Total War: WARHAMMER II

Total War: WARHAMMER II

Masked Mustachio's Dwarf Rangers Expanded
22 Comments
Autumnchain 24 Mar, 2023 @ 1:21pm 
This is a pretty great mod. My only complaint is that it misses Ulthar's Raiders. It would be great if they became an RoR of Bugman's Rangers (Great Weapons).
Nasser 27 Aug, 2022 @ 5:28pm 
Thanks!
MaskedMustachio  [author] 27 Aug, 2022 @ 4:26pm 
This mod has been updated for WH3. Check it out here.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854914158
Nasser 25 Aug, 2022 @ 1:11pm 
All right, I´ll be waiting
MaskedMustachio  [author] 24 Aug, 2022 @ 4:45pm 
Few days maybe a week.
Nasser 24 Aug, 2022 @ 3:14pm 
I have no idea how long those things take to port, and Im not trying to rush you or anything, but can you give me an idea of how long it might take until the mod is ported?
MaskedMustachio  [author] 24 Aug, 2022 @ 3:11pm 
It will be one of the first as I also enjoy this mod.
Nasser 24 Aug, 2022 @ 11:29am 
Hope its not a very long this! I really love this mod :D
MaskedMustachio  [author] 23 Aug, 2022 @ 5:14pm 
On my to-do list.
Nasser 23 Aug, 2022 @ 12:36pm 
Please bring this mod to Warhammer 3
MaskedMustachio  [author] 1 Oct, 2021 @ 11:13am 
I scaled the price up to match the price change you see between the different vanilla units. So they are more expensive but on par with the increase you see in ranger/bugman/quarrelers costs. I tried to decided between a linear growth in costs or percentage based. I went with linear. Example: Xbow ranger costs 525 to hire. It costs 125 more to hire ranger 2h and 275 more to hire bugman xbow. So to hire the bugman 2h I added 275 to the ranger 2h (650) to get 925. Same logic applied to the thunders except I looked at the difference in cost between quarrelers and ranger xbows as my baseline to get thunderers to ranger rifle. I applied the same logic as above to go from ranger rifle to bugman rifle. If I had done a percentage based growth to balance it (which I thought might be more balanced) it would have meant that the Bugman's is ~52.38% more than standard ranger xbow. So with that same percentage for the ranger 2h to bugman 2h you would have seen a hiring cost of 1.5238*(650)=~990.
Biomüllpirat 1 Oct, 2021 @ 10:49am 
I always wondered why there were no official Bugman's Rangers (Great Weapons), the rifleman version is a nice addition too, closes a gap in the dwarfen roster. Haven't tried them out so far, only loaded the mod in my current campaign (Turn 103) to take a look and one of my thoughts was that the Bugman's (Great Weapons) and (Rifles) are a bit too expensive.
Dreamwave_Arcades 8 Sep, 2021 @ 5:04pm 
This gives a nice idea of rivily between the rangers who use crossbows and rifle guns
MaskedMustachio  [author] 8 Sep, 2021 @ 7:31am 
Right on glad to hear it Anax. Sounds like it was because my mod had a table name that was the same as my other dwarf mod so that would have made them incompatible together. The update just went through and made sure the table names were unique. They have similar names so I didn't catch that before release.
Anax 8 Sep, 2021 @ 12:24am 
after the update is fine. It was crashing when i was loading the game
Big Sneeze 8 Sep, 2021 @ 12:19am 
@Charko and Anax, I haven't tried this mod yet but make sure you use KMM and are on DX11, not DX12.
Big Sneeze 8 Sep, 2021 @ 12:18am 
The requirement for Brewery is an excellent idea, it encourages diversity for settlements and alleviates some of the awful feeling of having a slot spent on public order chain. Looking forward to using this mod in my next campaign, thank you for your work!
MaskedMustachio  [author] 7 Sep, 2021 @ 2:29pm 
Yes they do Warder. I did not change the wording in the lord skills to keep this as compatible as possible, but it there is ANYTHING including technology that affects a ranger unit it will affect them. Examples would be the technology that improves 2h weapon damage. This improves 2h weapon damage on the 2h weapon Bugman. If it affects blackpowder weapons, then it will affect the ranger/bugman riflemen. So the red skill line will improve the units where you would expect. They will be improved the same way as thunderers/rangers would. But yeah it does improve them but technology also will improve them if the technology would improve a unit using their weapons either ranged weapons or blackpowder or what kind of melee weapon they have. Also improvements to say shielded units will improve the riflemen as they have shields.
Warder117 7 Sep, 2021 @ 2:15pm 
Do any lord skills affect them? Ala the red skill tree line?
MaskedMustachio  [author] 7 Sep, 2021 @ 11:44am 
Can you describe when it crashes? Loading in a battle? A campaign? When the game itself starts? I am no having those same issues on my end so I can't replicate it. Could also be other mods that is causing issue so try just turning it on. Or try changing the load order.
Dr Charko 7 Sep, 2021 @ 9:10am 
Crashes the whole thing.
Anax 6 Sep, 2021 @ 11:43pm 
for some reason it crashes at load screen at me why?