Total War: WARHAMMER II

Total War: WARHAMMER II

Shazbot's Empire Sketchbook - TWH2
Earth Burger®Fishless Sandwich™  [developer] 14 Nov, 2017 @ 11:12pm
New World, Old Guns
It'll be like the days of explorers off to the New World in Earth history, except here the natives are armies of sadist elves and hordes of lizard people. There's riches to be found and glory to be won, but I'm here to be talked to whether there's an issue needs ironing out, an idea of yours needs sharing, or you just have anything else to say to humble ol' me.
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Showing 1-15 of 15 comments
Dwatch Razgriz 16 Nov, 2017 @ 9:07pm 
@Sergeat Shazebot the Sandraker, my only complaint is that I wish that the Line infantry and guard had a wee bit more range...It doesn't make sense to me for Skinks with blowguns, or rats throwing bombs, to match the range of a gun.

Other than that, since we have the "new world" maybe a conquistador themed unit pack? A mix of the two, but with speicalzations to make them more useful against the denizens of the new world.
Last edited by Dwatch Razgriz; 16 Nov, 2017 @ 9:09pm
Earth Burger®Fishless Sandwich™  [developer] 16 Nov, 2017 @ 10:29pm 
When I made these units before TWH2 I kind of felt the same way about their range relative to javelin-hurling Chaos Marauders, but I didn't want the Line Infantry to be too effective at range when I also wanted them to be numerous and good enough in melee to hold the line against other melee troops, even if only against infantry in the case of the cheap Musketeers. That desire to strike such a balance of melee against ranged power lead me to give them poor range and accuracy and try to rationalize that as them using smooth-bore firearms and being only sufficiently drilled to use their weapons at all. The Guards are an exception due to their high cost, and even then their range is toned down. I didn't want them to be too close to Handgunners in range, which I consider a skirmish unit relative to the line infantry. Back at the marauders and other hand-thrown missile units, I actually find their range a bit long even if we're matching it against a pistol with 90 range from the Free Company unit.

However...

Speaking of matching things to a pistol, I admit it is odd that I set a full-length musket, even if we're assuming the musket is smooth-bore, to only match the range of a pistol unless that pistol happened to be rifled. Even if I want to keep them under Handgunners in range, there's still some room I can creep up a bit.

So... maybe I can up the range to 100 for the Musketeers and maybe 130, or be modest at 125, for the Guards. I'll give that some thought, but it's late here as of this posting. I'll sleep on it and wait for your feedback and perhaps feedback from anyone else if they care to weigh in.
Last edited by Earth Burger®Fishless Sandwich™; 16 Nov, 2017 @ 10:35pm
Dwatch Razgriz 17 Nov, 2017 @ 7:24am 
@Sergeant Shazbot the Sandraker, well if you want precident for at least 100 range for the smoothbore muskets, that's the range that they had in Med 2 and Shogun 2 if I remember right.

Also, what are your thoughts on a potential "New World Explorer" type pack like I mentioned above?
Earth Burger®Fishless Sandwich™  [developer] 17 Nov, 2017 @ 8:21am 
Oh, forgot to reply to that. Got sleepy and all that. I decided to just up and do that right about as you were posting that, so musketeers have a range of 100 and guards a range of 135 now. As for another New World Explorer pack, I'm not sure. Specialized units against the styles of armies the New World factions have? I'd need to fight the new factions with my old units more, however I do feel, as of this moment at least, that the gunpowder units have a sufficient variety of tools usable against New World factions. At least for now. Grenadiers, for example, are effective at dealing with concentrated masses of rats, like hordes of zombies the Vampires Counts are fond of. Dark or high elves with shields and ranged weapons cannot dent the frontal armor of the custom tank, which will blast their shields apart.

That being said...

Maybe if I can think of some nifty new stuff to experiment with and either make new units from or modify existing units to take advantage of new mechanics. As far as I'm aware the ammunition type selector on the dark/high elf bolt throwers is just one thing that opens up possibilities and I'm beginning to get that to work. Perhaps there's more stuff I can experiment with. If I weren't so busy with school work and work work I might get to play around with the new mechanics more.
Last edited by Earth Burger®Fishless Sandwich™; 17 Nov, 2017 @ 8:24am
Dwatch Razgriz 17 Nov, 2017 @ 9:20am 
Sergeant, I understand completly...RL takes precident over this. I wish you luck :)
Earth Burger®Fishless Sandwich™  [developer] 17 Nov, 2017 @ 8:27pm 
Thanks. :D: Some day, I shall be free. Some day.
Dwatch Razgriz 22 Nov, 2017 @ 8:38pm 
@Sergeant Shazbot the Sandracker, I had a thought...Something that should let your creativity run wild. A "Mercenary" pack...Exotics...things like heavily armored gunners with mace and shield as a secondary weapon, a "sniper" hero, ect...anything your mind can come up with as a mercenary.

The reason I am mentioning "Mercenaries" as a theme is because you already have forces representing the Fuedal Levies of the Middle Ages (and in TW terms the less technologically adept, but still wealthy and strong provences) and the Professionals of the Rennaisance (Pike and Shot, obviously)...but you don't have one of the major players during this time. Mercenaries. They were the professional fighters of the day, and while expensive to hire would more than return on the investment when employed correctly.
Last edited by Dwatch Razgriz; 22 Nov, 2017 @ 8:56pm
Earth Burger®Fishless Sandwich™  [developer] 22 Nov, 2017 @ 10:06pm 
"Mercenaries" was sort of what I started playing around with at first, before I decided to upload this pack for kicks and giggles. It was just the Warband, Champions, and some small elite units back then, and the elite units aren't around because I had a hard drive crash and I haven't quite felt much urgency in rebuilding them. Yet I felt they were some of my more unique units... However the new mechanics have given me some ideas I'd love to have the time to act on. Heck, I even still have the filename as shazbot_mercs.pack because before that crash happened I had all these units recruitable from taverns for the Empire, Bretonnia, and Dwarfs and even for other buildings for Wood Elves, Greenskins, and even the Vampire Counts. I decided to cut that out though because of an issue that cut all sound off, crashed the sound I guess, when using cross-faction voices and that is why the Druid also happens to be silent as much as I'd love to assign her the Damsel voice. Maybe that can still happen without issues, though, at least for TWH2.

But I would love to put together some functionally unique small, elite units and make them, along with the Champions, available to other factions with a bit of logic applied of course. (A Paladin, Druid, or Ranger would never sign up with Chaos, for example.) In fact, if I am able, I have this idea of taking a unit of mages and using a range of "ammo types" to select magic projectiles of as many sorts as I can think of, from scattering blasts to seeking missiles to whatever else and contact effects further the possibilities. "Exotics," as you put it. Still gotta get the non-vanilla defined ammunition type buttons working, though, so I can call them something appropriate.

Some day, I shall be free. Some day.
Last edited by Earth Burger®Fishless Sandwich™; 23 Nov, 2017 @ 7:03am
Dwatch Razgriz 23 Nov, 2017 @ 7:12am 
I sincerely hope that day comes before TW W3 Sergeant.
Earth Burger®Fishless Sandwich™  [developer] 23 Nov, 2017 @ 7:25am 
Oughta be, finals are approaching in a week or two. Gotta ready for those and then I get a bit of a break.
Dwatch Razgriz 23 Nov, 2017 @ 3:13pm 
If you don't mind me asking, what are the possibilities of a flamethrower reg? (Maybe some engineer got pissed he couldn't LITTERALLY return fire on Skaven Warp Fire Throwers)
Earth Burger®Fishless Sandwich™  [developer] 23 Nov, 2017 @ 8:30pm 
I've found that particular firing behaviours tend to be tied to animation sets that are made for particular models. The animation set for the gyrobomber, for example, specifically supports firing its weapon in a seven round burst. Irondrakes, too, have a particular animation that lets them fire in a burst, or stream rather. I could make a gun that shoots fire projectiles, but I don't think I could make one for a human animation set that shoots a stream of fire. I think I tried at one point to make a burst-firing weapon for a human gunner and I couldn't get the results I wanted. Unless, of course, I give the Empire access to the Irondrakes unit.
Dwatch Razgriz 5 Aug, 2018 @ 4:21pm 
How about a Lord for the pack Shaz? A "Lord Marshal" or "High Templar" for instance, who have buffed versions of the abilities of the heroes?
Earth Burger®Fishless Sandwich™  [developer] 6 Aug, 2018 @ 12:37pm 
Unfortunately I have no idea how to actually make agents and generals, but if I did I'd also learn how to make a custom faction and have the Colonel, Banner Lord, and... maybe the Champion of Myrmidia be lords and let the list of heroes be agents. I basically have enough custom units, and enough variety in them, that plausible armies can be built.

... The custom faction part is probably far less plausible as I haven't see anyone do it, or haven't been looking hard enough on the Workshop, but... yeah, maybe if I could do the agents part I might do the Banner Lord, Colonel, and Champion of Myrmidia as generals for the Empire.
Last edited by Earth Burger®Fishless Sandwich™; 6 Aug, 2018 @ 12:43pm
Dwatch Razgriz 6 Aug, 2018 @ 1:59pm 
Fair enough
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