Total War: WARHAMMER II

Total War: WARHAMMER II

Tears of Valaya (Gyrobomber) for the Dwarfs (New Unit)
55 Comments
Rambo987 17 Jan @ 2:19am 
Can I use your gyro units in a mod I'm making?
NINA rojozangre 6 Aug, 2021 @ 10:45pm 
Update?....:steamthis:
stefan_kolbe 20 Jul, 2021 @ 1:50am 
Dear Rumpl4. Your Tears of Valaya Gyrobomber is not recruitable anymore, because of the change of the recruitment building for it. Please have the kindness and update. Thanks. :steamhappy:
snowwolff1 15 Jul, 2021 @ 11:06pm 
UPTATE PLEASE
hardlinerain 31 May, 2021 @ 11:59pm 
WOW ! MOAB ...i mean the poor Middleland soldiers ..just right out the gate ..excellent mod! plus ya throw in a couple hellstorm copters ..
Grazx 31 May, 2021 @ 2:08pm 
Is there a way to make this work with Mixu's Legendary lord 2?
cold14022000 4 Feb, 2021 @ 7:19am 
The bomb cannot be activated when using this mod with Mixu's Legendary lord 2
Chubbynator 27 Dec, 2020 @ 8:26pm 
Oke i finally found the conflict one in 2 days long. It conflict with the mod dwarf in north area.
Rumpl4  [author] 26 Dec, 2020 @ 12:19am 
Of you've a mod conflict you need to disable all.mods and then turn them on 1 by 1, obviously look for ones that add or change the gyrobomber as a start
Chubbynator 25 Dec, 2020 @ 8:54pm 
Hey can i ask you which file you tweeked in tw folder? Currently some of my mods seem to conflict with this mod and i aim to find the resolve.
Rumpl4  [author] 19 Dec, 2020 @ 2:40am 
Some of the VFX stuff is beyond my ability but that is something 8ve considered in the past, I'll have a look around and see what I can do
サテライト・ライオン 19 Dec, 2020 @ 12:49am 
What 1461797368 saying is "It would be nice if the color of the explosion effect can be changed into red fire color instead of green like Ikit nuke".
But yeah I think it would be nice to change it if you could.
Rumpl4  [author] 22 Nov, 2020 @ 3:36am 
No idea what that says
1461797368 21 Nov, 2020 @ 8:50pm 
能把爆炸效果改成火焰色就好了
Rumpl4  [author] 20 Aug, 2020 @ 4:27am 
yes of course you can
Ran 20 Aug, 2020 @ 4:10am 
Can I change your mod a little bit for just private use?
Vrooktar 8 Aug, 2020 @ 11:05am 
I play with the juggernaut mod which gives him a massive mount xD
I have already heard a few ideas what to do with the engineer, but many ideas sounded like something only CA would be able to pull off by themselves.
I would already be happy if engineers could be lords. That would fix some "clone wars" issues in my campaigns ^^
Radious introduces Grimm Burlokson as a legendary engineer lord, which is kinda well made.
Then theres the underwhelming Runelord......damn my loved Dwarves really have some weak spots the longer I think about it.
Anyway I will be really happy to see what other great ideas you might come up with.
Rumpl4  [author] 8 Aug, 2020 @ 9:43am 
Interestingly enough, im just finishing a mod request and then wanted to take a look at the engineer and decide how best to revamp him
Vrooktar 8 Aug, 2020 @ 9:21am 
I think thats a good design philosophy.
Risk vs Reward.

I think of them as more flexible short range artillery.
They have no fast units for flanking, so in exchange they are the only ones bringing artillary to the field that is able to flank xD
I think thats both a unique and a fitting reinterpretation for the Dawi.
Let aside the fact that the Master Engineer side of them needs more love anyway.
Rumpl4  [author] 8 Aug, 2020 @ 7:09am 
those are good points, SFO for example adds missile resistance, i didn't want to go down that route, my thinking is, if allowed to do what they want unimpeded they should be very powerful, however, if locked down they will be next to useless.

i deliberately shortened the range so they are inside most missile units range
Vrooktar 8 Aug, 2020 @ 7:02am 
Regarding balancing:

Apart from the fact that some units (Javelin throwers for example) have a surprisingly hard time hitting the Gyrocopters due to problems that have nothing to do with your mod I think its fine. The Gyrocopters perform like a Top Tier unit should if you let them do what they want to do. And if you use their weaknesses you can make them useless with a few fell bats. But it surely forces the enemy to prepare for them. Kind of how Ushabti Great bows force you to prepare for them. Which is fine for an expensive high tier unit in my mind.

If you think they are a little too strong, I would consider making them a bit slower. This doesn't change their potential if they are properly used, but makes it easier to harass them, which might be the way to go if you think they are too oppressive.
They surely can feel oppressive if one doesn't know how to deal with them. But so do other units.

But thats enough of my babbling for now xD
Rumpl4  [author] 8 Aug, 2020 @ 1:19am 
They arent balanced at all for SFO, these units are all for vanilla, i do want to balance further but want feedback from you guys who are using the mods to tell me where they are OP/weak

If you look at my Last stand of the Dawi collection, that includes all of the new unit variants
ダーナ 8 Aug, 2020 @ 1:15am 
Oh I see, thanks. Links in descriptions confused me a bit.
Will try out all of them then. I hope they aren't heavy unbalanced for sfo
Rumpl4  [author] 8 Aug, 2020 @ 1:04am 
2 of my early mods were replacements, however these most recent are all new unit variants. If its a new unit I say it in the description and in the main body of text
ダーナ 7 Aug, 2020 @ 8:15pm 
So can I have all your copters installed without issues?
Aren't they replacements?
Rumpl4  [author] 7 Aug, 2020 @ 5:23pm 
thank you @Vrooktar very kind words and pleased you like it
Vrooktar 7 Aug, 2020 @ 5:14pm 
I am really impressed by this mod.
You not only brought an incredibly satisfying feature to the table thats finally worth the micromanagement, with your take on its chatter gun you literally fixed the Gyrobomber in the process as well. The result plays really well, feels super rewarding and is not even overpowered due to its inherent downsides.
I repeat myself, but I am impressed af.
djdomi44 20 Jul, 2020 @ 5:03pm 
could you also add it to empire?
gideon1473 14 Jul, 2020 @ 3:32pm 
If you are thinking of whether or not to try this mod, DO IT. Spending several hours testing it with Rumpl4 was COMPLETELY worth getting the great green nuke to drop
Rumpl4  [author] 14 Jul, 2020 @ 3:28pm 
update: Resolved the bomb not working for some people in campaign, shout out to @gideon1473 for helping me test the fix
Rumpl4  [author] 14 Jul, 2020 @ 9:20am 
update: fixed a typo in one of the tables, anyone previously having problems could you let me know if this has resolved that issue? this should be a completely new unit to work alongside the current gyrobomber and skyhammer
gideon1473 14 Jul, 2020 @ 7:22am 
Would it be too much to ask to have this reuploaded as a separate unit instead of a pure Gyrobomber rework? I think you would avoid a lot of compatibility issues that way. Personally I'm not going to stress out about making it work over other mods (which should work fine with this since your other gyros work) but I really enjoy your other content. Hellstorm rocket gyros go brrrrr!
Rumpl4  [author] 14 Jul, 2020 @ 1:03am 
Initially i added the DLC to be on the safeside, however testing with some of the guys below shows mod conflicts with SFO or other Gyrobomber mods that change the bomb table
gideon1473 13 Jul, 2020 @ 10:44pm 
this mod says DLC is required... are you using data from a Skaven DLC? That could be why some people can't use the bomb. Im going to try it in a bit and buy the skaven dlc, if I need to, to test
Rumpl4  [author] 13 Jul, 2020 @ 1:02am 
they should be, they sit in the gyrocopter/gyrobomber red line (1 to 6) and the copter/gunpowder veteran line (7+)
gideon1473 13 Jul, 2020 @ 12:51am 
Do your custom gyrocopters benefit from lord skills and tech?
Rumpl4  [author] 12 Jul, 2020 @ 9:16am 
This mod isn't SFO compatible, the only issue I've seen is with other gyro mods that change the bomb table, what mods are you running? If you run this mod exclusively does it work?
Nobody 12 Jul, 2020 @ 9:12am 
I too am having the issue of not being able to drop a bomb with this thing (though I am running other mods) just waiting to see if its with others too
stefan_kolbe 12 Jul, 2020 @ 7:27am 
Question: Should the Tears Of Valaya Bomber replace the Standard Gyrobomber. I can't recruit the Standard Gyrobomber anymore since using this mod.
stefan_kolbe 12 Jul, 2020 @ 7:20am 
The bomb is not available for me anymore. I am using KMM again. With the CA launcher I hadn't this problem.
Darkwolf 9 Jul, 2020 @ 5:21am 
NVM. Seems that your mod isn't the problem. Looking into it now.
Rumpl4  [author] 9 Jul, 2020 @ 4:10am 
ok, i've just downloaded his mod and enabled both his and mine and using KKM the game loads fine, i suspect you are using CA's mod manager and it's causing problems?
Rumpl4  [author] 9 Jul, 2020 @ 4:04am 
stefan let me take a look and see if i can tweak mine to make it work with that mod, if you add me on steam I'll let you know when and if i can get it working, also use KMM rather than CA mod manager
stefan_kolbe 9 Jul, 2020 @ 3:54am 
Additional info to my post: I am using Rohn's Magitech gyro mod. Best regards.
Rumpl4  [author] 9 Jul, 2020 @ 3:52am 
that's exactly what it will be, this mod won't work with mods that change the bomb or the clattergun, mods that increase unit size etc. are fine
stefan_kolbe 9 Jul, 2020 @ 3:49am 
I would so much like to use your mod, but unfortunately it crashes at start. Maybe it is because I use another mod that changes the clattergun of the gyrobomber.
Rumpl4  [author] 9 Jul, 2020 @ 2:22am 
Just tested in custom battle and is working fine, do you have other mods active that maybe effecting who the bomb is handled??
Darkwolf 9 Jul, 2020 @ 1:33am 
Hey dude, noticed that this unit doesn't drop it's payload. Might be a glitch.
Rumpl4  [author] 8 Jul, 2020 @ 5:25am 
Updated:
Rumpl4  [author] 8 Jul, 2020 @ 1:08am 
That sounds awesome, it's why I created the gyro mods, so people could create a viable Dawi airforce