Total War: WARHAMMER II

Total War: WARHAMMER II

Shotgunners - TWH2
46 Comments
gideon1473 15 Jul, 2020 @ 10:03pm 
AI really likes splash damage at affordable vosts
Earth Burger®Fishless Sandwich™  [author] 15 Jul, 2020 @ 7:05pm 
Why's the AI stacking shotguns bro :lunar2019laughingpig:
It probably sees the total damage value and goes yeah.
gideon1473 15 Jul, 2020 @ 6:35pm 
As far as the Dawi version goes these are a bit disappointing. With less than half the range of vanilla Thunderers I was expecting these to blow holes in enemy ranks when they're finally in range but their first volley is barely a tickle and after that its struggle bus all day. No real reason to recruit them over thunderers ATM, this goes doubly for the canister shot irondrakes. AI seems to like them though, i see stacks of Border Princes filled with these plus a few mortars and greatswords
Earth Burger®Fishless Sandwich™  [author] 23 Dec, 2019 @ 7:50pm 
Roger walnut.
Umgak Elgi 23 Dec, 2019 @ 2:53pm 
The stats are working great! Thank you for the update. I tried adding some traits that improve missile attack and they are working as well. Now it is time to dispense Sigmars justice right in the enemy face. I will let you know if i find something else.
Earth Burger®Fishless Sandwich™  [author] 23 Dec, 2019 @ 8:40am 
Yep, posted the update just today. Lemme know if there's still any problems.
Umgak Elgi 22 Dec, 2019 @ 3:26pm 
Heya loving the mod. Shotgunner units are not benefiting from redline skill tree. Any way you can fix this?
Frei 27 Sep, 2019 @ 1:33am 
That's alright! Hopefully you'll find the time, but no pressure or anything, life doesn't always cooperate with us as well as we'd like.
Earth Burger®Fishless Sandwich™  [author] 26 Sep, 2019 @ 6:47pm 
Oooh, I forgot to test if they got added there. Okay, I can get to that... not immediately, and maybe by someone's definition of "soon." Funny, maybe, but not entirely helpful. Alas that the upcoming few days shall be busy for me.
Frei 25 Sep, 2019 @ 7:23pm 
Any chance you would add the Empire units to the recruitment pool for Balthasar Gelt's Golden Order (his separate faction he just got in ME). I tried but just kind of screwed things up mostly.
Earth Burger®Fishless Sandwich™  [author] 12 Mar, 2019 @ 10:50pm 
Sawed-off blunderbusses, huh. If I could make models and import them into the game, that would be pretty boss.
Frei 12 Mar, 2019 @ 7:30pm 
I hear ya. The Vampie Gunner hero unit even has a skill that, as you put points into it, slowly converts their weapon to a blunderbuss.The Pirate Lords with flintlocks also have this skill, so I imagine a lot will be possible with it, too. It's good to have a grapeshot cannon, though. you could even think lower tier along with the spectral ones and give them a skirmishing unit like their sword/pistol mobs, but just make the sawed off scattershots, instead. Lots of possibility. Have fun on spring break!
Earth Burger®Fishless Sandwich™  [author] 12 Mar, 2019 @ 6:10pm 
At last. This took entirely too long. The Vampire Coast now have some scattershot ammunition for their cannon and deck gunners. I was going to make a blunderbuss-armed gunnery mob for them, but hand cannons are effectively that. Maybe I'll get some ghostly grapeshot for the Regiment of Renown deck gunners at some time when I'm not working long, busy days for this Spring Break.
Earth Burger®Fishless Sandwich™  [author] 26 Feb, 2019 @ 12:17pm 
I thought the new launcher would fix this problem. I was wrong. Also, my 24 week old kitten broke his femur bad, like really bad, and dislocated a front paw yesterday so, though the dislocation was set and splinted, I'm taking care of him extra now until a surgeon can see the femur and cast me into possibly two years of debt. I'm sad over it. Expect further delays. Maybe Bannerlord will be out first.
Frei 21 Feb, 2019 @ 3:14am 
well, above all just do what would make you feel best, I think, even if it ends up being another thing. (and yes, grapeshot cannons. you could also make a variant of the Necrofex that shoot different types of shots. there's just the normal and flamethrower unique variant, so lots of room for a grapeshot model or even a model that focuses on pure single shot damage. you could take a look at most of their units, really, and be inspired pretty easily)

And thanks, I will ask for sure. I just don't ever get much time for it if I want to actually play the game, too, so instead of learning it I've been playing. at least I get to test and give feedback for the mods actually getting made!
Earth Burger®Fishless Sandwich™  [author] 20 Feb, 2019 @ 8:35pm 
It's true, I've been utterly inactive following my last semester. Creative motivation has been completely absent, and I even forgot about the things I wanted to do before this issue preventing me from passing updates to my files happened. That being said, I have been starting to think I'd be happier restarting an interest in tinkering with the pack file editor and at least playing with the custom battle mode like I used to. Of course, I still need to try again at getting this issue taken care of. Between work and playing a bit with friends. Especially work. Blunderbusses really would make a good addition to the Vampire Coast. And those deck gunners and cannon crews are practically begging to be fitted with grapeshot.

Also, if you have questions about putting units together, feel free to ask here or in a discussion thread. A discussion thread would probably be easier to respond to, and can be started with the Discussion tab at the top of this page, under the mod title.
Frei 20 Feb, 2019 @ 6:46pm 
It seems like you aren't interested in this mod much anymore, much less expanding it, which is totally understandable... but for curious people like me who wish they could learn to make mods like these/had the time to do it, have you thought about quickly adding shotgun/blunderbuss units for Vampire Coast? They're just so prefect for it, and I'll randomly get an idea for a unit but then think, oh yeah, every time I've tried to put a unit together it has been hacky an terrible. They already have similar units, like I said, so the assets are just kind of sitting there, but I see potential in something like nightstalker-eqsque vampires, small unit sizes with stalk and fast movement, specializing in hit and run. Things like that. Anyway, if you ever do get the time or inspiration, I have plenty of ideas and would have no trouble doing the descriptions and etc for you. If not, I get it, you've already made a great mod, still my favorite unit mod.
Earth Burger®Fishless Sandwich™  [author] 8 Nov, 2018 @ 7:19pm 
Well, I'm suddenly getting an error now. And this is the same error I get trying to update the SFO version of my sketchbook, and unfortunately I am still looking for a solution to that, so...

God damn it.
Well, uh... jeez, I really need to solve this problem.

But it's working still? A relief there, though I'll be prevented from giving some grapeshot to the Vampire Coast until such a time as I can update the files again.
Earth Burger®Fishless Sandwich™  [author] 8 Nov, 2018 @ 6:55pm 
Awesome, glad you like it. And... I could swear I updated this, but the update history isn't reflecting it. Had this issue before, I think I remember how to go about fixing it.
Flint 19 Jun, 2018 @ 10:16pm 
This is an awesome mod! i think the workshop should have a tab for mods recently updated (or maybe i am missing it) as i had no idea such an incredible mod for dawi/empire existed. Like another commenter mentioned i had a few different mods doing similar things but far less elegant. Thank you!
Earth Burger®Fishless Sandwich™  [author] 11 Apr, 2018 @ 3:55pm 
Thanks, glad you're enjoying the scattershot. Oh, also just realized while I mentioned it in the description... at the bottom, I forgot to include a little flag for the requirement of "King and the Warlord" for one unit. I don't believe it's strictly required, though in my testing that unit was not available with the DLC disabled.
Frei 11 Apr, 2018 @ 2:32pm 
No idea why this has so few subscribers when other, low effort unit mods have more. No skin off my back, but it's just strange. Great work on everything, again, having grudge rakers and grapeshot and all that good stuff makes my dwarf campaigns that much more fun.
Earth Burger®Fishless Sandwich™  [author] 17 Jan, 2018 @ 10:02pm 
The Grudge Raker uses the same projectile data for the Empire blunderbuss, so it'll be using wh_emp_infantry_shotgun. I figured these two weapons would be functionally identical.
Scheder 17 Jan, 2018 @ 9:23pm 
I cannot find the projectile table for the grudge raker, do you know where I could locate it?
Earth Burger®Fishless Sandwich™  [author] 24 Dec, 2017 @ 9:14pm 
Whoops, gave it the update now.
Commisar Jon Fuklaw 24 Dec, 2017 @ 4:38pm 
Please update for new patch.
Earth Burger®Fishless Sandwich™  [author] 3 Dec, 2017 @ 9:07pm 
Yeah, I never intended such an ear-melting mess to get in my pack. I still don't know how that projectile got an explosive added in its properties during my transition from TWH1 to TWH2, or even how I managed to miss that popping up presumably out of nowhere.
Commisar Jon Fuklaw 3 Dec, 2017 @ 9:03pm 
I only pointed it out because 448 explosives going off at once ruins the ingame sound with autistic splashing.
Earth Burger®Fishless Sandwich™  [author] 3 Dec, 2017 @ 8:55pm 
But seriously, thanks for pointing that out. I would've never known that issue was still around since I thought I fixed it much earlier.
Earth Burger®Fishless Sandwich™  [author] 3 Dec, 2017 @ 8:21am 
Now I remember spotting an explosive set to each of their canister shot projectiles, but I had snipped that out perhaps weeks ago and, at least I thought, I had uploaded that little fix. They're not exploding on my end, but I guess the update didn't take properly, so... trying again.

lol oops
Earth Burger®Fishless Sandwich™  [author] 3 Dec, 2017 @ 8:09am 
Wait, wait a sec... Irondrakes' shots are exploding? ... I'm going to play with that. And then fix it.
Commisar Jon Fuklaw 3 Dec, 2017 @ 2:51am 
I would like to note that canister shot irondrakes have 72 EXPLOSIVE AP damage which makes it possible for a single regiment of them to wipe out several armies assuming it does not get shot. A single shot from one of these dwarfs completely annihilates any regiment(s) it hits because of This also makes canister irondrakes wipe themselves even at max range because of how targeting works.

I suspect that the intent was to make it regular AP damage or a decimal place was missed (7.2 AP explosive would be reasonable, though still capable of producing a lot of damage with 16 pellets).

I honestly think it's hilarious seeing this unit get 2-4k kills in a battle and 1-2k kills every autobattle, but I feel the need to point this out. The unit is living up to its description in the warhammer 2 version of this mod, because it rips though whole ranks of anything.
Dwatch Razgriz 22 Nov, 2017 @ 9:06pm 
The ammo choice works pretty well Sergeant.
Earth Burger®Fishless Sandwich™  [author] 17 Nov, 2017 @ 9:09am 
All righty, so with a, I guess, beta version of the grapeshot ammo selector for vanilla cannons in place, I've momentarily taken the old grapeshot variant cannons out of the recruitment list. They still technically exist, however, so if your army has any they shouldn't just vanish or cause a crash or whatever else.
Earth Burger®Fishless Sandwich™  [author] 15 Nov, 2017 @ 9:08pm 
I suppose I could. Thanks for bringing that up.
Dwatch Razgriz 15 Nov, 2017 @ 6:43pm 
Shazbot, not sure if this'll help, but someone made an ammo mod for cannons: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1198529069 maybe you can figure out how to make ur own version from this
Earth Burger®Fishless Sandwich™  [author] 12 Nov, 2017 @ 10:03pm 
I'll figure this out. Eventually.
Earth Burger®Fishless Sandwich™  [author] 11 Nov, 2017 @ 4:29pm 
I gotta find some time to make that ammo selection skill. Oughta be as simple as assigning it to the respective cannon units once it's put together, but all will be revealed when I actually get to dive into the idea. Tomorrow seems like good prospects; I should have more time that I can set some aside to make this thing happen.
Dwatch Razgriz 11 Nov, 2017 @ 12:46pm 
YES!!! Now all I need is ammo selection on arty (as has been suggested) and your Empire unit mod and I will be a very happy Empire player :)
Spartacus 10 Nov, 2017 @ 8:36am 
If that grapeshot cannons could just be an ammo type, it would make the cannons alot more versatile, would be pretty sweet.

Great mod though!
Earth Burger®Fishless Sandwich™  [author] 8 Nov, 2017 @ 8:23pm 
Ammo choice? WH2 adds stuff and I haven't been able to fully explore all of it. I might be able to look into that at some point when I've got some free time to do that. Hopefully some time soon. I have a ton of school work to catch up on.
HailSithis 8 Nov, 2017 @ 7:48pm 
Could you make it an ammo choice like on the dark elf ballista?
Earth Burger®Fishless Sandwich™  [author] 8 Nov, 2017 @ 5:16pm 
holy crap lol. How'd you do that? What was the situation?
DSM 8 Nov, 2017 @ 5:12pm 
I got 600 kills in a single cannister shot volley. That, uh, might need a nerf
Darkaiser 8 Nov, 2017 @ 4:52am 
I am eager to try this. I have always felt that blunderbuss weapons (which are easier to make than rifles or muskets) would be appropriate in a WH setting, especially grapeshot for cannons.
Commisar Jon Fuklaw 7 Nov, 2017 @ 11:59pm 
Will take a look at this on next Dawi campaign, but I do suspect that some of these units will require a balance touch-up due to the changes to irondrakes and Dawi ranged units in general.