Total War: WARHAMMER II

Total War: WARHAMMER II

Rotary Cannon Gyrocopter Empire and Dwarf - New Unit Gyro
55 Comments
Rambo987 17 Jan @ 2:18am 
Can I use your gyro units in a mod I'm making?
Laserdream 2 Mar, 2024 @ 1:14pm 
Never late to say something helpful
Jackdot 12 Jan, 2024 @ 4:14am 
I know this is about 4 years late but to anyone asking for an update to the mod you can update it yourself and you only need to change 2 lines of code. Download RPFM to edit .pak files, load the mod in RPFM. In the buildings_allowed table change it from Dwf_worshop_3 and 4 or whatever it says there to wh_main_dwf_engineer_2 and wh_main_dwf_engineer_3 on the second one, so you can build it with both tier 2 and 3 engineers guild in game. Then save the .pak file and load the game, and you should see them unlocked on the engineering guild tier 2. Sorry I don't know how to patch a mod with my own mod, I learnt how to edit mods from rimworld so im still pretty noob. I know this sounds like a lot for anyone new to modding but it took me less than half an hour to learn it from scratch you should be good.
Cyberlunatic 25 Nov, 2022 @ 6:40pm 
Hey is there any chance you can add this in Warhammer 3?
n.pedrazalis 17 Nov, 2022 @ 10:32pm 
warhameerrrrrrrrrrrrrrrrrrrrrrrrrrrr 3 33
n.pedrazalis 27 May, 2022 @ 12:26am 
can you make sfo compatible and uptate
snowwolff1 16 Jul, 2021 @ 1:39pm 
UPTATE PLEASE
Moutshoot 16 May, 2021 @ 1:11pm 
Would it be possible to have a Configuration Mode option to disable them for the enpire?
n.pedrazalis 20 Mar, 2021 @ 4:41am 
UPTATE PLEASE I CANT LIVE WITHOUT THIS
Nawaaan 3 Mar, 2021 @ 2:18am 
i played them in campain they are so great thanks, there is an sfo version of this too?
Kail 22 Feb, 2021 @ 5:50pm 
Hmm
My only complaint is that there isn't a dorf-only version.
Rumpl4  [author] 11 Feb, 2021 @ 12:16am 
Thanks for the feedback, I'll take a look at the unit card, this was one of the first units I did so I probably didn't get the card right
linkfire12 10 Feb, 2021 @ 8:27pm 
The AI has been doing a good job of recruiting your various Gyrocopter units, and they have added a new dynamic to battles against The Empire and Dwarfs, without feeling overtuned or imbalanced.

The unit portraits for all of them look good and are scaled well, except for the Rotary Cannon. I'm unsure if it is an aspect ratio issue, resolution, or something else, but the unit card is extremely pixelated and awkward looking. It's strange since the cards for the other variants all seem to look completely fine.

I haven't seen the Dwarfs used the Crank Gunners and Repeater Rifles a lot, or move them to effective positions on the battlefield, (I'm unsure how much of the AI modders can tweak, perhaps army recruitment priority?)
DeveN 30 Nov, 2020 @ 11:57am 
not to a degree of dakka I want... anyway thanks for a thought,
Rumpl4  [author] 30 Nov, 2020 @ 11:20am 
There are several other gyrocopter mods, are you sure that whatever you're looking for isn't already done?
CharChar 30 Nov, 2020 @ 10:59am 
[quote=DeveN]can you make it so they have 8.8 cm Flak 41?![/quote]
I've been wanting to make an SFO version of this mod.
[quote=DeveN]can they have a big fucking ww2 era cannon is what I meant.[/quote]
This does sounds interesting. I could make the SFO version into an AA weapon, using the mortar explosion animation, reducing fire rate a touch and adding explosive damage. Idk, it's an interesting thought.
DeveN 30 Nov, 2020 @ 10:41am 
can they have a big fucking ww2 era cannon is what I meant.
Rumpl4  [author] 30 Nov, 2020 @ 10:27am 
I have no idea what you mean
DeveN 30 Nov, 2020 @ 10:14am 
can you make it so they have 8.8 cm Flak 41?!
CharChar 28 Oct, 2020 @ 4:29pm 
Can you do a port to SFO Grimhammer II mod?
Rumpl4  [author] 24 Oct, 2020 @ 3:14pm 
both, they follow the standard gyrocopter lord redline skills and tech
QTigger 24 Oct, 2020 @ 2:54pm 
Are these improved by leader skills or research in campaign?
Rumpl4  [author] 3 Sep, 2020 @ 7:35am 
Thanks for the feedback, I'm hoping the AI use it effectively and people hate facing it in combat

I should do a single mod which contains all 4 of my Gyro mods, leave with me and I'll put something together
hi3r0ph4nt 3 Sep, 2020 @ 6:17am 
Honest to god, I don't know whether to love or hate this unit when used by the AI. Some battles in just sits there, but some it keeps just aggressively pushing and pulling out as soon as I get in range of archers. But if you forget about it for just 1 second, it starts shredding your units (I mention this one, because the hell-storm one is easy enough to notice firing, but this one is quite difficult to spot. it might be nice to have a more visible firing effect). It's good unit. It's like missile cavalry on steroids.

Any chance of making all the gyros into one mod?
Rumpl4  [author] 24 Aug, 2020 @ 3:36am 
Update: added Siege Attacker so you can launch sieges instantly
Vrooktar 22 Aug, 2020 @ 7:05am 
Damn, you are quick ^^
I just did a quick test, but it already feels very in line with the other Gyrocopters.
They now run out of ammo, more or less at the same time of the other variants.
Rumpl4  [author] 22 Aug, 2020 @ 6:15am 
Updated: reduced ammo count down to 20, I read the comments this morning and played around with the unit. The higher ammo count was fine before i tightened and improved it's accuracy, however I agree the ammo count is too high so have adjusted it
Vrooktar 22 Aug, 2020 @ 6:09am 
@Hugh de Salle
Thats of course true. Under normal circumstances, projectile units should have the ability to run out of ammo before any battle is over. Their ammo doesn't really last any longer than the vanilla Gyrocopters, but one could argue that those only have enough ammo to shoot 6min straight, because they hardly do any damage. And since the other Gyrocopter mods here, especially the Helstom varian, run out of ammo rather quickly it would make sense to rebalance for that.
Hugh de Salle 21 Aug, 2020 @ 5:16pm 
@Vrooktar , Well projectile units are completely broke in WH thats the real problem but they are fun.

And your right of course you could focus fire with anything to be fair so i take you point on board i just feel they have to much ammo like i said i routed a full stack of Green-skins and still had 50% of my ammo remaining.
Vrooktar 21 Aug, 2020 @ 3:12pm 
@Hugh de Salle
Is it really any different from the result you would get when you shot a stack of Greenskins with 4 flame cannons instead? Or with 4 hellstorm rocket batteries? All those things only look overpowered because the AI is too stupid to counter it properly if you ask me.
Hugh de Salle 20 Aug, 2020 @ 7:24pm 
As a fellow modder i don't want to rain on you parade but they are very op i just crushed a stack of green-skins with 4 of these didn't even use the rest of my units to me its a not a problem with the unit i see what your trying to do but with the ammo , Having 33 ammo means they can fire all-day maybe think about reducing the ammo to 20 would balance it better.

Your mod your call of course.
Rumpl4  [author] 19 Jul, 2020 @ 4:07am 
Jomix, it should work in SFO as pretty much every table is unique, I very much doubt the unit it's balanced properly though
Rumpl4  [author] 18 Jul, 2020 @ 4:09pm 
updated: adjusted some of the stats as I wasn't happy with where the unit sat, have now given it an anti-large focus, perfect vigour and have narrows it's focus slightly, feedback would be appreciated
Jomix7 16 Jul, 2020 @ 2:18pm 
sfo version?
Rumpl4  [author] 16 Jul, 2020 @ 1:41am 
updated: support for tier 5 empire forges
Rumpl4  [author] 14 Jul, 2020 @ 9:29am 
you could be right, i did initially use the volley gun animation but i really liked the idea of tracer fire
gideon1473 14 Jul, 2020 @ 9:11am 
I could have sworn it was green... well I like the unit and its functionally clean so you get a like from me!
Rumpl4  [author] 14 Jul, 2020 @ 9:01am 
the volley fire is yellow, not green, unless I've got my monitor set up wrongly, I also didn't like the green fire so used the skv. ror unit which is supposed to be yellow
gideon1473 14 Jul, 2020 @ 7:24am 
I like this unit in theory, and it works fine with a lot of other dwarf mod packs installed, but the green projectiles are a turn off (mostly because as a Dawi I HATE FN SKAVEN). I know I'm asking for a lot, but would you consider changing animation to volley gun from empire?
TL:DR for everyone else--- it works and it's fun!
stefan_kolbe 12 Jul, 2020 @ 7:22am 
I couldn't recruit before your update - but fortunately now I can do. BTW - very nice mod. Congrats.
Rumpl4  [author] 10 Jul, 2020 @ 5:42am 
Updated: Empire factions can now recruit
Rumpl4  [author] 7 Jul, 2020 @ 2:03pm 
Thanks man, glad you like the mod, I'm just about to upload a Gyrobomber mod, hope you find it useful
Darkwolf 7 Jul, 2020 @ 2:02pm 
GTG. Thanks dude, you're awesome.
Rumpl4  [author] 7 Jul, 2020 @ 9:00am 
Updated
Rumpl4  [author] 7 Jul, 2020 @ 7:13am 
@Darkwolf thanks for the heads up, I'm new to modding so forgive me, I know exactly what has caused it and will update shortly
Darkwolf 7 Jul, 2020 @ 6:58am 
Hey Rumpl4; your mods are amazing and extremely useful in my quest to reunite the Karaz Ankor. But i just noticed that they also seem to disable the lore descriptions of every unit in the game, (save for units added by other mods). I've tested it, and this seems to only occur when any of your mods are enabled. Just a heads up.
Rumpl4  [author] 4 Jul, 2020 @ 3:39am 
Updated
Rumpl4  [author] 3 Jul, 2020 @ 4:01pm 
that is what the update is for, but i'll need to do it in the morning
Darkwolf 3 Jul, 2020 @ 3:55pm 
Rumpl4
Yes. But i also brought this up, because i noticed that this unit doesn't have a bombing ability. But, if that's what the update is for, then that should be good.
Rumpl4  [author] 3 Jul, 2020 @ 3:53pm 
Darkwolf I wouldn't even know where to start, but once i've updated this mod (because i missed something simple out) i'll take a look at the phoenix and work out if it can be done, assume it's a secondary ability and would replace the current bombs?