Total War: WARHAMMER II

Total War: WARHAMMER II

Faith, Steel, and Gunpowder
89 Comments
NEARL Sep 7, 2022 @ 8:19pm 
WH3 please!!
kostaskladianos Aug 5, 2022 @ 2:32am 
yes
HughJanus69 Jul 4, 2022 @ 4:26am 
does this still work?
Random Pug, Soviet Pug Mar 20, 2022 @ 2:45pm 
the shrapnel shot for sootson's sons works great while the enemy is at the end or the midpoint of their range, but close up the shrapnel always shoots behind the unit it's hitting because the angle is wrong.
Solaire Mar 9, 2022 @ 9:48am 
@Sergej please do
Clousu Oct 30, 2021 @ 2:41am 
With the mortars I love using the Shrapnel shot on the loose formations of Norscan berserkers. Regular explosive shells are next to useless against them because of the loose formations, but the carcass shots shred their low-armored hides like *kisses fingers* so nice. Being able to switch from shrapnel to poison, then to explosive up closer, the mortar becomes a death-dealer beyond its own capacity. Taking 20% speed of those speedy goat bois gives the crossbows and handgunners a chance to mow them down.

The explosive shot, for the cannon, however, I feel should be buffed. It does less damage even to tightly packed infantry than a regular shell.
k gandalf Oct 15, 2021 @ 4:34pm 
will it be updated this is my fav mod
Sergej Sep 4, 2021 @ 9:13am 
I have been using a private version of this mod for some time now, i added runes for the dwarfs and integrated most mod faction cannons. As it seems the mod is abandoned, or not updates i may later release the version i am currently using.
Fire™ Jul 25, 2021 @ 3:23pm 
Hope this gets updated for Silence/Fury
NYET Jul 25, 2021 @ 4:57am 
Does the ai use this?
LICE Jul 15, 2021 @ 11:16am 
will this work even without being updated?
Nono Cat Apr 30, 2021 @ 11:32am 
update?
wm.j.olson Feb 28, 2021 @ 9:58am 
Doesn't fire explosive shot. Instead trebuchet throw cows although it shows only the options for solid shot and explosive shot.
NightCraw Jan 20, 2021 @ 10:26am 
It still works but, I'm not sure but, there is a bug. That is occur with ROR units.
When my ROR units change their shell, they cant change back to original shell
kostaskladianos Dec 9, 2020 @ 6:24am 
thanks tehal
tehalmightytaco Dec 8, 2020 @ 10:05pm 
I actually have a question about the mod, do you plan on adding firing mods for catapult units, bolt throwers, and the doom diver catapult? I for one would like a fire blast ammo for the God Lobber and poison shot for the dwarfen bolt thrower.
tehalmightytaco Dec 8, 2020 @ 9:55pm 
@kostaskladianos it still works for me actually
kostaskladianos Dec 4, 2020 @ 5:42am 
UPDATE PLEASE?
Fallwinds Oct 21, 2020 @ 4:42pm 
OrangeJulivs  [author] Oct 21, 2020 @ 12:58pm 
@가을바람 Sure, I've got no problem with that :cozybethesda:
Fallwinds Oct 20, 2020 @ 11:05pm 
hey, I like to translate your mods into Korean. can you allow it?
Verlux Oct 13, 2020 @ 2:30am 
Here's hoping it works with Radious!
OrangeJulivs  [author] Sep 28, 2020 @ 4:28pm 
@PsychoticSoul Hm, I can try to look into this but it may be out of my hands - barring a nerf to the canister shot for dwarves. The AI should default to the default fire mode, but I'm not sure what specific values make them swap ammo types. Most likely, I imagine the AI sees the high damage value for the canister shot and decides it's a good idea to swap without considering the distance ¯\_(ツ)_/¯
PsychoticSoul Sep 26, 2020 @ 9:36am 
Theres an issue with dwarf cannons for the ai. When i fight them, they default to grapeshot mode and walk up to my lines instead of shooting long range
Wendersnaven Sep 25, 2020 @ 5:28am 
Thanks for the mod! I was using an overhaul that allowed grape-shot, and honestly had the highlight of my week. I've parted ways with overhauls though, because they have too many issues that become deal-breakers. This mod brings back the joy I had from Empire_Darthmod days!

Skarsnik gets it in the face: https://steamcommunity.com/sharedfiles/filedetails/?id=2237518838
casually_Insane Sep 16, 2020 @ 10:23am 
Could you add an incindiary ammunition type, i seem to be having issues with certain mortally challenged individuals from sylvania...
Hammond Sep 15, 2020 @ 2:33pm 
okok, no prob, my bad man should have guessed
OrangeJulivs  [author] Sep 15, 2020 @ 2:08pm 
@ChefBoiardi it's coming, I just need to find the time to get the pack file updated. I mostly play SFO so that came first.
Hammond Sep 15, 2020 @ 1:04pm 
are you gonna add VampCoast mortars like your SFO version?
cool_lad Oct 19, 2018 @ 10:33pm 
Could you please buff the AoE for the explosive shot on the mortars. It seems that since they use the basic explosive shot, mortars actually perform worse when using it as compared to other artillery pieces, which get a better expliosive shot.
WaKKO151 Oct 3, 2018 @ 4:26pm 
does the ai use the different firing modes?
SoLΛN Jul 6, 2018 @ 11:26am 
Besides the steam tank abilities not working in ME, would it be possible to add these abilities to the Uragan Gun and the Karaz A Karak Cannon from the Kislev Overhaul Mod? They are just reskinned dwarfen cannons.
Sonny Crocket Mar 17, 2018 @ 10:58pm 
I love this mod, could it also be made compatible with Cataphs southern realms? that mod has a 'light cannon' which is basically just a cannon.
tokenwhite85 Feb 11, 2018 @ 5:41am 
Edit:

This mod is magnificent. Been playing with it for a few weeks. I'm not going back.
ArchangelTyrael Feb 9, 2018 @ 11:57pm 
Could you make a compatible patch between [LBO II - SFO II Compatible Version] by LuckySpade?
acv55555 Feb 9, 2018 @ 4:14am 
Question. In the custom battles, I get the added options for steam tanks, but not in the campaign. I am using Radious Mod and several others, just wondering if thats likely the issue.
W_Knight Jan 26, 2018 @ 10:04pm 
更新?
ExpressMonkey Jan 24, 2018 @ 3:49pm 
Thanks for the mod, it's awesome! I was just wondering, could you possibly add a reskin with your units, at least the artillery crews, I just can't stand the uniforms they wear in vanilla lol
KOTRC Jan 19, 2018 @ 8:18pm 
@Jus I find out that limiting the max elevation of the projectile in pfm could avoid the crew from firing into the air. There will still be some projectile not hitting the target due to the spread, but it makes sense.
Jus Jan 14, 2018 @ 1:06pm 
Super awesome mod man!

Besides, canister shot coul use a little buff. It has relatively low killing potential. It is difficult to arrange the canon in proper position to shoot the cannister. And then you only kill mostly 2 models of infantry. Many of the shrapnells go into the air over the heads of the enemy and do no damage.
Explosive shot is much better in any situation
Thewildone2000 Jan 2, 2018 @ 6:46pm 
make a nerf the when changing ammo, the unit can't move or attack for 10 sec.
Jon Dec 20, 2017 @ 12:40pm 
nicely done!
MARINE_LNG Dec 15, 2017 @ 6:20am 
please update for version 1.2
CallMeGrim Dec 14, 2017 @ 3:57pm 
This is one of my fav mods I love this mod great job and thanks :D
Dreadkalibur Nov 23, 2017 @ 8:10pm 
Have to say this is a very Total War style Cannon mod... very fitting
Lysere Nov 22, 2017 @ 12:23pm 
Also not seeing the ammo types on steam tanks in the campaign but I did see them in custom battles.
Metal Izanagi Nov 20, 2017 @ 4:48pm 
I also haven't seen the extra ammo types for Steam Tanks. Not sure what's causing that.

Canister Shot doesn't feel OP to me though, at least on the Empire Great Cannon. Its range is incredibly low so you'll usually only get one volley off, if that, before multiple enemies close in to melee the crew. You can't have your own units screen for your cannons when you're using Canister Shot either, since they'll just get shot to pieces by the shrapnel.
행복의신 Nov 20, 2017 @ 8:33am 
Canister Shot is serious OP :(
Festivejelly Nov 18, 2017 @ 4:28pm 
Hi, I sent you a friend request to discuss using this same approach for other ranged units. Would appreciate some help trying to get my mod working. I really like what possibilities this could create.
tato82 Nov 18, 2017 @ 12:55pm 
Love the mod. But my steam tanks don't get the ammo types in battle, even when I see the little icons on the unit cards in the campaign and pre-battle screens.