Total War: WARHAMMER II

Total War: WARHAMMER II

Guns, More Guns, and Artillery
39 Comments
FripouilleSaharienne 5 Feb, 2023 @ 1:41am 
sad that the mod is obsolete
prop joe  [author] 1 Apr, 2021 @ 2:29am 
Updated:
- fixed issue with clicking the pin on a unit card taking away resources
- the initial new campaign start stockpile wasn't actually given to the player, oops
Esmarix 30 Mar, 2021 @ 10:16am 
sorry for having spammed your comment section, but I would just like to throw it out here that if anyone like me is using dresdens 2xbuilding and research then keep in mind that it also halves the amount of guns and cannons produced per turn.
Esmarix 30 Mar, 2021 @ 9:24am 
anyone else having the issue of the stockpile changing randomly when hoovering over the recruiting button and then eventually just disappearing to zero within the same turn without actually recruiting any units?
DeathNote 26 Mar, 2021 @ 8:18am 
seems like it works.
DeathNote 25 Mar, 2021 @ 12:53pm 
still work?
W1ll14m 14 Dec, 2020 @ 10:09pm 
Is it possible to make a sub-mod for Heirs of Sigmar and/or Guns of the Empire.
Whilst Heirs of Sigmar works with it, the provincial buildings don't produce the gun resources.
prop joe  [author] 10 Dec, 2020 @ 2:35pm 
Should actually work with TnT now.

@cybvep kay, removed those for sure
cybvep 2 Nov, 2020 @ 11:31am 
BTW I'm still seeing the AI building the new useless buildings...
cybvep 1 Nov, 2020 @ 11:02am 
Starting stockpile and slower productio
may work. A cap based on the number of buildings would be ok as well.
prop joe  [author] 1 Nov, 2020 @ 6:12am 
Yeah, I think I was a big too generous on the actual production numbers. I should just give the player a starting stockpile and smaller numbers from buildings. Thanks for the feedback.
cybvep 31 Oct, 2020 @ 7:15am 
I've been playing around with this mod and while it's a great concept, it becomes meaningless in the mid-game because there are no caps on stockpiles. You are not recruting units that often because you cannot support more than 2-3 armies in the early and mid-game, which means that your stockpiles get big fast.
prop joe  [author] 29 Oct, 2020 @ 12:09pm 
You're right, I changed it so AI won't build them.
cybvep 29 Oct, 2020 @ 10:46am 
I've noticed Middenland building one of the newly added buildings. It's literally useless to them, so if possible, set AI building priority for the new stuff to 0.
Vollhov 25 Oct, 2020 @ 4:02am 
@Mr.Necrophile Not compatible with Mixu mod.
24 Oct, 2020 @ 8:56am 
omg this is the thing i wanted
Mr.Necrophile 24 Oct, 2020 @ 8:42am 
Sure thing mate: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1401690564
See description for how many slots it adds. Note though, can only affect main settlements, minors stay at 4 as this is hard coded for now.
Vollhov 24 Oct, 2020 @ 3:02am 
@Mr.Necrophile Does the mod directly add slots? Hmm ... how does he do this if the game does not add the maximum number of slots on the floor. Or have such mods already appeared? Please give me a link to this mod.
Mr.Necrophile 23 Oct, 2020 @ 1:00pm 
@Vollhov - May I suggest an extra slots mod? I have Castille's with a moderate additional number of building slots (Reikland has 14, for example) - if you have mods that extra buildings like this, they're great.
Vollhov 23 Oct, 2020 @ 9:55am 
The mod is good, but alas, there is a large deficit of slots for buildings.
prop joe  [author] 23 Oct, 2020 @ 9:37am 
Updated:
fixed not being able to build the small arms manufacture chain in minor settlements
added effects to the Nuln landmark chain
prop joe  [author] 23 Oct, 2020 @ 9:36am 
The AI would just be very tricky to do since the game isn't built for that, for the player I can just manipulate the UI to mess with recruitment.
EZS 23 Oct, 2020 @ 3:12am 
It means, this is player only 'penalty' where players have to have this resource required to build gunpowder units while AIs are still using gold to pay everything. So, players will be slower in building gunpowder army.

Also, @Wolf King, and equipments are paid in gold or whatever currency is used in the universe, regardless of real world or fantasy.

This mod is probably going to add more complexity to the game, probably good if you are looking for additional challenges.
Filthy Pollo 🐔 23 Oct, 2020 @ 12:42am 
Would you mind to explain what means by:

"AI won't use this, I don't think I can do it in a good way without crippling it." ?
Zzz 22 Oct, 2020 @ 12:01pm 
Should be called less guns and artillery.
Sly Marbo 21 Oct, 2020 @ 2:00pm 
Hey thanks for this, it's a really interesting idea. Myself I had been toying around with how to implement the greenskin scrap mechanic as a way to upgrade or 'equip' handgunners with different types of rifles
Karui 21 Oct, 2020 @ 12:35pm 
All I want is guns being actual guns not a faster and deadlier bows. Does it make it?
pcjerry 21 Oct, 2020 @ 12:12pm 
Hello there really like your mods i nearly use all of them whenever i start a new campaing if you are in a hurry to come up with new mod how about this i think it would be interesting for the empire mechanic where you set elector counts it would be cool if one could set elector count to every province on the map you dont have to do it just an idea i have longed for since it was released by CA.
Alecthelm 21 Oct, 2020 @ 9:16am 
love it, immerses and brings depth in the 100x Emp Capaign:D really, such mods do hold me at the Game, thx.
prop joe  [author] 21 Oct, 2020 @ 8:23am 
But yeah, this mod is about adding depth/complexity/immersion/busywork to the campaign map, pick one or multiple of those. And it can be greatly expanded upon, after all, my inspiration for this is Victoria 2, and that game is just crazy when it comes to this kind of stuff.
prop joe  [author] 21 Oct, 2020 @ 8:22am 
@cybvep
you're right, this was actually planned but slipped my mind at some point
O6OPMOT 21 Oct, 2020 @ 7:38am 
Good work! Interesting resources mechanic and doesn't use resource panel...
cybvep 21 Oct, 2020 @ 1:21am 
Very interesting. Nuln's landmark should produce both resources as well, I think.
TwelveStep 20 Oct, 2020 @ 9:41pm 
Love this idea. An expansion to equipment resources across the board would be awesome. Hopefully CA adds the resource trading mechanic from Troy when they do WARHAMMER III. Actually managing your faction sounds wonderful.
S0AP 20 Oct, 2020 @ 9:39pm 
This is awesome
Wolf King 20 Oct, 2020 @ 4:56pm 
perhaps you could merge the resources into the armory and gunsmith buildings. Maybe also expand to include armor, shields and meelee weapons/crossbows. love this idea either way!
Wolf King 20 Oct, 2020 @ 4:54pm 
because it adds realism, having resources other then gold is normally how armies are equipped. Even in fantasy setting like warhammer, armies would need to produce arms/weapons/armor to equip their troops.
Napoléon 1, empereur du França 20 Oct, 2020 @ 4:34pm 
but why?
Shane 20 Oct, 2020 @ 3:57pm 
but why?