Total War: WARHAMMER II

Total War: WARHAMMER II

Gyrotransports
121 Comments
Woizer 23 Jan @ 7:56am 
come on, be a mensch
Tibz 26 Jan, 2024 @ 2:31pm 
I went looking for this mod sure I was subbed. I moved to wh3 for the ww1 empire mod. Sad this isn't for WH3.
陈子龙 29 Nov, 2022 @ 7:50am 
could you update this in WH3?plz
𝕯𝖊𝖗 𝕶𝖗𝖎𝖊 23 Sep, 2022 @ 7:12am 
weird its not working properly for some reason, does this work on campaign? from what ive notice when the gyrotransport load, it just lands but doesnt pick the unit, i tried it on custom battles but the results was so-so, in some maps the loading and unloading works, while on other maps it does not, it just lands and hover a bit on top of the unit but nvr loads them in.
Vlael 20 Aug, 2022 @ 5:56pm 
Love your mods, especially the air unit mods! Glad to see it won't just be a select few factions rocking that niche on the battlefield. Thanks a bunch!
Villas 10 Jul, 2022 @ 3:00pm 
I hope this is ported to Immortal Empires. It's a genius mod.
Baba Evac 25 Jan, 2022 @ 6:12pm 
dude this is genius! i love how this mod works!
Tibz 27 Nov, 2021 @ 8:26pm 
Right on bud, Thanks for the hard work.
ChaosRobie  [author] 27 Nov, 2021 @ 4:03pm 
@Tibz
Fixed by prop_joe
Tibz 10 Nov, 2021 @ 11:26am 
@ChaosRobie Both. The reinforcing transport can't pick up original troops or reinforcing troops.
ChaosRobie  [author] 10 Nov, 2021 @ 8:01am 
@Tibz
Likely a bug.
Is it unable to pick up only the reinforcing army's units, the original army's units, or both?
Tibz 9 Nov, 2021 @ 10:48pm 
Anyone else having trouble using gyrotransports in a reinforcement army? I like to have my airforce in a 2nd army following around my main force. The transports work as expected if they start in the army that initiates combat, but when they are in the reinforcement army the transports land when using the pick up skill but the units don't load up.
ChaosRobie  [author] 5 Nov, 2021 @ 8:04am 
@Slayer77
I believe that's up to prop_joe, assuming your talking about his mod. Post there and ask for it!
Slayer77 5 Nov, 2021 @ 6:18am 
Is there anyway this can be added to Dogs of War for recruitment? You have an awesome section in Dogs of War cross faction recruitment but Gyrocopter is not there.
Tech Priest 9 Oct, 2021 @ 10:52pm 
Hi can we get a version that adds this to the empire?
Big Sneeze 13 Sep, 2021 @ 3:37pm 
I see, didn't realize skill trees are so modular, that's really cool! Thank you!
ChaosRobie  [author] 13 Sep, 2021 @ 3:34pm 
@Tek
It depends on how much the other mods change. If they're only editing the top row of the skill tree (like to add gyrocopter mounts) then it should be compatible.
Big Sneeze 13 Sep, 2021 @ 12:26am 
Since this affects Dwarf Engineers, does it make it incompatible with other mods that change the Engineers' skill tree?
ChaosRobie  [author] 26 Aug, 2021 @ 12:32pm 
@nab
Try it and find out, but the answer is no :Khappy:
nab 26 Aug, 2021 @ 10:06am 
What would happen if I picked up a unit that has upgrades from Dwarf Oathgold Upgrades mod? Would it lose them at the drop?
Nanitudine [WIC] 22 Aug, 2021 @ 4:47pm 
Ty for the explanation. I will absolutely try it!
Unfortunately i just started, and the scripts seems very complicated to me rn.
ChaosRobie  [author] 22 Aug, 2021 @ 4:00pm 
@Nanitudine
I think the major thing about SFO compatibility submods is balancing unit stats, costs, upkeep, what buildings they are recruited from, and what unit sets they are part of (and therefore the technologies/skills they benefit from).
That's all done just editing the db tables. These are the main ones, but I haven't looked at SFO's dwarfs under-the-hood, so you might need to change a bit more:
main_unit
land_unit
building_to_unit_junction
unit_set_to_unit_junction

The script included in this mod, you shouldn't touch at all. But there might be dwarf-related scripts in SFO that this unit needs to be added to, that's unclear to me.
Nanitudine [WIC] 22 Aug, 2021 @ 3:12pm 
i couldn't find any submods for sfo, do i need to change any scripts related contenet or it's just tables? If so i can try make it on my own (withtout uploading anything on the workshop)
nirdak21 20 Aug, 2021 @ 11:39am 
and I forgot that also removes the possibility of recruiting the classic gyrobombardier.
nirdak21 20 Aug, 2021 @ 10:00am 
Thank you at you for your works ! (sorry for my english)
ChaosRobie  [author] 20 Aug, 2021 @ 9:25am 
@nirdak21
This mod does not do that. But thank you. :squirtyay:
nirdak21 20 Aug, 2021 @ 9:23am 
This mod also modifies the recruiting locations of Hammers, Ironbreakers and Gyros. Is this normal?
In any case, very good work on your mods and the search for old school unity is fun!
Spicy_Pickle 15 Aug, 2021 @ 10:22pm 
Holy f.... dude you're an absolute modding chad.
GlaDi 15 Aug, 2021 @ 6:10am 
ChaosRobie: I'm not The messiah!
Dwarf Players: HE IS THE MESSIAH!
ChaosRobie  [author] 15 Aug, 2021 @ 5:19am 
Okay this mod is just gyrotransports now. See the other mod for Thunderbarges!
Hope#1243 9 Aug, 2021 @ 11:16pm 
Urist appreciates the thunderbarge comment, and salutes you, Urist McChaosRobie.
ChaosRobie  [author] 9 Aug, 2021 @ 6:37pm 
@Woizer
I disagree.
Woizer 9 Aug, 2021 @ 2:31pm 
Personally liked the one with the troopers already loaded better, it was a good reason to pick the transport over the gyrocopters. Now il just take the engineer for the drop and regular copters for air support. Still a great mod though
Nanitudine [WIC] 7 Aug, 2021 @ 3:36pm 
I already love you
ChaosRobie  [author] 7 Aug, 2021 @ 2:19pm 
Soon, but it won't be part of this mod. At least not immediately.
Nanitudine [WIC] 7 Aug, 2021 @ 2:10am 
Sooooo.... when thunderbarge? :D
ChaosRobie  [author] 4 Aug, 2021 @ 9:53pm 
@arq.julo.cezar.mr
They're still in this mod, moved to a dwarf engineer skill.
arq.julio.cesar.mr 4 Aug, 2021 @ 9:48pm 
I liked the animation of the dwarves falling by parachute, I hope you put it back in mod, however great job.
A Hobo 3 Aug, 2021 @ 8:03pm 
You absolute mad lads, it's insane what you guys are pulling off. Fantastic work.
GlaDi 3 Aug, 2021 @ 5:28pm 
*Fortunate Dawi blasting from the speakers*
ChaosRobie  [author] 3 Aug, 2021 @ 4:37pm 
@gongoozler
It was a larger bug that locked all abilities, and speaking of bugs....

Updated, all bugs fixed! It is now, dare I say it, perfect! Thanks prop_joe!
gongoozler 3 Aug, 2021 @ 12:25pm 
Hi, I found a issue, the new-added loading ability would disable normal gyros' bombs.
IronJack 2 Aug, 2021 @ 10:58pm 
how about a gyro mount for the engineer
ChaosRobie  [author] 2 Aug, 2021 @ 2:48pm 
Updated with a new pick-up/drop-off ability all thanks to prop_joe. This replaces the gyrotrooper summoning ability, which has been spun-off into an army ability that the Dwarf Engineer can unlock through a new skill.
aider.alvin 31 Jul, 2021 @ 7:39am 
ok, thanks Robie
ChaosRobie  [author] 31 Jul, 2021 @ 7:33am 
@aider.alvin
It's set up like that, only I didn't update the tooltips.
aider.alvin 30 Jul, 2021 @ 11:37am 
Do you think that perhaps you could add the Gyrotransports to the technology that reduces air unit recruit time?
alexkon3 18 Jul, 2021 @ 10:20am 
Man, I am currently listening to Daemonslayer were Malakais Spirit of Grungni first features and reading the 8th edition rules for Thunderbarges again https://imgur.com/FOstDw9 really makes me look forward for the quality of your version ChaosRobie. Can't wait. Thank you for your great work mate!
Spamquisition 15 Jul, 2021 @ 6:31pm 
Nice, thank you!
ChaosRobie  [author] 15 Jul, 2021 @ 10:52am 
It's fixed now. Also forgot that CA changed dwf buildings around, explains why he couldn't recruit.