Total War: WARHAMMER

Total War: WARHAMMER

Improved Dwarf War Engines V1.1
44 Comments
Uncia Uncia 3 Mar, 2018 @ 9:16am 
Man, maximum damage vs large enemies - 38, it is dwarf cannonball. This bonus almost has no affects. So, in this mode, brimstone copter is weaker than steam guns, and gyrobomber too.
Dwalers 9 Nov, 2017 @ 2:23pm 
he mate, just had a update for my TW:WH and its seems to have outdated your mod, may just be me but just wanted to give you a heads up, great mod btw, really helped me cremate those poor undead :p
grazak 1 Nov, 2017 @ 8:59am 
really love this mod. Any plan to recreate it for warhammer 2?
o-p-k 10 Sep, 2017 @ 6:28am 
update please
simkarisma 5 Apr, 2017 @ 5:44pm 
plz update i love it!
NosesCan'tSleep (Max) 31 Jan, 2017 @ 5:14pm 
still works i think. at least it doesn't crash my game when i load it
yourlastchance89 4 Jan, 2017 @ 6:09am 
Please update
GamersJournal 29 Dec, 2016 @ 1:41am 
update please
LizardWithAHat 6 Nov, 2016 @ 8:37am 
any news for an update??
uriel84-hs 14 Oct, 2016 @ 7:50am 
For those who wants an artillery balance for dwarfs, the proper combat mod makes it good, slowing down battle ans artillery, ranged units, are to be used wisely, best balanced, heavy infantry and cavalry always makes more kills but ranged units and artillery smart used make well too.
PimpinFreshJiveMonkey 9 Oct, 2016 @ 12:55am 
Please update, dwarven artillery is pretty much useless on most maps without the increased firing arc.
Codex 19 Sep, 2016 @ 7:11am 
please update, i love playing the dwarfs :(
怒火燎原 25 Aug, 2016 @ 5:06am 
Can you update please?
Derky 18 Aug, 2016 @ 12:00am 
Please update I searched for a long time to find a mod just like this one updated but yours is the only one. :D
NapoleonIII 7 Aug, 2016 @ 8:27am 
is there going to be an update?if not just let us know. thanks :)
nepeav10289 29 Jul, 2016 @ 11:42am 
Can you update please?
YoYopuppet 21 Jul, 2016 @ 8:07am 
Hey, would it be possible to replace the Steamtank turret with the burst firing Gyrobomber gun?
Argos 14 Jul, 2016 @ 1:20pm 
Similarly, There are many mods that alter ther gyrocopters. A uploaded version that simply alters artillery would be great!
Carl99  [author] 2 Jul, 2016 @ 12:16pm 
Done, link above and enjoy :).
Carl99  [author] 2 Jul, 2016 @ 12:08pm 
I can do that if you like, give me a few minutes to make the mod up and then a few more to grab and create an image, call it 15 minutes or so if i don't get distracted in game.
DiViNe NeKO 2 Jul, 2016 @ 7:25am 
I use Better Rifles + Dwarves do it Better, these cover all guns and artillery but they dont change gyrocopters or bombers.

making a small side mod that is just gyrocopter unit changes only, really could help reduce mod conflicts
Carl99  [author] 2 Jul, 2016 @ 4:39am 
It's a conflict with another mod. unload all your mods then enable mine, check it works, then enable the rest one by one to see which it is.
Hunter671 1 Jul, 2016 @ 8:30pm 
I don't know if it's in, but the range for the flame cannon is still 150 on my end :(. Unless you reduced it back to 150?
Carl99  [author] 30 Jun, 2016 @ 11:56pm 
Updated to be compatible with new patch, doing Empire artillery mod now. Also further reduced flame cannon reload, a bit of a knee jerk to thibier comments so let me know how it works out.
Carl99  [author] 30 Jun, 2016 @ 11:07pm 
k going to have to update this, will take a little time, update should be within the next 24 hours unless somthing goes badly wrong.
Carl99  [author] 30 Jun, 2016 @ 4:09pm 
Just finished downloading the patch, i'll let you know if it's working and/or update it as needed sometime tomorrow all being well., I'm about to head to bed atm, sorry, patch dropped at a bad time for my crappy internet.
Hunter671 29 Jun, 2016 @ 12:48pm 
Would your mod still be able to function after the patch coming out tomorrow?
Thibier1 26 Jun, 2016 @ 2:34am 
Actually I think the flame canon need a global overhaul. In mine I gave him approximately the sames stats as the chaos artillery (without AP damage and an better attack speed).

Hope your mod will be successful :)
Carl99  [author] 25 Jun, 2016 @ 11:59am 
Thats why i say the reload or possibly effect per shot needs adjustment, the degree to which units get to empty their entire payload of ammo varies with engagement range and several other factors which means it's not allways as simple as that, making sure their peak damage can't get out of line is the first step, but ensuring average under a wider range of circumstances is harder, mostly it works out on it's own but some units need adjustment.
Carl99  [author] 25 Jun, 2016 @ 11:57am 
Test environment i used:

1 Dwarf Lord

20 Ironbreakers, (set these up in a line across the map, use one of the underground ones so they stretch the full width of the map, make sure they're set up clsoe to the enemy than the arty)

4 Flame Cannons, (Test set, replace with whatever you want to test in their place)

4 Stone Throwers with shooting disabled, (this is so the AI will move it's units forward instead of sitting back out of arty range).

The AI has one Goblin Great Shaman, and 39 units of triple gold chevron arrer boys.

Leave the flame cannon to pick their own targets and engage until they run out of ammo, then note the total kills of each. repeat for vs with any other artillery you want to test.

Thibier1 25 Jun, 2016 @ 9:01am 
"they were achieving similar results in the test environment."

My quick review didn't reach me to that finding. I'm gonna check it more serioulsy.

Sorry to bothered you.
Carl99  [author] 25 Jun, 2016 @ 8:24am 
p.s. you do know the flame cannon has enough arc to shoot over your units on the flat don't you?
Carl99  [author] 25 Jun, 2016 @ 8:23am 
Yes you can. It's called cost efficiency. The Flame cannon is a dedicated low armour killer. The Stone thrower is mixed so the stone thrower should perform worse to some degree even if they were the same price. In addition the flame cannon should outperform the stone thrower because it's more expensive.

Your using my hellstorm rocket launcher as a basis and one of the things that made me go "yes this feel ready for an initial release is that they were achieving similar results in the test environment. Both however were balanced with the stone thrower as the baseline.

The catch is that thats just one factor and some of the other are harder to deal with. The rate of fire increase for the flame cannon was an explicit response to the range point. The flame cannon unloads it's damage in less time but it's shorter range means it gets less time on target so it needs that. To what degree is a big variable.
Thibier1 25 Jun, 2016 @ 6:38am 
You can't benchmark the stone throwers with the Flame canon... The Flame canon is *should be* a top of the range artillery. IMO it must out damage to a great extent the Empire rocket vs low-armored target (less or equal than 30 armor) especially because of the short range AND the straight trajectory of the projectile.
Carl99  [author] 25 Jun, 2016 @ 5:02am 
Well it does have a fair boost allready, but i'll need to fiddle. What i will say is that in testing it majorly out damaged stone throwers against such targets.
Thibier1 25 Jun, 2016 @ 3:15am 
I gave him a huge increase in almost everything except AP damage but it didn't work. Actually this is hard to understand why I failed but it's probably related to the fact that the flame canon has the "Artillery_flammable" shot_type feature (projectiles_tables).

A very large range coupled with a huge increase of velocity (pace of the projectile) was a complete desaster. Both far and near the accuracy was completely WTF. Giving him ignition like the Irondrakes was an another track but meh.. Didn't work as intended. Hope you will find something to make it decent.

I personnaly think that a huge increase of the range is the best way to challenge the Empire artillery, to avoid redundancy with Irondrakes (short-range and *supposed* devastating damage) and make up the lack of cavalery which is a big issue.
Carl99  [author] 24 Jun, 2016 @ 9:20pm 
I can certainly have another look, it's an awkward one to get right ofc.
Thibier1 24 Jun, 2016 @ 11:11am 
I'm still thinking that the flame canon is underperforming in large especially compared to your rocket for approximately the same price (100 points).
Thibier1 24 Jun, 2016 @ 10:59am 
Hey, u are the one who made the same thing for the Empire artillery, right ? :D
Thibier1 24 Jun, 2016 @ 10:41am 
I've been trying to boost the flame canon all day long without giving a huge increase in AP damage. I give up. I'm gonna check your mod and bring you back my opinion.
Carl99  [author] 22 Jun, 2016 @ 3:17am 
p.s yeah the gyrobomber is awkward, i'm really not sure what to do about that thing.
Carl99  [author] 22 Jun, 2016 @ 3:16am 
yeah getting damage done instead of kills would be very nice :(. I do have some test parameters and in those at least the flame cannon performed well. The thing to remember is it does better the lower the target's armour, so it's great for beating up skeletons, zombies, empire swordsmen, spearmen, and halberdiers, (to name a few, there are more), but terrible against Grave Guard, Heavy Cavalry, Greatswords, Chaos and Dwarf Warrior's, e.t.c.

And yes it's set up for maximum cross compatibility.
DiViNe NeKO 21 Jun, 2016 @ 7:55pm 
this will load along side other artillery mods seems compatible, nice work.
NosesCan'tSleep (Max) 21 Jun, 2016 @ 12:54pm 
nice mod. just tested it out. the increased fire arc is really handy. i might modify the damage of gyrobomber bombs to make gyrobombers more worth it.

the steam gun is awesome now. and the brimstone gun works well against giants, trolls.

the flame cannon still didn't get many kills in my custom battle but i noticed it was firing more often and the increased range was great. i imagine it did a ton of damage just didn't actually kill many. which is lame that the game doesn't tell how much damage units did. would make testing effectiveness so much easier