Total War: WARHAMMER II

Total War: WARHAMMER II

Empire Master Engineers II - SFO
62 Comments
Kharn the Bloody 12 Jul, 2023 @ 2:27am 
would be cool if this unit was a Dwarf, even if it's for Empire. Dwarf Engi looks amazing in comparison plus lore wise it would fit.
=[NK]= Col. Jack O'Neil 22 Feb, 2022 @ 5:09pm 
Then make sure you have the required mods, and mods in correct load order. Use kaedrins mod manager
Lone Trooper 22 Feb, 2022 @ 4:48pm 
Current version gives me a CTD
Maal  [author] 9 Oct, 2021 @ 11:33am 
@James Stone
The october 6th update seems to only be adding existing abilities to some mounts. The SFO patch probably doesn't need an update unless there's hidden changes.
James Stone 30 Aug, 2021 @ 6:46am 
Just updated today as I wanted to start an Empire campaign! Absolute L E G E N D
星辰耀龙 29 Aug, 2021 @ 11:13pm 
thanks
Maal  [author] 25 Aug, 2021 @ 2:45pm 
¯\_(ツ)_/¯
I am checking in order of updating. This one is still far off ish.
Jomix7 25 Aug, 2021 @ 11:35am 
Does this work?
Jon 22 Aug, 2021 @ 5:42pm 
Awesome you're working on an update, thanks!
Maal  [author] 13 Aug, 2021 @ 5:01pm 
@n97mikur
I'll start after SFO's full update is released, not just the beta. Mods will be updated in order of release, from my oldest patch to newest.
n97mikur 13 Aug, 2021 @ 4:24pm 
When is the update coming?
LimeUser 23 Jun, 2021 @ 4:48am 
I like guns
Korstrynn 15 Jun, 2021 @ 7:09am 
Thank you very much for your work! <3
IT'S A TRAP! 15 Jun, 2021 @ 4:25am 
@Maal
Just figured it out myself yesterday, and sorry for wasting your time to do all these diagonsis.
Still, Silver Bullets got longer reload time than Rank 9 Handgunners which caused the lower DPS, and the Master Engineer's reloading buff amplified that gap. For me, that's kinda of immersion breaking, hope the SFO team is willing to do some adjustment in the next build.
Maal  [author] 14 Jun, 2021 @ 12:50pm 
@IT'S A TRAP!
Took a while to find how/why, but that one ain't my fault! Chaosrobie mixed the 2 weapons, will report it to him. (How the hell did nobody report to him that the regular handgunner got magic weapons with that upgrade till now)

@Korstrynn
Also fixed this. The extra powder and hawkeye feature seems to work just fine to begin with, but the suppressing effect didnt.
Maal  [author] 13 Jun, 2021 @ 2:11pm 
@Korstrynn
I'll have to take a deeper look into it. When you buy an on-hit effect on a weapon, it swap the entire weapon stats, no relation to the unit itself, so I'll need to see what's the issue with Hail.

@IT'S A TRAP!
I'll have to look at what SFO do to the RoR. Since that upgrade is not aded by me, but by the base mod and he didn't adjust it. If SFO buffed the RoR I'll have to tweak it, if not then it'll be an issue witht he base mod too and I'll notify Chaosrobie.
IT'S A TRAP! 12 Jun, 2021 @ 8:17pm 
Thank you for making this great submod.

There's a problem though. The Silver Bullets RoR lost its magical ammunition after purchasing the suppressive fire ability, and its ranged damage stat is way lower than its rank 9 regular counterparts.

Hope you can spare some time and look into it, thank you!
Korstrynn 11 Jun, 2021 @ 9:51am 
Through further testing it seems Nuln Ironsides are counted as handgunners for standard unit upgrades - upkeep reductions and the like - but the purchaseable upgrades tied to a specific unit type don't work.
Korstrynn 11 Jun, 2021 @ 4:05am 
Actually, having tested in game, it seems that you can purchase the upgrade for e.g. the Hail of Bullets but it won't apply the effects.

I think it's because the effects are tied to the "handgunner" unit class, so I'm not sure it's something you can fix without an extensive rewriting that might make the compatch incompatible with a host of other mods.
Korstrynn 11 Jun, 2021 @ 3:26am 
Works like a charm now, thank you very much!

Also, might I suggest you search for and download the Console Commands (Modding Tool) mod from the workshop? It would probably make your life way easier - amongst its functionalities you can spawn units, agents, buildings, ancillaries, and the like. Definitely better for playtesting than having to go through a full campaign ;D
Maal  [author] 10 Jun, 2021 @ 5:13pm 
@Korstrynn
Should be good now? I cannot really test it without playing it for a while to unlock the unit but it was just value swapping, it cannot possibly crash people's save... right?
Maal  [author] 10 Jun, 2021 @ 4:07pm 
Yeahhhh, I see why now, SFO make the RoR tank unit into a non tank unit, and make their own tank RoR unit. Weird and messy for submods. To fix that I'll need to import the full engineer upgrade file to my mod to overwrite Chaosrobie's, I will do it once I have a few moments to test it this week.
Korstrynn 9 Jun, 2021 @ 1:10pm 
I don't know if this is intended or not, but SFO's Nuln Ironsides gain access to Steam Tank upgrades rather than Handgunner upgrades. :)
Maal  [author] 17 May, 2021 @ 2:37pm 
@Mr.Necrophile
You are welcome!
Mr.Necrophile 17 May, 2021 @ 9:58am 
Yet again, thanks Maal. Without your compatibility mods and your dogged updating, I probably wouldn't be playing this game any more. Thank you!
Maal  [author] 9 May, 2021 @ 10:58am 
@137438
The recent updates simple changed a skill icon and building recruitment, which this sfo submod doesn't touch. So it doesn't need updating.
137438 9 May, 2021 @ 8:59am 
do this mod need update?
=[NK]= Col. Jack O'Neil 26 Apr, 2021 @ 5:52pm 
Thank you!
Maal  [author] 26 Apr, 2021 @ 4:25pm 
He did an update a few hours ago that fixed it. So it should be fine if your mod updated itself.
=[NK]= Col. Jack O'Neil 26 Apr, 2021 @ 4:22pm 
Haha.. Yeah that sounds like it might be a good place to start! I'll delete it, thanks!
Maal  [author] 26 Apr, 2021 @ 11:08am 
Since it happens in vanilla too, not really something relted to a SFO submod. I'd guess that he wanted to test something so he made them easier to recruit, and simply forgot to undo it.

This "@@@delete_me" data file unlocking him with with 1st level settlement building might be it lol.
=[NK]= Col. Jack O'Neil 26 Apr, 2021 @ 7:47am 
I'm able to build all of the enginners from turn 1. Seems like it's the same with the base mod running by itself. Shouldn't they be being built from a building?
Maal  [author] 23 Apr, 2021 @ 5:44pm 
Do not need an update for The Sundering.
scouseplowden 7 Apr, 2021 @ 6:36am 
@Maal, thank you, big fan of your work!
Rio 6 Apr, 2021 @ 2:42pm 
@Maal: thank u
Maal  [author] 6 Apr, 2021 @ 2:18pm 
Alright, saw Chaosrobie comment, fixing it right now.
scouseplowden 6 Apr, 2021 @ 11:48am 
@RIO I didn't mean to sound disrespectful, I was just frustrated as I've only been playing with this mod for a couple of days and i am enjoying it a lot, don't like the thought of continuing with the engineers unbalanced.
Rio 6 Apr, 2021 @ 9:39am 
@scouseplowden, chill and dont forget to say please, also, the main mod is fine, its just this sfo submod which needs to be updated. Try disabling/deleting this submod and your game should be fine (except the missing sfo balancing)
scouseplowden 6 Apr, 2021 @ 9:33am 
The main mod just killed my Empire game, can we get an update here ASAP??
Rio 6 Apr, 2021 @ 9:03am 
This main mod update is gamebreaking for us sfo users, plz speak to ChaosRobie, Flanders so sfo subpatch is updated asap. Please and thanks for this great mod
BOOGEYMANE 21 Mar, 2021 @ 5:51am 
maal will you come up with a sfo patch for unique steamtanks III? give a man hope
Maal  [author] 18 Mar, 2021 @ 2:06am 
Yep, the new mounts needed some tweaks to match the changes. done.
[GI] M0ros 17 Mar, 2021 @ 10:31pm 
I found a bug that if the engineer is using a tank, he will appears as composed of 2 characters and doesnt have any life points.
Maal  [author] 16 Mar, 2021 @ 4:16pm 
@Count Dunkula
Seems to be a vanilla issue, as nothing happen either there. I'll check to see if it was reported already.

@DJ WEEABOO
Sorry, I find that I have too many SFO patch to maintain already, so I'll only do those which both stand-out and interest me, with as little redundancy/roster bloatness as possible. That mod is a lot to patch, it's not only 22 lords/heroes, but all of their mount variants and their body guards too most likely. It's just too much for me right now.
minecraft with gadget 16 Mar, 2021 @ 3:54pm 
His abilities don't seem to work. So far I've tested Pigeon Bombs and Mercurial Shot and while they seem to activate and go on a cooldown, nothing actually happens. This is while he's on the War Wagon mount.
DJ WEEABOO 8 Mar, 2021 @ 11:08pm 
Are you willing to do mod requests for other mods not patched for SFO yet?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2374341855 this mod works pretty great but no SFO patch sadly yet.
bainb132 7 Mar, 2021 @ 12:24am 
Oddly, it took a few turns for the naming shenanigans to happen for me. He DID spawn in with his normal name for me, but it changed after a few turns when he was embedded in an army.
TheWizard 6 Mar, 2021 @ 6:29pm 
God amongst men
Maal  [author] 6 Mar, 2021 @ 3:01pm 
Upgrades added to the Deliverance, I cnouldn't see or reproduce Jubal Jubal tho, he spawned just fine and had his normal name.
Darkryba 6 Mar, 2021 @ 11:23am 
thanks