Total War: WARHAMMER II

Total War: WARHAMMER II

Dawi Thunder
222 Comments
Hugh de Salle Jun 6, 2024 @ 1:13am 
It stills works fine as to the last comment @Ashton you might want to get off your lazy arse and go learn to yourself you spoiled brat.
SameMz Mar 31, 2024 @ 6:29pm 
every single one of these was so disappointing
Laserdream Mar 18, 2024 @ 6:39am 
It works.
Wulf Mar 13, 2024 @ 12:20pm 
Githammers, they's the hammers wot hammers gits, init.
sigmars_disciple Oct 7, 2023 @ 3:24pm 
This mod has been out for WH3 for AGES.... Just sayin'

I'd be interested if this version for WH2 is still working for folks? Thanks <3
OwL_PaRTy May 3, 2023 @ 5:04pm 
Lovely mod, one minor issue. They work fine, but the Iron thunderers's melee weapon is invisible, so the best I can do rn is picture them using airsabers
n.pedrazalis Nov 17, 2022 @ 10:44pm 
Hello could you port this mod to warhammer 3 please ? I love git hammers i use to play with all the time and sappers and your other variants of dwarfs are so nice please port this
n.pedrazalis Oct 19, 2022 @ 1:13pm 
Hello could you bring this incredible magnificent wonderful work to warhammer 3 please ? i cant play without this mod to support my dwarf units in warhammer 3 please ?
TheGrandSirPiggy Oct 15, 2022 @ 12:49am 
Dwarfs are literally unplayable for me without this mod (not even clicked start on a campaign without it ported)!

Thank you for all your wonderful work, Snek! You are a true top dog of Warhammer modding! Both your units and variants mods are essential!
whuchurface Oct 2, 2022 @ 7:26pm 
plz port to wh3
HomesickFetus Oct 2, 2022 @ 8:50am 
This is definitely a must-have mod for any dwarf player. They just feel so incomplete in WH3, when the only real option is regular thunderers. Cant wait for the port, keep up the good work
Grey Matter Sep 4, 2022 @ 8:28am 
A must have mod for any Dawi player :D. Thank you so much for this mod and cant wait till it gets ported to WH3!
Johann der Alte Aug 30, 2022 @ 7:00am 
Definitely one of the top mods I'm waiting to be ported to WH3! Thank you so much for you splendid additions to the Dawi roster!
Gobsnek Aug 28, 2022 @ 12:53pm 
+1 for porting this, dwarves don't feel complete without it.
Marktschule Gänger Aug 24, 2022 @ 1:39pm 
I absolutely agree. Its a MUST now after i played it.
Snek  [author] Aug 24, 2022 @ 11:07am 
@OldschoolGG It depends on the unit. The way I've done units, at the very least it is a couple hours of converting models to new formats and updating textures to the new format. If they had a custom animation set, that needs rebuilt as well.

@Sin Thank you! I look forward to adding that punch for Dwarfs in WH3, and have ideas for technological additions to give them more playstyle options.
Sin Aug 24, 2022 @ 9:48am 
After playing WH3 Dwarves for some hours I had to come here and thank you for your awesome mod as WH2 Dwarves felt so much better with it! And sure I too hope to see your mod over at WH3 but take your time and most of all have fun!
Marktschule Gänger Aug 24, 2022 @ 6:02am 
is it alot of work to make these units work in WH3 ?
Snek  [author] Aug 24, 2022 @ 5:52am 
I will eventually. So far I have the Crank Gunners rebuilt. But really, I'm waiting for a Chaos Dwarf DLC because that would be prime content to harvest back into Dwarf gunpowder units.
Marktschule Gänger Aug 24, 2022 @ 4:40am 
Are you going to add this one to Warhammer 3 aswell?
I never wanna play Dwarfs without it anymore but after Immortal Empire released, we need it over there!!
IronJack Aug 24, 2022 @ 12:27am 
love the mechanics and all but the damage seems lackluster for instance the crank gun it is abit better than a ratlinggun but has half the unit size or the Iron thunders they shoot twise as fast as normal thunderers but lack the missile strength to kill anithing
i mean even with normal thunderers you wont be able to kill a unit charging them so why dose evry unit bisids some few exsaptions like the snipers underperform comperat to them
Ranygald Roger Jul 30, 2022 @ 12:47pm 
doesnt work in coop
TrashPanda Jul 17, 2022 @ 3:50pm 
I am having blast with this mod on SFO. So much fun. But my god, it makes my dwarves death murder machines. lol. Nothing get's close to my line with the firepower this mod add.
Ihavemanybullets May 25, 2022 @ 5:22pm 
Hi, I tried this mod and I noticed that the Iron Thunderers unit lacks a unit card in campaign and possibly in custom battle as well. I used the unit just fine in a campaign battle though. I was playing as Thorek Ironbrow in the Vortex campaign. This could be a problem on my end because I have a lot of mods running, but I would check anyway, just in case.
n.pedrazalis May 23, 2022 @ 3:43pm 
hello your crank gun engineers , could you please add them a explisive animation when they shoot please and maybe a better sound
n.pedrazalis Feb 2, 2022 @ 7:33pm 
githammers had a metallic ball instead of a missile that was better looking and i dont know and were more metallic looking
n.pedrazalis Feb 2, 2022 @ 7:29pm 
githhammers had a better look like in your card their canon was nicer i think
n.pedrazalis Feb 2, 2022 @ 7:27pm 
excuse me githammerrs looked different ? i think could you make them look as before i liked them more or i am mistaken and iron thunderers also were alittle different looking
Snek  [author] Jan 30, 2022 @ 5:58am 
I noticed the sweet animations on Malakai Makaisson a few weeks ago. When I have some time I intend to study and try to reverse engineering how he did the animated spinning barrels because I'd like to know for other units as well.

If I can't figure it out I will contact ChaosRobie.

Keep in mind that such a Crank Gunner standalone will most likely be for WH3.
linkfire12 Jan 29, 2022 @ 8:56pm 
I noticed that Chaos Robie released his own edition of the Crank Gun with Malakai Malakson in his ThunderBarge mod, with a fully animated barrel.
I've only checked Rump's edition of the mod, so this might be redundant, was there/could there be any collaboration with Robie in regards to updating the models? Rump doesn't seem to be modding anymore, so a new standalone release would be superb.
Snek  [author] Jan 14, 2022 @ 11:06am 
I'll play around with it in my test build. A small homing function might also help.
Sergej Jan 14, 2022 @ 10:59am 
Tho if you make the fuse time too small, it detonates way too close and wont scatter the paiload.
A better solution is to bush out the minimum range to where the shots still have a downward arc.
I have been using my personal ammo mod for cannons (gave the dawi gun-howitzers) and that was the only reasonable fix for the problem.
The skaven Warlock Engineers Doomrocket has the same problem, if you target something too close it farts the projectiles horizontally or even slightly upwards.
Snek  [author] Jan 13, 2022 @ 7:02pm 
I think what you want to edit is in projectiles_explosions tables and the value is "Fuse Distance from Target" that controls how close to an enemy it explodes.

The minimum range on the mortar is in projectiles_tables, but the fuse distance is what really matters.
NukaColaBomb Jan 13, 2022 @ 6:09pm 
Hello Snek! I apologize for the inquiry, but I wanted to ask if you know what settings I could change to the Githhammer torpedoes in Rusted PackFile Manager that would prevent their ordinance from detonating mid-air when fired at close range and missing completely? I imagine this is possible as I believe they are based on the skaven mortar units which do not have this feature.

I understand it was likely done for balancing purposes, but I'd personally like to change the min range instead for my own game.

Thank you so much for your time!
Sergej Jan 10, 2022 @ 12:38pm 
WTH! How come this did not update for me! the new models are AWESOME!
Solaire Jan 2, 2022 @ 11:01am 
So with that said I really don't want to remove this mod since its such high quality but it is extremely tedious to defeat Bretonnia or Empire then go an extra five minutes or even longer depending on the map destroying targets that not only dont route but cant be seen unless you're right on top of it. Would a compatibility patch be possible or some other solution?
Solaire Jan 2, 2022 @ 11:01am 
So upon my investigation. Disabling all my mods and enabling individually those that conflicted with Deployable Stakes by Chaos Robie. I found that this mod in particular out of the group which included Elon's Greybeards, your Empire Abilities and Reskin mod and your Guns of the Empire. This is the mod that causes unbreakable and unspottable for stakes. I dont know, I thought it would be some weird data overlap with caltrops or land mines since those make sense to be unspottable but after testing with all the mods that isnt the case. For a particular reason, the wooden stakes are the only things suffering this problem. The Kings Wall, Caltrops and Land Mines dont suffer this issue.
Gaizaz Dec 31, 2021 @ 7:58am 
awsome fun, but there is a bug where I can see the AI can build tier V of siege workshop. but I cant. but I can see the sign that I can upgrade (blinks). But I cant
shane_357 Dec 25, 2021 @ 7:29pm 
A thought I had, feel free to disregard, but it would be really cool if there could be functionality working with the Dwarf Bodyguards mods - at the moment that one only gives Master Engineers Thunderer bodyguard as an option, but it would be awesome if you could add crank guns or sapper bodyguards as options.
Snek  [author] Dec 13, 2021 @ 8:16pm 
I updated today to bring this up to date following the Cavalry update. Vanilla Thunderers and Irondrakes now get the Caltrops ability. That's the only change this update.
Snek  [author] Dec 13, 2021 @ 8:15pm 
The idea with the Iron Thunderers was not just a heavily armored Thunderer, but the meeting point between a Thunderer and an Ironbreaker or a Hammerer with both strengths and weaknesses of both. I wanted them to be your late game mainline infantry but still require a mixed arms army build.
Kalderon Dec 4, 2021 @ 5:00am 
@Sinthelock: Iron Thunderers lack the bronze shield the regular thunderers have => in a straight shootout, they are worse then regular thunderers (especially against AP missiles. When it comes to melee, the iron thunderers are better then the regular ones thanks to AP, better armour, MD and MA

Best regards
Kalderon.
sawbonesadams Nov 24, 2021 @ 10:11pm 
My fav mod. thank you
big black Mountain elder monster Nov 15, 2021 @ 10:27am 
maybe beacuse Mountaineers use rangers same meshes on past?:steamsad:
big black Mountain elder monster Nov 15, 2021 @ 10:25am 
bug: Rangers (Dwarfs) body missing for veriant meshes:steamfacepalm:
Sinthelock Oct 28, 2021 @ 7:55am 
Why do Iron Thunderers have worse missile damage, shoot slower, and cost more than normal thunders. A rank of plan Thunderers will kill Iron Thunderers and still have ammo left even over while the Iron Thunderers have run out and are nearly dead?

Also Expeditionaries should have the snipe feature
KiyamaHarumi Oct 16, 2021 @ 10:50pm 
Can't upgrade to tier 4 workshop in campaign.
Hohenzollern Oct 10, 2021 @ 12:50pm 
Snek, muh man. Da man...

Can I make one simple request, can you make the crankgunner and githammers buffed by all irondrake red lines, instead of just trollhammer buffs?

Radious' Engineer lord does not buff trollhammers, only flame throwers. Not sure if he meant to do that, and I'll ask him to change that as well. But it would be nice to see the red lines on all my modded in Lords work on your stuff (Parte and Moons and Radious). Although the main irondrake buffer from Parte and Moon will always get his fire army, cuz it's so fun to watch.
IronJack Oct 8, 2021 @ 5:06am 
is there a reason why the grudgesolvers cant place a wall when the army is full the sappers in return can summon artillery without this restriction
Purge8642 Oct 6, 2021 @ 1:25am 
The minigunners and snipers are T-posing.