Total War: WARHAMMER II

Total War: WARHAMMER II

Dwarf Juggernaut - SFO
49 Comments
n.pedrazalis 23 Oct, 2022 @ 5:44pm 
Hello could you port it to warhammer 3 plase i beg you
Cadet Axton Carmine 11 Jan, 2022 @ 4:56am 
*Sound of a dwarf tanker listening to Brain Stew while arrows plink off his juggernaut's armor.*
Deadcurze 11 Oct, 2021 @ 12:57pm 
Very nice. It would be nice for it to have the variable firing mode of SFO steam tanks, but that's not a huge deal - for all I know it could be difficult to do or otherwise undesirable.
The Black Kaiser 27 Aug, 2021 @ 5:40am 
Thanks for your wonderful mod! I would like to present my mod compilation that includes your mod for others to enjoy!

ENHANCED CAMPAIGN EXPERIENCE COLLECTION:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1527477447
Maal  [author] 22 Aug, 2021 @ 5:24pm 
Everything will be slowly updated (busy week) in order of release (Population/Cost cap will be last due to requiring more work)
Hell Brothers 22 Aug, 2021 @ 4:52pm 
Please update for the last SFO patch :)
Maal  [author] 15 Jul, 2021 @ 8:49pm 
@Cardinal Richelieu
Well, DLC is out and SFO ain't updated. Whatever the problem might have been will have to wait for that SFO update first.
In any cases, just as a general tip, unless directly specified by a mod author, use the default load order (as in, do not move them). Since mod authors usually name their mod in a way which auto-sort them in the default ordre. Cannot really suggest any other kind of fix/solution without being able to test the mod myself right now. :P
Cardinal Richelieu 15 Jul, 2021 @ 5:09pm 
Yup I do!
Maal  [author] 1 Jun, 2021 @ 2:36pm 
@Cardinal Richelieu
Do you have both required mods enabled?
Cardinal Richelieu 1 Jun, 2021 @ 10:46am 
This mod won't allow me to start my game :/. CTD upon start-up. I've tried re-ordering the mod, but that doesn't help. Does anyone have some advice?
Maal  [author] 23 Apr, 2021 @ 4:32pm 
Do not need an update for The Sundering.
Maal  [author] 25 Jan, 2021 @ 1:42pm 
Alright, found the why. The juggernaut is classified internaly as a chariot, like the steamtank, and some skills target the units class itself instead of the unit_set record which most skills use, and a chariot ain't artillery of course. Will poke Chaosrobie about it.
Maal  [author] 25 Jan, 2021 @ 11:18am 
@Saltmarine
l'll check and test it. But that request for addition to the mod's description should be done in the mod that actually does it, not this one, since I didn't do it. At best I'll add the line in the unit's description like SFO did for its new units.
Saltmarine 25 Jan, 2021 @ 5:35am 
@Maal you should clarify that in the mod's description.
but i think i found a bug: no techs or skill points apply to the juggies. tried all the redline skills, none buff them.
Maal  [author] 23 Jan, 2021 @ 2:39pm 
@Saltmarine
No idea! It was one of my first mod/patch so I never paid attention to that back then. I'll check...

it benefit from most effects which affect artillery and black powder units. I'll look into tweaking the tooltips.
Saltmarine 23 Jan, 2021 @ 5:31am 
what unit skills and techs buff the juggernaut?
СБУ Гнидько 17 Jan, 2021 @ 11:36pm 
Thx man))
Maal  [author] 8 Oct, 2020 @ 4:39pm 
@Krasny
The unit, probably. The cap scripts, perhaps not.
Ligma Bababooey 8 Oct, 2020 @ 8:06am 
save game compatible ?
Maal  [author] 30 Sep, 2020 @ 10:45pm 
@Lovebus
I cannot be bothered to check. But they should be, if the non-sfo juggernaut count as one too that is.
Lovebus 30 Sep, 2020 @ 11:26am 
do juggernauts count as artillery for the purposes of skills?
Maal  [author] 26 Jul, 2020 @ 6:25pm 
@Nesher666
The update was a rebalancing of the stats, making the unit version focus on melee and the ranged version focus on range.

Technically that won't break this submod, it's just that you'll still get the old balance of both unit (solo and heroes version) instead of the new deviating one. I'll update it eventually, but not right now.
Nesher666 2 Jul, 2020 @ 6:43am 
@Maal
Original mod got updated, could you please take a look at it if this needs to be fixed?
Maal  [author] 29 Jun, 2020 @ 11:20am 
That's what I get for trying to go too fast. Will upload a fix in 30 minutes. Thanks.
Kaleo 29 Jun, 2020 @ 10:50am 
Hey OP. You've made a small mistake in your tables. See the following screenshot: https://puu.sh/G1PL4/8b5a9e5393.png

This is what I changed the table to. Originally this was set to workshop_1. Presumably (did not test), only the first level of workshop would give juggernaut capacity, but then level 2, 3, and 4 did not.

I've changed it for myself, obviously, but you may wish to change it in an update. I've tested that this change fixes things, using ONLY SFO, Juggernaut, and this patch mod.
waddysjunk 27 Jun, 2020 @ 3:33am 
ok
Maal  [author] 27 Jun, 2020 @ 3:03am 
@waddysjunk
I do not think the patch conflicted if you meant the "Steam Tank Mount" mod. And chaosrobie should have fixed the incompatibility on his end.
waddysjunk 27 Jun, 2020 @ 12:50am 
@Maal does this update now allow this mod to be compatible with the steam tank or at least its sfo mount mod
Solaire 26 Jun, 2020 @ 8:43pm 
You the best
Maal  [author] 26 Jun, 2020 @ 8:22pm 
And it is no longer stand-alone people, so you'll need chaosrobies mod too.
Solaire 26 Jun, 2020 @ 8:19pm 
Now updated boiiiis
tehalmightytaco 26 Jun, 2020 @ 7:05pm 
yeah i'd spend a point on it, the best things in life are earned, by genociding countless green skinned and rat people :steamhappy:
Arkenor 26 Jun, 2020 @ 6:12pm 
I'm quite happy to spend a skillpoint on it :D
Maal  [author] 26 Jun, 2020 @ 6:07pm 
Yeah I'm looking at all that right now, both should be available but I dunno how SFO does its free mount thing. So if they manually added the free mount, this one won't be free.
Arkenor 26 Jun, 2020 @ 5:55pm 
I think SFO just gave Master Engineers a gyrocopter mount. Will this still work as an additional choice for them?
tehalmightytaco 20 Jun, 2020 @ 9:12pm 
thats the only reason id want a Radious version is for the Guildmaster lord the dwarves have, other than that the stats seem fine to me
tehalmightytaco 20 Jun, 2020 @ 9:11pm 
oh it is and it works great with the mod, but Radious has an extra dwarf lord called the Guildmaster thats a super version of the engineer and this would be an awesome mount for him
Maal  [author] 20 Jun, 2020 @ 5:39am 
Never really looked at ardious side of stuff/commmunity, sorry but I know no one. Ain't its balance fairly vanilla anyways?
tehalmightytaco 20 Jun, 2020 @ 4:49am 
I love this mod, dwarf should have tanks always, but i gotta ask could you or do you know of someone who has or can make a compatability version for Radious, cause SFO still aint ready yet
flameshroud 7 Apr, 2020 @ 1:38pm 
thx
Maal  [author] 7 Apr, 2020 @ 11:17am 
I mean it is not impossible, but I do not know how to work the mesh and all. Try asking ChaosRobie on the non-sfo page, he's the one doing the actual work.
flameshroud 7 Apr, 2020 @ 6:38am 
gotta love dwarf engineering, and the modders that mae is possible. nice, very nice.
got a suggestion, maybe a crazy one (rofl) but is there a possebility to add an etheral juggenaut mount for the clan argund ghostly engineer hero?
Maal  [author] 19 Mar, 2020 @ 6:48pm 
Click on the link at the beginning of the description, the original's mod page has many. Tho I could probably add one myself for simplicity sake.
Ciaphas Cain 19 Mar, 2020 @ 5:53pm 
Can we get a screenshot of it???
Invincible under the Heavens 14 Mar, 2020 @ 5:37am 
ty for the update
Maal  [author] 29 Feb, 2020 @ 5:10pm 
This isn't the first request to add unit caps to these. Most SFO submods didn't add any so I didn't bother and since I use the patched version of Cost Based cap, they are capped in my game anyways.

Once I am done with Return of the Lichmaster sfo submod, I'll do a pass and check how to add caps to these.
Maal  [author] 12 Feb, 2020 @ 3:16am 
The beta patch for Total War Warhammer 2 fixed the small mod limit. You just have to enable/choose it in steam in the game's setting.
老龙牙 7 Feb, 2020 @ 2:16am 
GOOD
Wolf 6 Feb, 2020 @ 11:16pm 
nice