Total War: WARHAMMER

Total War: WARHAMMER

Imperial FIREPOWER
80 Comments
wm.j.olson 8 Dec, 2020 @ 1:18pm 
Non-rifled muskets had a possible hit range of 100 yards, but an effective hit range of 50 yards, and even then, given windage, there was less than a 30 percent chance of a hit. At greater ranges it was, as George Washington observed, possible to be shot at all day and not know it. Even with rifled muskets, the effective range increased to about 100 yards. Beyond that it took special training to have a chance of hitting a target. At 100+ yards, a man-sized target would appear to the shooter about the size of your thumb held out at the end of your arm. So, yes the mod is very much OP. But, then mods address one's taste not accuracy as such.
SpicyWaffles 23 Jul, 2019 @ 5:56pm 
Why is the Range so bonkers? They are still handguns, after all.
ColtPiecemaker  [author] 20 Jul, 2019 @ 4:00pm 
@Uffty There are other mods that increase musket damage by a more moderate percentage. I made this to be a more "middle of the road" damage mod that makes it so a full musket army will defeat most other armies, but you aren't going to win against multiple armies or have a small force win against a larger hoard. Trust me, I played around with other mods that made it so a single volley will wipe an entire unit, this is for folks who want reliable and deadly musket units, but still want to think about their engagements. If the AI actually did anything other than charge your frontline, the units would seem far less OP.
The Quiet Cab 20 Jul, 2019 @ 1:30am 
The idea is good, but it is way too OP! Damage should only be like 25% higher than arrows not 125%. This is too OP!
marcbeattie1 2 Jul, 2019 @ 12:47pm 
yes having said that the real reason is because it was way easier to train a regular knuklehead to use a gun than years of training on a bow.
TrippleB 30 Apr, 2019 @ 4:41pm 
...Having said that - Better guns is fun so thanks for making this :)
TrippleB 30 Apr, 2019 @ 4:32pm 
Gun replaced bows and arrows, not because they were better weapons at first, but because the ammunition was a lot easier to mass produce and carry for firearms. Arrows could take a long time to make and their transport to the battlefield was a delicate affair. With the original bullets, if you had the gunpowder, all you needed was some metal slugs.
Zephif cp_dustbowl team 16 Jun, 2018 @ 1:41am 
YESSS!
ColtPiecemaker  [author] 15 Jun, 2018 @ 3:49pm 
Shouldn't.
Zephif cp_dustbowl team 15 Jun, 2018 @ 2:44pm 
Do I have to buy a dlc?
76561198317250132 11 May, 2018 @ 3:13pm 
good hated that my better troops get les kill to old crossbows part of the game thought was bs
ColtPiecemaker  [author] 17 Apr, 2018 @ 3:10pm 
@CubicFrog Unfortunately I don't own TW2, but if you do, I think if you just copy the mod file from this one over to the mod folder in TW2, it should still work.
CubicFrog 17 Apr, 2018 @ 11:00am 
Is there an update of his mod for TW2?
Soup Fish 19 Feb, 2018 @ 4:28pm 
This game is supposed to take place in the time period during which Guns had not yet replaced the other forms of ranged weaponry. It was a short period granted, but it did exist.

Also against Goblins or Skaven or Beastmen you are really going to want that bow back.
JoeZ 12 Dec, 2017 @ 5:07pm 
Don't bring a knife to a gun fight bro. I like this mod, seems more realistic.
Train27 9 Dec, 2017 @ 5:24pm 
Not OP? I just tried this mod with a couple of handgunner units against a swordsmen unit and they didn't even get to melee wtf xDDD
The range could be ok but the damage is just insane
Roaring Fire 9 Dec, 2017 @ 4:53pm 
Hey I love the idea of this mod but have some other ideas about how firearms should be treated in TW WH. I don't have any experience in modding Warhammer but I do know coding and was wondering if you could help me out.
pit_fiend 29 Oct, 2017 @ 4:26am 
just copy this mod in your TW2 Data, it is still working for TW2. I am using it atm.
Soldat665 28 Oct, 2017 @ 8:42pm 
@ColtPiecemaker I await with the utmost eagerness. You the man!!!
ColtPiecemaker  [author] 28 Oct, 2017 @ 9:59am 
@Soldat665 Perhaps it will go on sale around Christmas, I'll have money then and less reason not to buy it. It just isn't happening at the moment, being a poor college student I have both little time and money. :(
Soldat665 28 Oct, 2017 @ 4:36am 
...That's why in the late medieval and throughout the Renaissance period, you see a decline in armor.Gendarmes (knights in full plate armor and, in some cases, even armored horses) gave way to Reiters and Cuirassiers (pistoliers in half or three quarter plate armor and unarmored horses), who then were largely replaced with light cavalry based on the Swedish Light Cavalry (no armor, but armred with pistol and sword), and then the cavalry regiments of the 18th century. Granted some cuirassier regiments existed and still persist to this day, but even by the end of the 16th century, a musket would kill a nobleman in full plate just as easily as a commoner in rags.


Also, @ColtPiecemaker PLEASE PLEASE get some coin to make this for TWW2 ME. I'm dying to apply this mod and put it to good use.
Soldat665 28 Oct, 2017 @ 4:36am 
@Captain Placeholder you bring up two good points, but allow me to add a third which (I would argue) offers a counterpoint against your remark on the effectiveness of black powder weaponry...while armor worn by cuirassiers (think pistoliers in TWW) and rich colonels/generals/marshals/kings/etc were bullet-proof to the shots fired from pistols, no armor was effective at stopping musket fire....
Colonel-Fappington 27 Oct, 2017 @ 3:32am 
pls pls release for warhammer 2 mortal empires
TALOS2789 21 Oct, 2017 @ 2:45pm 
colt i would like to help u with this mod but i cant send a freind requst through steam for some reason
ColtPiecemaker  [author] 20 Oct, 2017 @ 8:00pm 
@TALOS2789 I would if I had Warhammer 2; but that requires money, something I have a major lack of. :/
TALOS2789 19 Oct, 2017 @ 7:48pm 
are u gonna do this mod for warhammer 2 ?
Shien 3 Sep, 2017 @ 7:07am 
Historically speaking, it was for economic reasons, it was far easier to mage guns and bullets instead of arrows and bows and also way easier to train someone to shot a gun rather than a bow...so there's that. Now as far as balance I find it a bit too strong especially for aiming monsters and lords on big mounts like manfred
Sparky IronClaw 20 Aug, 2017 @ 11:37am 
This mod is awesome, now I don't have to leave units of spears/halberds defending my gunners or have to mix them with crossbows too much!

I do prefer the more realistic touch you have added to the game, thank you for this mod.
TALOS2789 13 Aug, 2017 @ 5:43pm 
k thank u
ColtPiecemaker  [author] 13 Aug, 2017 @ 5:34pm 
@TALOS2789 The mod should still work fine, the changes made in the update shouldn't conflict. If anything is not working let me know and I will do a quick update.
TALOS2789 12 Aug, 2017 @ 11:00pm 
has this been updated since norsca
♠E39 M5♠ 4 Aug, 2017 @ 5:03pm 
Found the mod. This kind of sucks cause its a really funny mod "bright_wizard_spells.pack". If u want, try it out. But i thought it should have only tweeked the bright wizzard.
You can kill a insane amount of units with the bright wizzard if u place the spells in the right place:p Place it wrong and your units get rekt.
No wonder its out of date...
ColtPiecemaker  [author] 4 Aug, 2017 @ 4:56pm 
♠E39 M5♠ Happy to help!
♠E39 M5♠ 4 Aug, 2017 @ 4:14pm 
ye i uninstalled all mods now and one of my mods was alredy altering the range of handgunners to 135 which is wierd cause i never downloaded a mod that alters any unit stats except this mod. But i got it now. Ty for the help.
ColtPiecemaker  [author] 4 Aug, 2017 @ 4:04pm 
@♠E39 M5♠ Huh, strange, another guy had the exact opposite problem. Are you running any other mods that may change thunderers/handgunners but not Silver Bullets?
♠E39 M5♠ 4 Aug, 2017 @ 3:55pm 
for some reason this mod only chage the stats of the silver bullets it dont tweak handgunners or thunderers :(
steelwarrior77 2 Aug, 2017 @ 2:58pm 
Thanks - will study it ;-D
ColtPiecemaker  [author] 2 Aug, 2017 @ 10:47am 
"iftest.pack" is the file name. It started out as a test, but I decided to post it.
steelwarrior77 1 Aug, 2017 @ 10:15pm 
Love the mod - what the file name - I am learning how to mod and would like to see how you made the mod ;-D
ColtPiecemaker  [author] 31 Jul, 2017 @ 12:12pm 
Lol yeah, I feel that what makes them as good as they are is the the AI tends not to use much other tactics than "CHARGE THEM FOR CHAOS HAHAHA" rather than proper flanking and tactics. Verses an actual person they still do great, just not as great. ;)
Soldat665 31 Jul, 2017 @ 2:31am 
When I say it was OP, my kneejerk reaction was "OMG! These guys are AMAZING!!!" I'm pretty sure some of my friends would scream bloody murder and refuse to play with the mod, especially one who loves his Chaos and Bretonnians.

As I said before, this is exactly what I expected from TWW and I really enjoy this mod. I'm pretty sure I will be playing with this mod for the forseeable future. Thank you for making this mod. It's truly a great improvement.
Soldat665 31 Jul, 2017 @ 2:28am 
@ColtPiecemaker
Here's a bit of context. I generally try making my Empire armies (which I usually term regiments or brigades) consist of 1 unit of greatswords, 3 units of halberdiers, 6 units of handgunners, 2 great cannons, and the remaining slots are juggled between characters and cavalry. When I tried your mod, I had multiple instances where Warriors of Chaos or Chaos Marauders would come charging at me, their front rank or two would completely die, and the next couple ranks stumped and were stunned. The very few who reached melee broke almost immediately. After several battles, my brigades would eventually at least 2 of the halberdier units, who were replaced by more handgunners, further increasing the devastation the shotte rake in. I remember one battle where the handgunner unit kills were looking like 140, 160, 140, 200...etc (yes I had a unit rake in 200 kills...I was amazed).
ColtPiecemaker  [author] 30 Jul, 2017 @ 5:39pm 
@Soldat665 Glad you like the mod! I wouldn't say they are supidly OP, some mods I've seen make them wipe out entire squads in one volly, but they are definitely better. I'll have to see about TWW2; haven't pre-ordered it yet because I try not to do that, but maybe this once...
Soldat665 30 Jul, 2017 @ 2:44pm 
Just tried the mod. I'd say the handgunners are OP as shit, but you know what? GOOD!!! They're fucking musketeers! I've been infuriated since release at watching handgunners fire entire gun line volleys into approaching warriors of chaos and seeing only 2-3 warriors drop. Now I see about a dozen die per unit of 60-odd men firing, which is how it should be.

Thanks for making this and do NOT change things based on my comment. Hope this will be updated for TWW2. You did great!!!
Belgijska Flaga 23 Jul, 2017 @ 10:41am 
And why it makes sense...
Belgijska Flaga 23 Jul, 2017 @ 10:41am 
I get it, I'm just explaing why they deal so small damage- because they have massively increaced reload time and accuracy, and that everyone shoots no matter what they fight agains, and to be honest i think that soldiers who were to fight agains 1-ton mushrooms (ie. orcs) who are charging at them with big heavy objects in order to smash them into a pulp with them also wouldn't shoot... they would just run for their lifes.
ColtPiecemaker  [author] 23 Jul, 2017 @ 6:10am 
Plus, this is isn't really a realism mod or anything, this is for people(like myself) who like to play Empire/Dwarves and use other mods that make Chaos and the Greenskins really tough; so that when the hoard comes you have a fighting chance. If you aren't playing dwarves or the empire you really should not have this mod enabled.
ColtPiecemaker  [author] 23 Jul, 2017 @ 5:41am 
Yes, only around 2% of soldiers naturaly shoot to kill, but this is a fantasy game where a large portion of the things they shoot at are non-human, so there wouldn't be that fear of killing a fellow man. Plus it is a game anyway, so everyone shoots to kill in video games.
Belgijska Flaga 23 Jul, 2017 @ 3:36am 
(read from the last comment- stupid steam doesn't allow comments longer than 1000 signs) :V
Belgijska Flaga 23 Jul, 2017 @ 3:36am 
horse if he was on one) which will cause havoc in formation, and most likely he will survive that shot, and instead of lying quietly- like the one killed with an arrow he will scream in pain and agony and cause terror in his unit, also the sheer sound of guns fireing- even in the air cause's the same things. Also you should remmember that reload time of firearms was incredibly long, and in game- it isn't so if they fire much more often than they were fire'ing in reality, then to do not make them oeverpowered, game developers had to do... Quess what? Decrease damage dealt to don't make them OP.