Total War: WARHAMMER II

Total War: WARHAMMER II

682 ratings
Guns of the Empire
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Tags: mod, Units
File Size
Posted
Updated
15.000 MB
Jul 2, 2020 @ 9:06am
Apr 2, 2022 @ 10:41am
32 Change Notes ( view )

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Guns of the Empire

Description
UPDATE: YOU NEED THE ASSET PACK HERE. You have no models visible with out it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2562655016

This mod adds 18 gunpowder units to The Empire. These units are inspired by a combo of the units from Napoleon and Empire and skinned based on the roster from Warhammer 3rd Edition in this forum thread[www.twcenter.net].

Some are 100% invented by me.


18 units is a lot of units. If that's too many options for your taste you can toggle individual units off in your campaign (for player and AI) if you are running Mod Configuration Tool Reborn. This mod has a slew of submods and patches so it cooperates with some of the best other mods out there.

Support for Sigmar's Heirs is now built in.

Compatibility for Empire Master Engineers 2

Compatibility for Unit Formations

Compatibility for Imperial Authority Empire Upgrades

Compatibility for Tier 4 Minor Settlements

SFO Standalone


All units get upgraded by Lord skills and tech upgrades. See the
DISCUSSIONS PAGE for details on what units get upgrades for which vanilla units.


This mod makes liberal use of summoned deployables and a transformation for cavalry dismountingand uses a scripting function to make these somwehat balanced features. To make these functions work correctly on unit size settings below Ultra, you may want one of the following adjustment patches.
Large unit size submod
Medium unit size submod
Small unit size submod

Add this if you want my custom unit upgrades system


Add this if you want my units included in Garrisons



There is a unit caps on the Elite units which can be raised by building certain buildings. Feuerschutzen, Thrice-Pistols, Eisenbombers, Jaegerkorps Longrifles, and Linebreakers: max level Forge (Engineer’s Workshop), Imperial Academies, and level 5 Major Settlements

Unit Names and Unit Cards

Ersatzsolder


Hakbutschutzen


Ironsides


Feuerschutzen


Thrice-Pistols


Eisenbombers


Linebreakers


Siege Bombardiers


Jaegerkorps Longrifles


Jaegerkorps


Forstjaeger


Bergjaeger


Kriegsritter



Roadwardens


Alchemical Grenadiers


Reiksgewehr


Clockwork Bombard


Munitions Wagon



Special thanks to:
H3ro for the Asset Editor that has made so many new models and animations possible.

Paperpancake for scripting the Fix Bayonets (and now cavalry dismounting) transformation

Lt Apollo's Reikland reskin for prop textures: https://steamcommunity.com/sharedfiles/filedetails/?id=1183612771

ChaosRobie for allowing the javelin animations and for making the deployable stakes mod.

Reaverbad for his custom gun models

Sythropo for his custom gun models

999999999999 for the idea and helping me implement the swappable projectiles and finding the cause of Kriegsritter spam.
Popular Discussions View All (1)
9
Dec 15, 2021 @ 8:59pm
PINNED: Unit Details
Snek
550 Comments
Macallan Dec 12, 2023 @ 5:19am 
@snek, I managed to get working by creating another cap effect. Not sure why the cap effect you created was not working for the bombard although it works for any other unit oO. Anyway all good now haha ty :D I'm still playing wh2 till wh3 is finished I mod the hell out of the game and I rly hate updates breaking the mods haha.
Macallan Dec 7, 2023 @ 11:09am 
@snek. Yeap. All good I'm using the same unit set you did for your capped units. I'm not at home rn to check but I think it is the engineeringcap something like this. Ingame I see 30/0 (cause I already had 30 recruited on the campaign I tested). Weird that other units works just by linking to the unit set u made (cause its already linked to effect and building effect). Only the bombard is not increasing its cap.
Snek  [author] Dec 7, 2023 @ 10:42am 
@Macallan Is the unit set key also linked to an effect and that effect linked to a building? Are you seeing no cap at all or a cap not increasing.
Macallan Dec 7, 2023 @ 8:41am 
I have the the cap to 0 on main units table offcorse.
Macallan Dec 7, 2023 @ 8:37am 
snek all good? First thx a lot for the amazing mods! Just a quick question. I'm modding it to add a cap to the clockwork bombard but for some reason it is not working... I've Added on unit set junctions the same as the other capped units. It works with any unit but the bombard and I have no idea why.
TheRefinedHellion Nov 29, 2023 @ 2:40pm 
Own a musket for home defence...
bearheart77 Sep 2, 2023 @ 9:41am 
Fantastic mod. I immediately got a sense of pre-industrial and industrial age tech that fits thematically and tactically with the Empire. Makes them so much more enjoyable to play!:steamthumbsup:
𝓚𝓤𝓡𝓐 Aug 17, 2023 @ 9:09pm 
do I need to import?
ドキドラゴン May 24, 2023 @ 2:34am 
amazing mod i wish if there were a way we can support you for all these good work you doing for making a good mod to us all.
Fun fact Apr 12, 2023 @ 5:08pm 
Will you make a SFO version?