Total War: WARHAMMER

Total War: WARHAMMER

Unique Steam Tanks - Steel Faith Submod
42 Comments
minecraft with gadget 27 Jan, 2018 @ 11:41pm 
Hope this gets updated!
A noob 14 Jan, 2018 @ 5:44am 
So subscribed to the mod and was the testing out the tanks, out of them all the Implacable seemed extremely weak doing a whoping 2 whole damage to a unit of unshielded Men at Arms. Was messing around with PFM to adjust this and found the tank's mortar's explosive radius was set to 0. Changed it to 6 like the Deliverance and now Implaccable is pretty good. Was wondering if that was intentional or a minor mistake.
stefan_kolbe 14 Nov, 2017 @ 3:20am 
I would love it, if the players generals or heros, could mount such a tank. I further think, that the dwarves should have acsess to tanks too.
Crazyivan 20 Oct, 2017 @ 3:28pm 
Awesome
BigJimSlade 20 Oct, 2017 @ 8:08am 
Awesome man! Thanks much, SFO compliant?

zombieflanders  [author] 20 Oct, 2017 @ 6:48am 
I'll absolutely be creating a version for ME. I've even got a special surprise in store that I've been working on! With any luck it should be ready for the 26th.
Crazyivan 19 Oct, 2017 @ 7:16pm 
MR Z any planes for ME?
BigJimSlade 19 Oct, 2017 @ 6:13pm 
went back and read fast but are you making a SFO2/ME version of this?
Love empire and though this mod was great in TWW1
af17317596 14 Sep, 2017 @ 10:00pm 
This is an awesome mod!
FUCK YES, and thank you!
zombieflanders  [author] 29 Aug, 2017 @ 3:25am 
Since it's been almost a month, I thought I'd let you know what's going on with this mod. First things first: it's still active and going to be updated, I haven't given up on it. I still have some cosmetic work and tweaks I'd like to add. The bad news is that I think I've reached the limits of what I can do using the first game's assets. Model and animation modders with more experience than me have helped, but stuff like the Von Zeppel and making the cannon transparent looks like they're just not working. They may work with TWW2 or future DLC, but for now I can only do one or two more tanks, and one of those would basically be a renamed vanilla tank (i.e., the Conqueror).

But like I said, this is not the end of the mod. I'm still going to play around, as well as see what TWW2 and DLC offers. Until then, I'm going to either test workable ideas with this mod or create a separate (but compatible) mod with tanks not from GW lore/fluff or "throwaway" concepts like the Kathleen.
Mylex 21 Jul, 2017 @ 1:27pm 
Top man, thanks!
zombieflanders  [author] 21 Jul, 2017 @ 12:23pm 
@Dave: No, that's my bad, I somehow forgot to include turning speed for the new tanks. D'OH! I've made the fix.
Kylar 21 Jul, 2017 @ 11:53am 
Maybe why it feels weak is cos is only one mortar shot whereas the normal mortar unit is much larger but the from testing a direct hit on a swordsmen unit kills 1 per volley. I really like the flame cannon one that one is pretty effective :D
Mylex 21 Jul, 2017 @ 10:56am 
I feel like this is probably my fault/a mod conflict, but has anyone experienced the unique tanks not being able to turn, only move forwards?
zombieflanders  [author] 21 Jul, 2017 @ 9:02am 
Hmm...I thought I adapted it from the SFO tables, but I could definitely tweak it a bit.
Kylar 21 Jul, 2017 @ 7:53am 
I really like the mod and am trying out the new tanks but I found that Implacable's mortar seems really wimpy. It feels like it hasn't been balanced for steel faith's increased health.
zombieflanders  [author] 21 Jul, 2017 @ 6:51am 
Oh, I can't believe I completely forgot about the new "Pour On the Steam" ability, which gives all the new tanks a temporary boost to range and damage, but reduced accuracy and longer reload time.
zombieflanders  [author] 21 Jul, 2017 @ 6:18am 
Sorry for the delay everybody, between work and losing a two day's worth of PFM and texture editing due to a crash, it's taken a while. But the good news is that the major update is finally here! I'll have a new description and mod notes up soon, but here's the big items:

-Not one but TWO new Tanks, Implacable (loses the steam gun, but replaces the cannon with a mortar) and Invincible (also loses the steam gun, but has a more powerful cannon and is a bit faster).

-Switched out the cannon on Deliverance fora flame cannon. I really wanted to replace the steam gun with a flamethrower, but there's currently a bug with the flamethrower animation.

-Updated the textures based on actual Citadel Miniatures paint color hex codes, dulled rust down from neon orange, and crosses look like actual Imperial Crosses.

-New shield heraldry textures on Deliverance. This is still a WIP, but let me know how it looks and if youe want it for the other Tanks.
Leinadoje 12 Jul, 2017 @ 7:04pm 
Exciting!
zombieflanders  [author] 12 Jul, 2017 @ 6:52am 
Just a heads up, I'm planning on the next release for later this week. On top of some additional tweaking, there will be at least one new tank, and I'm working on cleaning up and improving textures as well. Even the base tank will be getting a bit of a facelift, as I saw some room for improvement from the original textures. There may even be a surprise or two...
Leinadoje 10 Jul, 2017 @ 7:02am 
@zombieflanders Okay, thank you.
zombieflanders  [author] 10 Jul, 2017 @ 6:29am 
@Grey: Not at all. To compensate for the lack of ranged attacks, Sigmar's Hammer should be an absolute beast at melee, and with higher speed than the average steam tank, it should be able penetrate deeper into ranked foes when charging. It also causes much more damage to gates, destroying them in just several blows, and therefore functions as a battering ram that can immediately go after defenders. I'm planning on buffing its armor a bit in the next update as well, so it should be able to last a little longer when surrounded.
Leinadoje 10 Jul, 2017 @ 6:02am 
If the cannon of Sigmar's Hammer doesn't fire, does that mean that it's a less powerful tank? Because the only advantages of the empire are tanks, demygryphs and artillery, I already have a lot of trouble fighting chaos and I don't think the Empire deserves to be more underpowered.
WillAitch 7 Jul, 2017 @ 7:09am 
Missile damage in this game is not displaying the damage per shot of the unit, it displays an averaged DPS over 10 seconds. It's probably showing you what would happen if it could manage to fire at full volley gun firerate and never miss.
Mr Grimbladex 6 Jul, 2017 @ 2:36pm 
Hey, the tank ALTER KAMERAD has missile damage of 10800? Is that a error? as its 20x the strength of the other tanks?
Lobuno 5 Jul, 2017 @ 2:01am 
Thank you very much for the update!!!
zombieflanders  [author] 4 Jul, 2017 @ 9:57am 
Updated with tweaked stats, textures, icons, etc. See change notes for specifics.
Crazyivan 4 Jul, 2017 @ 12:21am 
Thank you Mr Z look forward to using them.
Lobuno 3 Jul, 2017 @ 4:59pm 
@zombieflanders: thanks!! Your mod just gets better and better, along your modding skills:steamhappy:
zombieflanders  [author] 3 Jul, 2017 @ 2:13pm 
@Lobuno: Every fix I've tried for bursts breaks the ability to fire the main weapon. But don't worry, I haven't given up on fixing it.

I've made some slight changes to Sigmar's Hammer's damage, and also figured out a way to give it a metallic top for a more unique look. I'll be uploading a new version later tonight (I'm on EST) or tomorrow.
Lobuno 3 Jul, 2017 @ 1:51pm 
The Alter Kamerad scores kills just fine, what I don´t like is (at least visually) it shoots a single round each time and not a burst like it should.

The Sigmar's Hammer is fine (hope you can get rid of the cannon). I've slaughtered several orc companies with this beast alone.
zombieflanders  [author] 3 Jul, 2017 @ 1:14pm 
@Needs Must: I'm unable to replicate the kills/XP issue, at least in custom battles. The stats record kills from both guns as well as the ram. Possibly a conflicting mod?
zombieflanders  [author] 3 Jul, 2017 @ 12:52pm 
Good news, everyone!

I found a website that archived the official information from GW before the Great Website Purge, so I've got a couple ideas for special abilities, bonus/malus info, etc. that I'm working on. I'll let you know more if/when I can get stuff to work right, but I'm hoping you like it.
zombieflanders  [author] 3 Jul, 2017 @ 8:15am 
@Needs Must: Well that problem with the Alter Kamerad is a dilly of a pickle. I'll look around to see if I can find a fix. As for Sigmar's Hammer, I'll tinker some more and see if I can make that bad boy live up to his name.
Achilles Healer 3 Jul, 2017 @ 6:23am 
Alter Kamerad isn't recording kills with its ranged weapon. Will likely have a significant negative impact on XP and leveling.

At first glance, Sigmar's Hammer doesn't gain nearly enough in close combat to account for the loss of a main gun. Maybe increase armor substantially/increase AOE damage? Either buff fits the theme of the unit.

All told, absolutely love the mod and the additional depth/flavor it brings.
Venris 2 Jul, 2017 @ 2:54pm 
Good mod.
viranto 2 Jul, 2017 @ 1:42pm 
Thank you! :D
Mumion der Unsterbliche 2 Jul, 2017 @ 9:01am 
Ok.
zombieflanders  [author] 2 Jul, 2017 @ 9:00am 
1. Fallschirmjäger-Division: It should be. Let me know if you run into any problems.
Mumion der Unsterbliche 2 Jul, 2017 @ 8:45am 
Savegame Compatible ?
Hassan Ben Sahid 2 Jul, 2017 @ 7:58am 
Awesome! The Steam Tank in the Karl Franz of the Empire Trailer convinced me to buy that game. I love technology :D
Malignant Peasant 2 Jul, 2017 @ 7:20am 
Nice!