Total War: WARHAMMER III

Total War: WARHAMMER III

Dawi Gunpowder Units ( Vanilla 6.X ) ( MCT/TTC Support ) ( REQUIRES ASSET PACK )
A small request for an addition.
I just wanted to make a small request for some small things that could go along with this mod's theme.

I mean, there's a couple smaller things I would love to see the Dwarfs get one way or the other, things like Rangers with rifles or something, but one of the "bigger" things I would love for someone to do is to more so rework a few units that came in ToD.

And those are the Slayer Pirate.

Honestly, I just wish that CA had held off on adding them until the DoW were added to the game, but I just think they way they're implemented is just really bland to what they could've done.

And that's what I would like to request.

I would just love for you to maybe may a basic "Dwarf Pirate" unit that just acts as the Slayer Pirates currently work, and then rework the slayer pirates to use dual pistols as precursor weapons and the RoR using powerful blunderbusses as their precursor weapons, and then both switching to dual swords that give anti infantry damage, 10 for regular slayer pirates and 20 for the RoR.

I just feel like with all the other cool stuff, the basic slayer pirates just feel so bland to what they could be.

But I will say, that if reworking them is a lot more work than you can currently do, then I'll fully understand, like I said, this is just a fairly small request and I didn't want to sound like I'm just making a bunch of giant demands and such.
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Showing 1-5 of 5 comments
_D3rpyN3wb_  [developer] 18 Jul, 2024 @ 5:44am 
Interesting Idea, your idea is not far off and can be done via modding, but if its replacing the vanilla slayer pirates it should be done as a separate mod for mod compatibility
Originally posted by _D3rpyN3wb_:
Interesting Idea, your idea is not far off and can be done via modding, but if its replacing the vanilla slayer pirates it should be done as a separate mod for mod compatibility

Well, I was more so thinking about it being editing the vanilla slayer pirates a bit more so than outright replacing them.

And I'm not exactly well versed in this sort of more complex modding, as most of the mods I've made are really just slight stat number changes.

Heck, I would just be happy if you could maybe edit the slayer pirate units to have dual swords and anti infantry.
_D3rpyN3wb_  [developer] 18 Jul, 2024 @ 5:37pm 
yeah editing vanilla stuff needs to be a separate mod as I don't want this mod to be editing vanilla values 👀, this will cause incompatibility issues with other mods that edits the Pirate Slayers
Last edited by _D3rpyN3wb_; 18 Jul, 2024 @ 5:38pm
Originally posted by _D3rpyN3wb_:
yeah editing vanilla stuff needs to be a separate mod as I don't want this mod to be editing vanilla values 👀, this will cause incompatibility issues with other mods that edits the Pirate Slayers

Oh right. I forgot about that.

Like you have to rename things in the data tables and such to make it work properly.

But ok. If it's too much to add into the mod without reworking a bunch of other stuff, then I can understand.

I just wish CA was allowed to do something more unique with them than what GW had them do.
Last edited by chubbyninja89 (TNB); 18 Jul, 2024 @ 7:11pm
Originally posted by _D3rpyN3wb_:

I think I know what you can do to do some of the stuff that I mentioned into the mod, if you wanted to of course.

You could make a single or a couple new Slayer Pirate units and maybe have them have precursor blunderbusses or whatever and switch to dual swords for some anti infantry damage.

Because then it's not changing the vanilla versions so it could work out pretty well.

Even if it was just a single powerful new RoR unit, that'd be more than enough.
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