pm 
Update:

Balance:
Moved Slayer Pirates recruitment from T4 brewery to the Port chain.
Commisar Jon Fuklaw  [author] 7 Jan, 2021 @ 7:32am 
Update:

Content:
Empire/Dwarf shotgun/grapeshot units moved from the main Firepower mod to here.
Commisar Jon Fuklaw  [author] 5 Jan, 2021 @ 4:13pm 
Read the description. It's not balanced for vanilla.
RogueSamurai 5 Jan, 2021 @ 1:50pm 
And then some of the units it adds feel the other way, so weak as to not be very useful (though less common). This doesnt so much add new units, as force you onto using only the units it adds because heaven forbid the ai recruits just 2 or 3 of these units to wipe half your army. Eg. Gobo Legion (bows) 165 range with AOE attacks so powerful they literally do 90% health to a unit of light armor melee infantry with ONE VOLLEY, or 2 volleys for Heavy. 5 of these units can easily kill an army of 20 units.
Uninstall for now, and hope that some balancing gets done.
RogueSamurai 5 Jan, 2021 @ 1:50pm 
This mod is amazing, plenty of really cool new units for plenty of factions. It is however let down by awful balancing. Some units can literally one shot most infantry with one volley while having like 30 ammo, from essentially artillery or longest range archer range while also being able to do huge damage to single entities, while having 60+ armour and regular unit level MD making it impossible to take out one let alone an AI spam. Some of the melee units become literally unkillable by 2 or 3 vanilla units. Pt1
lwhのsama 1 Jan, 2021 @ 11:13am 
great work
Commisar Jon Fuklaw  [author] 31 Dec, 2020 @ 1:02pm 
Most of the units in this already work in custom battle. Additionally, if you'd read my previous two statements, you'd know that this is getting taken down and replaced Soon™ (in about a week, at current pace).
Baligdur 31 Dec, 2020 @ 4:31am 
Could you make this units accessible in custom battle ?
Commisar Jon Fuklaw  [author] 27 Dec, 2020 @ 4:01am 
It looks the culture group changes to enable the wutelgi forest spirits for Drycha weren't quite sufficient and needed the faction-specific table as well. I'd hotfix it here, but the mod I am incorporating Glory Mod into (and replacing it with) already has the fix, and will, thanks to better planning and some workflow improvements, be done in about 12 days, provided I keep the current pace of 10-12 hours per day.