Total War: WARHAMMER II

Total War: WARHAMMER II

Empire Master Engineers II - SFO
62 Komentar
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  [pembuat] 9 Okt 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 Agu 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 Agu 2021 @ 11:13pm 
thanks
Maal  [pembuat] 25 Agu 2021 @ 2:45pm 
¯\_(ツ)_/¯
I am checking in order of updating. This one is still far off ish.
Jomix7 25 Agu 2021 @ 11:35am 
Does this work?
Jon 22 Agu 2021 @ 5:42pm 
Awesome you're working on an update, thanks!
Maal  [pembuat] 13 Agu 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 Agu 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  [pembuat] 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  [pembuat] 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  [pembuat] 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  [pembuat] 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  [pembuat] 17 Mei 2021 @ 2:37pm 
@Mr.Necrophile
You are welcome!
Mr.Necrophile 17 Mei 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  [pembuat] 9 Mei 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 Mei 2021 @ 8:59am 
do this mod need update?
=[NK]= Col. Jack O'Neil 26 Apr 2021 @ 5:52pm 
Thank you!
Maal  [pembuat] 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  [pembuat] 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  [pembuat] 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  [pembuat] 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  [pembuat] 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  [pembuat] 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  [pembuat] 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