Total War: WARHAMMER

Total War: WARHAMMER

Improved Empire Artillery V1.3
64 Comments
CubicFrog 18 Apr, 2018 @ 3:49pm 
amazing mod! love it! will you please update this mod for TW2 plssss?
阿幸 10 Dec, 2017 @ 3:30pm 
非常希望能更新,非常感谢
TotalWar 5 Oct, 2017 @ 7:30pm 
does this work or no
chubbyninja89 (TNB) 24 Sep, 2017 @ 10:06am 
Does this buff the Mortars at all?
SilverEyedWarrior 7 May, 2017 @ 3:39am 
@Carl99 Can you please update. I would appreciate it!
SilverEyedWarrior 4 May, 2017 @ 5:36pm 
Is it still working for anyone else?Can someone update this mod? I would really appreciate it.
CapitaineYolo 26 Apr, 2017 @ 6:58am 
Hey ^^ very sound explanation of your changes. Do you see anything in need of fixing with other factions artillery?
NosesCan'tSleep (Max) 31 Jan, 2017 @ 5:15pm 
i think it still works. my game doesn't crash when i load it so the changes should still be present
Spadde 19 Jan, 2017 @ 7:46am 
Does this still work?
LizardWithAHat 6 Nov, 2016 @ 8:37am 
any news for an update? its an amazing mod
Reinhardt Von Helbrecht 8 Sep, 2016 @ 7:07pm 
update please =(
1461797368 27 Aug, 2016 @ 2:44am 
下载看看
GhOsT 12 Aug, 2016 @ 10:12am 
update please!
Noveske13 1 Aug, 2016 @ 5:34pm 
Please update
AngryBogle 31 Jul, 2016 @ 1:07pm 
Please update this great mod.
nepeav10289 29 Jul, 2016 @ 11:43am 
update please
Selecus Nicator 29 Jul, 2016 @ 3:07am 
Will this mod be updated for the new patch 28/07/2016? It makes playing as the Empire so much more feasible late game. I really love this mod.
LEGION3000 19 Jul, 2016 @ 5:06pm 
Is this updated for the blood and gore DLC?
Carl99  [author] 1 Jul, 2016 @ 12:12am 
Updated for patch 1.
Bsix 22 Jun, 2016 @ 6:40pm 
Thanks got it working.
Carl99  [author] 22 Jun, 2016 @ 1:10pm 
@Bsix: I can't say for sure that you do or don't need BoB but it sounds like a load order issue, disable all other mods, then see if it works. if it works then, then it's a conflict with another mod. if it dosen;t then yeah you may need to go via bob. And the exclamation is normal for mods not uploaded to the workshop, don't worry about it :).
Festivejelly 22 Jun, 2016 @ 11:09am 
Try prepending the name under the table with an @ so it loads before other mods.

For exmaple

Projectile_Table
@FJChanges
Bsix 22 Jun, 2016 @ 7:06am 
Looking for advice. I made a simple mod using PFM to change the explosion effects of the Outrider Grenade Launcher to 5 radius and 40 damage from vanilla values. I deleted all other rows and renamed the data_core to a different name. But I can't get the mod to stick after I place pack file in Warhammer > data.

Is there a finalizing process using BOB or some other tool? I can see my mod in the TW:W mod screen but there is an exclamation through it.

There is a simple step I am missing but can't seem to find in tutorial.
Carl99  [author] 22 Jun, 2016 @ 3:19am 
Probably not compatible, turning them into explosive attacks means editing the projectile table entries and this mod modifies the projectile table entries of the hellblaster and hellstorm. Only the Arc of fire changes are likely to be compatible, though if they haven't changed the explosion properties of the hellstorm then he damage changes for that would still apply.
DiViNe NeKO 21 Jun, 2016 @ 2:10pm 
I use a mod called ' Empire Explosive Artillery ' this basicly just turns all shots into bombs with artillery (works with Totentan mod skeleton artillery) not sure if these are compatible.

downloaded your new Dwarve artillery mod since the E.E.A mod does not apply to Dwarve faction do a little testing give ya feedback on performance of mod later.
Carl99  [author] 18 Jun, 2016 @ 4:12am 
Cheers for that. ALso v1.2 is out with reduced hellblaster ammo count.
Festivejelly 17 Jun, 2016 @ 12:25pm 
Regarding column names on PFM you can actually rename the "unknown" ones by going into the master_schema and finding the entries in there and renaming them. Makes life a lot easier. Just beware there may be several tables with the same name with a number after it, just pick the one with the highest number.
Carl99  [author] 17 Jun, 2016 @ 3:27am 
The mod tools give a lot of the columns their proper names so you know better what everything does. I edit in there, then rename the tables and delete unwanted entries via PFM.

Total War Center finally has a tutorial up that mentions this, but it's only a few days old, the prior one forgot to mention about deleting the other lines, hence all the issues.
DRunkCoWBoy 17 Jun, 2016 @ 2:19am 
ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh ok i see. Yeah i havent even used the mod tools yet. I only edit here and there for myself. PFM makes sense to me because in a way its like FOedit.
Carl99  [author] 17 Jun, 2016 @ 2:01am 
He didn't copy it, the mod tools did. Without using a third party utility there's no way to NOT include the entire table. the mod tools don't support exporting single lines, you have to go in with a third party tool, (PFM), and delete the excess lines after the fact.

That's the point i was trying to make, it's the modding tutorials that are to blame because the mod tools don;t do cross compatibility on their own.
DRunkCoWBoy 17 Jun, 2016 @ 1:15am 
but yeah i see what you mean, the guy who made lore of metal just copied the entire projectile_table into it.
DRunkCoWBoy 17 Jun, 2016 @ 1:14am 
i figured it out, it was that lore of metal mod edited the projectile_tables and i never really suspected it, have to many mods installed. Got it working.
Carl99  [author] 17 Jun, 2016 @ 1:12am 
I'm pretty sure there is a load order, but i suspect it's alphabetical or somthing similar. The problem is most other modders, if they edit a table, they're including every entry in the table both what they've edited and what they haven't.

The fallout equivalent would be editing a single gun's damage value, but when you save the mod the tools include the entries for all the guns, even the ones you haven't modded, so whichever mod edited any gun that loads last will set the values for all guns.

My own mod is setup so that dosen;t happen but others aren't because they don;t know you need to do that.
DRunkCoWBoy 16 Jun, 2016 @ 1:44pm 
so are you saying this doesent work like fallout to where the last one in the laod order just overwrites the previous ones? Cause thats what my impression was but i was trying to just take pieces of this mod and use it but it doesent seem to work. For my own game btw, not putting this anything.
Bsix 16 Jun, 2016 @ 4:22am 
Thanks! Intuitively even though I am modding I figured folks are using whole defitinition segments and not individual lines. So if the base code changes through a patch if you don't focus on individal changes you may be modifying patched code which would be probllematic.

Also really like how you use testing to insure that modifications meet intended purpose.
Carl99  [author] 15 Jun, 2016 @ 11:53pm 
For Dwarf Grudge Throwers, (my reference piece), average kills at exhaustion of ammo is in the 200-250 range, so hellblasters at slightly more than twice the price should be pushing the 500 range, (bear in mind thats average, i saw the stone throwers get between 150 and 300 and change), currently hellblasters are showing much less variance on kill numbers, but they're all pulling well over 500 and have about 20% ammo left when the enemy army breaks and runs, they'd probably push 700 if it stuck around. Hence my feeling an ammo cut might be in order.
Carl99  [author] 15 Jun, 2016 @ 11:53pm 
@General McMuster: Well what i've done is setup a custom battle test environment, (enemy army consist of 1 Goblin Great Shaman and 39 units of tripe gold chevron Orc Arrer boys), then i put a large number of tough units in my army, (Greatswords for Empire, ironbreakers for dwarfs), then place 4 of the artillery piece i want to test behind them, (yes Organ Guns, Flame Cannons and Hellblasters will shoot over friendly troops if you put them far enough back), then let the orcs come and my artillery pieces shoot to exhaustion of ammo.

Continued above...
Carl99  [author] 15 Jun, 2016 @ 11:53pm 
@bsix: it's allready setup to play nice with other such mods but there are two things that will still cause issues:

1. If the mod is modifying the same lines there will be conflicts.

2. If the other mod has followed the common tutorials for cross mod compatibility it will conflict. the tutorials are wrong unfortunately. Thats an issue you need to take up with the other mod maker. The point the other tutorials do not mention is this: You have to use PFM to delete every line your not editing, the game will treat all lines present in the .pack file tables as modified even if no modification of the data has taken place.

I've made mine cross compatible per point 2 but a lot of other mod makers do not because they just don't know. I'll try and have a look at this boomstick mod for you in the next few days, got some emotional crap on my plate though.
Bsix 15 Jun, 2016 @ 3:38pm 
Nice mod. Can't get this to play nice with other mods that modify firearms ("Boomstick" mod). Is it possible for code to effect just specific items that an author wants changed or does a whole new module need to be re-writter?

I would love for this to over-write just these two artillery pieces and the other code to modify firearms only.
McMuster 15 Jun, 2016 @ 2:25pm 
Yeah, making the hellblaster a fast burning candle would definately be a sound balancing choice. Give it enough ammo to ruin the day of a few units(an infantry unit or a quarreler can do the same for less cost) so long as it's deployed properly(a firing gap in your lines, a hill, flanks) but make it lose out to it's contemporary(organ gun) in combat endurance.

I feel like if you tune it so that you can get your money's worth in any given battle it'll be in a good place
Carl99  [author] 15 Jun, 2016 @ 9:03am 
I've allready started in on a Dwarf war machines buff mod. The hellcannon, i'm considering, it's actually very good for it's price performance wise, but it has like all artillery to expend all of it's ammunition to see that and it has the longest time to do so of any artillery, it's an awkward one, the hellcannon has far and away the most destructive shot of any artillery piece so it's not a case where you can just buff damage or AoE or accuracy, without making it very overpowered.

Although i haven't done it yet i'm strongly considering reducing the hellblasters ammo count for the same reason, 48 damage per shot gives good output per second but the hellblaster can sustain a high level of precision damage far longer than most other artillery and it shows when the situation allows it.
McMuster 13 Jun, 2016 @ 1:22pm 
You seem to have a good handle on how to make arty feel balanced. Any thoughts on fiddling with the other artillery in game? Namely the flame cannon and hellcannon could use some love
Carl99  [author] 13 Jun, 2016 @ 11:06am 
No worries. My main concern was to bring it into line cost-benefit wise with the dwarf organ gun which is 2/3 the price but had more range, hit more models and had half again the damage, i could have buffed the damage more but at it's new buffed values it's allready 1 hit killing anything it touches so much more wouldn;t really help much. So if i can;t increase the damage per salvo i needed to give it more salvo's.
Thibier1 13 Jun, 2016 @ 5:34am 
Thx Carl. Great job BTW. I've changed your buff on my own way cause I don't wanna disrupt the metagame. I gave to the Hellstorm 80 explosive damage. I'm still working on it. I could increase up to 110~120. Dunno yet. And I've shrinked the Hellblaster range as originally. Still working on it as well. Cheers !
Carl99  [author] 12 Jun, 2016 @ 10:00pm 
@thbier: go to steam , click the library button at the top and select tools, go down to the TOTAL WARHAMMER assembly kit BETA, open TWEAK. Go tools -> DAVE, then view-> Table Launcher. It gives all those unknown column proper names, and the changes should then be self explanatory if you compare the files.

But the short version is they let it penetrate through ranks better and bounce
Blastom 12 Jun, 2016 @ 9:10pm 
Yeah, so the hellblaster just worths its price now :).
Hellblaster may be a little bit too good on armored target for now, but i think it's ok for something costs $1400.
Thibier1 12 Jun, 2016 @ 9:09am 
Hi dude, thanks for sharing your stuff ! I'd like to know something. Could you explain me what did you change exactly by ticking and modyfing the "unknown" cells as u see on the below screenshoots ?

http://www.noelshack.com/2016-23-1465747591-artillery-1.jpg
http://www.noelshack.com/2016-23-1465747591-artillery-2.jpg
Thibier1 12 Jun, 2016 @ 2:59am 
Good job, i'm gonna check what you did and maybe make some adjustments !
Carl99  [author] 11 Jun, 2016 @ 4:18am 
Yeah all the tutorials say you just have to use a unique table name, but in reality you also have to delete every line you didn't edit. For any modders reading this you have to use PFM to do that, you can't do it with DAVE.
TAS04159 11 Jun, 2016 @ 1:24am 
I found it! Something about the Better Guns - No ROF Nerf mod. It seemed the author had simply hidden the other lines instead of actually deleting them. Manually redid the mod and its working beautifully now