Total War: WARHAMMER II

Total War: WARHAMMER II

Guns of the Empire + Sigmar's Heirs (balancing GOTE Units for SFO unit size)
69 Comments
dougmad 6 Feb, 2022 @ 6:09am 
is there any plan to update pleass ?
shane_357 14 Nov, 2021 @ 11:54pm 
There currently exists a quickfix for Sigmar's Heirs, could you update this to work with that?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2607760142
星辰耀龙 22 Sep, 2021 @ 10:40pm 
dude,need update this
Uncle 27 Aug, 2021 @ 3:38pm 
Do you have any plans an update this mod ?
This mod has a very nice balance for sfo and sigmars
that awesome
shane_357 16 May, 2021 @ 5:26am 
Okay I actually DID find something. The cash-upgrades available to vanilla Handgunners are not available for Sigmar's Heirs handgunners.
shane_357 16 May, 2021 @ 5:18am 
Wait sorry misread the building trees, it's hard to keep track with THREE sets.
shane_357 16 May, 2021 @ 5:17am 
Hey minor thing, this doesn't add Guns Of Empire units to Sigmar's Heirs building trees. Am I missing a mod or something?
Snek  [author] 2 May, 2021 @ 8:19am 
The kriegsritter spam fix has now been applied here as well.
Lickher_ish 30 Apr, 2021 @ 9:02pm 
anyone currently using this be aware that snek needs to apply his spam fix to this file. either wait or fix it with rpfm
Lickher_ish 30 Apr, 2021 @ 4:14pm 
im using this mod with my sfo patch and its pretty fine. what seems to be the problem
lyeti 30 Apr, 2021 @ 9:32am 
Hi Snek, the new Sigmar's heirs SFO patch came out but from the comments it seems to be relatively buggy. I would wait on updating this patch til their version is stable!
unilateralism 22 Jan, 2021 @ 5:34pm 
You're a legend for this inception level of mod perfection. I just hope Incursio finishes the SH/SFO update soon so we can reach peak Empire once more!
Snek  [author] 22 Jan, 2021 @ 2:17pm 
I will be updating just the compatibility between Guns and Sigmars, but balanced for SFO.


The patch for SFO and Sigmars Heirs is massive and complex and definitely not something I'm wanting to take up.

Everyone wanting to use Sigmars/SFO/Guns together: If a NEW SFO/Sigmars Heirs compatibility patch is put on the workshop OR if the old one is updated, please let me know here so I can update the required items. For the moment I am taking the existing SFO/SH patch off the requirements because that is causing crashes.
TsarTheSecond 22 Jan, 2021 @ 10:36am 
hey, could i ask with the new update. are you making up for the outdated sigmars sfo mod or are you just updating the compatibility between guns and sigmars?
terryflap 22 Jan, 2021 @ 5:20am 
Look after yourself, my dude and don't let entitled internet wankers (who have likely never even tried to make a mod) get into your beautiful head.

Maybe something like this will help with the toddlers ;-)
https://www.youtube.com/watch?v=BRboNlm1iyE
Snek  [author] 21 Jan, 2021 @ 4:24pm 
Update coming. Work and toddlers have kept me busy but the update is coming.
voiceofreason467 19 Jan, 2021 @ 4:55pm 
Any chance on an update here?
Evan 1 Dec, 2020 @ 6:57am 
do you need sigmars heirs texture pack enabled as well with SFO
Norman Warrior 28 Nov, 2020 @ 5:07am 
a certain high dmg gun cav has very high armor but 6000 something hp for SFO which is really low
Mr.Necrophile 17 Nov, 2020 @ 12:52pm 
Thanks for all the greatness Snek, really appreciate the work you've done adding all this new flavour to an Empire playthrough :)
Snek  [author] 16 Nov, 2020 @ 5:00pm 
My mod and submods should also be quite stable from here on out. I do not have any big upgrades or additions planned unless future content makes neat new tools available.
Snek  [author] 16 Nov, 2020 @ 4:56pm 
Yes, this is working right now (with the CURRENT version of the SFO Standalone version of my mod). The requirements on the side are everything you should need to make Guns of the Empire, SFO, and Sigmar's Heirs work nicely together.

Note that you want the Guns of the Empire (SFO Standalone) enabled and NOT the vanilla Guns of the Empire.
sigmars_disciple 16 Nov, 2020 @ 3:59pm 
Hey Snek, please excuse if this is a stupid question:
But this is not only working right now, but will also continue to work as the individual mods get updated, correct?

And just to be clear for noob users like me... if I use SFO II, Guns of the Empire and Sigmar's Heirs all together (which I do), I

- additionally subscribe to this submod here
- make sure all the required mods on the right side are activated
- but I don't deactivate any other submods instead of this one here

Correct? Sorry if I sound like my IQ is under 80. It might be, actually :)
Mr.Necrophile 13 Nov, 2020 @ 7:10am 
Awesome - loving the new Reiksgewher :)
Snek  [author] 13 Nov, 2020 @ 6:30am 
I know, I liked them too. When the Wood Elf DLC drops, and probably wrecks everybody's campaign saves, I plan to extract garrisons into a submod that will put those fort guys back (hopefully REPLACING something instead of adding and overflowing if I can figure out how to do that)

I'm also planning to extract the Prestige upgrades into a submod so I can add more interesting and specialized options and also allow compatibility with different empire scrap upgrade mods.
Mr.Necrophile 13 Nov, 2020 @ 2:21am 
My bad mate. Miss my jaegers :(
Thanks for getting back to me.
Snek  [author] 12 Nov, 2020 @ 4:07pm 
I removed my units from tier 4 and 5 forts on purpose. I had reports that my units were causing those levels of fort garrisons to overflow.
Mr.Necrophile 12 Nov, 2020 @ 2:43pm 
Hi Snek - I think I found a bug. Empire forts revert to Sigmar's Heirs garrisons from T4 onwards (lose 2no jaegers + 1no hakbutsen + 4no crossbowmen for 2no crossbows + 2no handgunners).
Thanks.
Snek  [author] 10 Nov, 2020 @ 4:00pm 
I had mixed up the keys for the Reiksgewehr vs the Furchtenritter when initially placing them, so I just moved the Reiksgewehr down one stable slot.
Snek  [author] 10 Nov, 2020 @ 3:59pm 
Mod updated to fix a couple issues, and the elite Cav should all be available at T3 on Sigmar's Heirs regional stables as intended.
Marcus Aurelius 10 Nov, 2020 @ 1:30am 
@Snek Yes Im playing as Franz and I agree with the purpose, but the thing is that you put the T3 Reiksgewehr on the Vanilla stable instead of the regionnal one. The regionnal one is still T4 Reiksgewehr, it should be reverse. Thanks for the mod anyway
Snek  [author] 9 Nov, 2020 @ 3:47pm 
If you're playing a Franz campaign, then that's actually on purpose. I wanted to make some units available earlier to factions based on the unique provincial building chains. Gelt should have some infantry available earlier as well.
Marcus Aurelius 8 Nov, 2020 @ 11:28pm 
In Altdorf, I didnt try other country
Marcus Aurelius 8 Nov, 2020 @ 11:27pm 
Hey, I noticed a little thing but not really a problem. U know with Sigmars Heir u can build the vanilla buildings and the State Building. The Thing is the ReiksGewehr calvalry is on the T4 stable
in state stable and is in T3 in vanilla stable.
Snek  [author] 8 Nov, 2020 @ 5:28am 
Oh, sure. Fortunately I saved the old version aside. I can't get it posted until tomorrow though.
Hazel Horse 7 Nov, 2020 @ 4:40pm 
is there gonna be an 'old' version of this, too?
Snek  [author] 7 Nov, 2020 @ 11:03am 
Mod is updated.
Mr.Necrophile 7 Nov, 2020 @ 10:28am 
ASK AND YE SHALL RECEIVE! Thank you sir.
Mr.Necrophile 7 Nov, 2020 @ 7:52am 
@Snek thanks man
Mr.Necrophile 7 Nov, 2020 @ 7:52am 
Haha me too!
Captin Dell 7 Nov, 2020 @ 6:31am 
Just spent all day finding out this is the mod f**king my pack, and you my good man are already on it !!!!!!! thanks
Snek  [author] 6 Nov, 2020 @ 1:36pm 
Oh god, yes it would be, wouldn't it. I'll try to get to this submod this weekend.
the messiah of rodents 6 Nov, 2020 @ 12:19pm 
oh boy, now the compatibility submod is broken.
Marco_Mozzarelli 2 Nov, 2020 @ 4:46am 
GJ, thx!
Hazel Horse 15 Oct, 2020 @ 3:37am 
I wouldn't say these are too op...more that Wulfhart (and the hunter heroes he gets) massively buff ANY missile units in his army. Serious, him, the dwarf hunter and the elf hunter with the right perks turn empire archers into machineguns, never mind gunpowder units.
Snek  [author] 7 Oct, 2020 @ 12:21pm 
@lyeti That's all helpful, thanks. I'm currently rebalancing vanilla against the existing Empire gunpowder units, and using the base Handgunners, the Surefires, and the Silver bullets.

I'll repeat the adjustments with SFO values when I'm happy with the vanilla rebalancing.
lyeti 7 Oct, 2020 @ 11:12am 
One way to deal with making a noticeable difference on the units is to focus on only one aspect like TW did with skavens. higher power + shorter range = fills gap between iron drakes and full ranged units (shotguns in FPSs.). Higher reload animation -> lower dmg = anti inf (smgs in FPSs.) Higher dmg but VERY low firing rate = snipers. Anti large + armor piercing but lower dmg and low attack speed = monster killer. Anti large - low dmg - fast reloading speed = anti cav. etc,

Hope this helps you out, the units are a bit overtuned even in the hands of AI and decimate chaos knights in SFO which is a bit of a tough pill to swallow,.
lyeti 7 Oct, 2020 @ 11:12am 
hey Snek in regards to the balancing, if you've seen black powder blessed SFO mod, the early tier units there are actually relatively balanced even with 1-2 buff stacks.

The other thing is to really take a look at the vanilla values and see how to specialize the units and boost their offensive weaknesses. The reason the TW team doesn't have much higher level fire-arms units is because even the basic handgunners can actually last all game pretty easy with buffs.

Hence I'd say - much smaller differences between vanilla and your values and focusing on offensive trade offs. Black powder blessed's early tier unit stats are already slightly op but are definitely more tuned than yours. their late game stats are kind of OP as well.


Snek  [author] 4 Oct, 2020 @ 10:14pm 
So, my units are definitely OP right now. I'm putting a concerted effort into balancing with both play testing and some detailed excel math. I've never seen Wulfhart's buffs, but it doesn't surprise me with my current poor unit balance.
Mr.Necrophile 3 Oct, 2020 @ 3:55pm 
Hi Snek! Thanks for the mod and this port!
I have inherited Markus Wulfhart (as Karl Franz through mod) and he comes with his 4 hero buddies, three of which boost missile troops. I've got two rank 9 jaegers in his army and they have something like 280 missile damage, 210 range, and an insane reload time.
They can kill a Lord/Colossal Squig/Giant in 1 volley and cripple regular units in 3-4 volleys (I have doom tide mod, it will be even faster in basic SFO). I think they might be over powered? Or have I just got an insane set of stacked bonuses?